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Foxy Stevenson

Custom maps created with new props [Deathmatches]

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Foxy Stevenson

Sorry for not putting one of your maps into the PL. Honestly, I prefer your smaller maps. They have to be hosted seperately and some people miss out. I'll put one into Testing Tuesday 11 in two weeks, as next week is going to be a best of.

 

I understand man all good. :)

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Foxy Stevenson

Got another map and this time it's a sequel to a recent map i've made.

 

Unreal Crossway 2 (Ps4)

 

2_0.jpg

 

 

 

 

2-14 players

Forced + Pickups (recommended for a better experience)

 

So this is a sequel map, I've retained the general feel of the original with the small canal crossing the middle, a few bridges, a hidden tunnel, 2 high platforms for sniping and the same weapons. Basically I reimagined the first one in a bigger version so it could fit more players at the same time. No place is the same, no corner is too safe to camp and always running and gunning. Enjoy.

Edited by Foxy Stevenson

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spukin

 

 

 


 

Edited by spukin

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Foxy Stevenson

Updated a few maps.

 

Unreal Crossway:

 

-deleted rpg spawn, changed to grenade.

 

 

Unreal Crossway 2:

 

-deleted rpg spawn, changed to grenade.

 

 

Unreal Under:

 

-map was deleted.

 

 

Fy_Pool_Day:

 

-Changed grenade spawns to only 1 in the pool.

Edited by Foxy Stevenson

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spukin

I liked those rganade in fly pool and im not explosive guy ;) It was different but yeah without it the map will be probably better experience

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Foxy Stevenson

I liked those rganade in fly pool and im not explosive guy ;) It was different but yeah without it the map will be probably better experience

 

Yeah it's ok I guess. I left 1 spawn in the pool so it's hard to get without being killed but it's still there. :p

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Foxy Stevenson

Unreal XS

 

2_0.jpg

 

2-6 Players

Forced + Pickups (recommended for a better experience)

 

A small symmetrical map for up to 3v3.

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Damned_Hitman

 

I liked those rganade in fly pool and im not explosive guy ;) It was different but yeah without it the map will be probably better experience

 

Yeah it's ok I guess. I left 1 spawn in the pool so it's hard to get without being killed but it's still there. :p

 

 

Good thinking :^:

 

This will likely be played a lot of times, a few friends of the crew have bookmarked it :colgate:

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Foxy Stevenson

 

 

I liked those rganade in fly pool and im not explosive guy ;) It was different but yeah without it the map will be probably better experience

 

Yeah it's ok I guess. I left 1 spawn in the pool so it's hard to get without being killed but it's still there. :p

 

 

Good thinking :^:

 

This will likely be played a lot of times, a few friends of the crew have bookmarked it :colgate:

 

 

Yo, that's awesome, I really hope my maps get played so it gives me motivation to do more and better maps :D

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Foxy Stevenson

Hello! As promised I got another remake of a popular Cs map, Cs_Italy!

 

Cs_Italy (PS4)

 

2_0.jpg

 

 

cs_italy.jpg

 

2-16 players

Forced + Pickups (recommended for a better experience)

 

 

So this time around I've managed to build the map completely, while I still had to limit the map to fewer details specially on interiors, but the overall feel and scale of the map is quite similar to the original.

 

Enjoy. :)

 

 

EDIT:

Also updated Unreal Crossway 2. Changed just a few props for more spacing and room.

Edited by Foxy Stevenson

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sleepwalk1980

How are you placing your spawns in these maps since the old

got patched?
Please tell me you've found a new way!

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Foxy Stevenson

How are you placing your spawns in these maps since the old

got patched?

Please tell me you've found a new way!

 

 

Well, with these maps I don't feel the need to use the spawn glitch to place spawns side by side. I just use the normal way and place spawns when the game tells me that I can, in a certain distance between them.

 

Although I find it interesting that the game let's me place spawn points against vertical walls, like mid air for example.

Edited by Foxy Stevenson

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Foxy Stevenson

De_Train (PS4)

 

2_0.jpg

 

 

 

 

2-20 players

Forced + Pickups (recommended for a better experience)

 

This map is based on the cs 1.6 version of De_Train and I've managed to recreate it all to the highest fidelity possible. This is the most complicated remake I've done yet because it took me several hours to get it just right.

 

Enjoy :)

Edited by Foxy Stevenson

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Foxy Stevenson

Unreal Oil Rig (PS4)

 

2_0.jpg

 

 

 

 

2-14 players

Forced + Pickups (recommended for a better experience)

 

Another custom map, this time it's based on something real.

 

Enjoy.

Edited by Foxy Stevenson

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Foxy Stevenson

Unreal Blue (PS4)

2_0.jpg

 

2-8 players

Forced + Pickups (recommended for a better experience)

 

This is another small symmetrical map, there's a mix between long corridors, open middle areas and verticality.

 

Edit: Might change the player limit to 10 instead of 8.

Edited by Foxy Stevenson

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Foxy Stevenson

Based on what I've seen I will be updating a few maps to change some weapon pickups/placement etc.

 

 

Updated - Unreal Crossway. Added 2 more carbine spawns in the middle of the map.

Updated - Unreal Crossway 2. Deleted 3 grenade spawns, leaving only 1.

Updated - Unreal Oil Rig. Added more carbine spawns, readjusted a few props.

Edited by Foxy Stevenson

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Foxy Stevenson

Have you ever seen a deathmatch where you could "wall run"?

 

Unreal Green (PS4)

 

2_0.jpg

 

2-6 players

Forced + Pickups (recommended for a better experience)

 

So this time I got a new original map with something that I think was never done before. Wall Running in Gta online!

 

I made this quick small map just to see how it would look with the "wall running".. I will make a bigger map with more diverse ways of "wall running" to cross the map! I know it's not actually wall running as it's impossible to make the character run on walls without any mods, so this is closest thing you can get.

 

Edited by Foxy Stevenson

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sleepwalk1980

How the hell did you do that?!

 

These maps are awesome, they've inpsired me to make my own DMs using the platforms to build arenas

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Foxy Stevenson

How the hell did you do that?!

 

These maps are awesome, they've inpsired me to make my own DMs using the platforms to build arenas

 

Thank you. Hell yeah, be creative and use only props to make a full map for deathmatches. :) Feel free to post on this thread your maps and I can give you some feedback on them. I'm on ps4 tho so I won't be able to test them.

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sleepwalk1980

As soon as I've got some built i'll make a video so you can see the layouts...

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Foxy Stevenson

This time it's a Capture.

 

This map is based on the original map from the classic Unreal Tournament 1999 game. It's still one of the most popular maps in UT just like Dust 2 is for CS.

 

Facing Worlds (PS4)

2_0.jpg

 

 

ywmtxdpcynvl1qw9uanj.jpg

 

 

2-12 players

Forced + Pickups (recommended for a better experience)

 

2 teams fight to steal and score the most enemy flags to their base. 1 lucky player from each team gets to spawn on top of their respective towers, and have access to an rpg, heavy sniper, a parachute, and of course the best vantage point. But be careful, because you might get sniped by the enemy, as you have little to no cover.

 

I adapted the map to be more fitting for gta so it's not a complete replica of the original but still has the same layout and feel.

Edited by Foxy Stevenson

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sleepwalk1980

Thank you. Hell yeah, be creative and use only props to make a full map for deathmatches. :) Feel free to post on this thread your maps and I can give you some feedback on them. I'm on ps4 tho so I won't be able to test them.

 

Right then. Inspiration from Foxy Stevenson, Raymond Calitri and other creators who use the platforms to create DM arenas, here is my first attempt...

 

 

OUTFLOW / XBOX1 / 12 players / 2 teams / RSC LINK

 

2_2.jpg

A lot of rubbish ends up passing through this narrow bi-level DM arena built over one of Los Santos' most polluted outflows.

Make sure your body isn't amongst it!

 

 

 

Symmetrical bi-level map with an swimmable underwater section (make sure you pick up the knife!). Lots of cover options for close quarter RnG, but wide open sightlines for long range attacks

All weapons are placed down the centre of the map.

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Foxy Stevenson

Right then. Inspiration from Foxy Stevenson, Raymond Calitri and other creators who use the platforms to create DM arenas, here is my first attempt...

 

OUTFLOW / XBOX1 / 12 players / 2 teams / RSC LINK

 

*Video*

 

Hey, that looks well made, I like symetrical maps a lot, nice use of that section for the base of your map. +1 for the verticality, it gives more life, compared to the boring flat run and gun maps. The underwater part reminds me of a part on my map Unreal Blue, which also has a secret underwater tunnel to the other side of the map :p

 

Since you also have longer range on your map you might want to add the assault rifle as a pickup in the middle since it's not that much more powerful than the combat pdw but has the range you need. Just a thought. It's kind of difficult to judge a map just from a video, but try it out with some players and see how it plays and if it really needs changes.

 

Overall, it's a good start, might be a little too open, but since you only have 12 players it might be good anyway. Normally creators just shove 30 players into a map like that and call it a day. lol

 

Keep on creating. :)

Edited by Foxy Stevenson

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sleepwalk1980

Hey, that looks well made...

 

 

Thanks man! Great minds think alike on the underwater parts then :) I didn't even plan on having one, I was wandering about the half made map and went in the water and started swimming and then had a brainwave.

 

Good call on the AR for range, the only reason I didn't add it is because the map is quite open as you noticed, and I didn't want people being able to shoot someone from one end to the other. I'll see how it plays first. And low player counts FTW, too many 30 man bloodbaths these days - coming from a CoD background I prefer the 12 player count (16 at a push)

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raymond_calitri

This map is based on the original map from the classic Unreal Tournament 1999 game. It's still one of the most popular maps in UT just like Dust 2 is for CS.

 

 

looks great! ive been wanting to build a facing worlds for a while now, but this one looks like it does it justice. any issues building the capture on the block props? ive seen both respawns and capture objects mess up when built on the blocks, which is why i tend to steer away from captures.

 

 

OUTFLOW / XBOX1 / 12 players / 2 teams / RSC LINK

 

 

bookmarked, cant wait to give it a run and see it in action Edited by raymond_calitri

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Foxy Stevenson

looks great! ive been wanting to build a facing worlds for a while now, but this one looks like it does it justice. any issues building the capture on the block props? ive seen both respawns and capture objects mess up when built on the blocks, which is why i tend to steer away from captures.

 

Thanks.

 

Well for starters everytime I wanted to place a weapon spawn I had to teleport back to the main land, place it on the road, pick it up and teleport back to my map to place it. There are over 20 weapon spawns so imagine the trouble I had to go...

 

Also if someone happens to fall out of the map with the "Flag" it's impossible to recover it. That's why I put 3 "Flags" on each base, so it's harder to f*ck it up. Also it's the contend mode, where the "Flag" respawns once you deliver it, so it should be fine.

 

I only tested it with another player and the respawns seemed to work, the "Flags" delivered/respawned correctly. I also never make captures as it's not my favourite mode but since it was Facing Worlds I had to make it a "Capture the Flag", like the original.

Edited by Foxy Stevenson

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sleepwalk1980

If you die in water the object should respawn in it's original location no?

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Foxy Stevenson

If you die in water the object should respawn in it's original location no?

 

Does it? I don't know either. I placed a few large props under the map so that the falling players don't take too long to die because the map is almost at max height allowed...

Edited by Foxy Stevenson

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sleepwalk1980

 

If you die in water the object should respawn in it's original location no?

 

Does it? I don't know either. I placed a few large props under the map so that the falling players don't take too long to die because the map is almost at max height allowed...

 

 

I think it does, I got a capture made way up in the sky and I'm pretty sure it respawns on death.

 

 

Also, little something I'm working on...

 

 

4ce457d5-0b94-48ba-95bd-0b21b8babe8d.PNG

 

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