Post by prototypetom on Sept 8, 2016 2:33:43 GMT
Hi, my name is Tom, and I'm an addict.
A deathmatch addict.
This is a collection of my Deathmatch's, somewhat organised. Everything listed here is play ready, either finished to my satisfaction or a playable work in progress. A have many jobs listed on social club which haven't been updated since ps3, old versions of something newer or don't meet my current standards. So this topic is a way for me to highlight just the jobs I'd be (very) happy to think someone might want to play. And any feedback or comments would be very welcome!
I'll add new maps or updates as new posts as well as updating the OP.
My maps usually have some of the same themes/principles.
I'm not crazy about racing, but I do occasionally like to make a race. I may include a couple.
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NEW/Updated
Legion Squared - 24max
Legion Square - with a big wall around it. AP's and bullpup rifles with a few CMG's in case you get a random helmet in your match. There's also a route to the top of the large sculpture/tower where your reward is 2 RPG spawns. If you make it up, it's probably worth a good few kills. To counter the potential RPGers there is a sniper rifle at either end of the map. There's also a third RPG which just demands a bit of careful traversal and timing. AND there's a GL in the subway bit. It's a lot of heavy weapons in a medium sized map, but due to the complex nature of the environment it shouldn't be too hard to take down HW users with the stock weapons, certainly not if you're moving as a team. The idea is that the HW's are only really viable in a smaller match where you can be more strategic - and in a full lobby it plays more Run and Gun as it's that much harder to reach the HW's.
Fire Station 7 - 30max
Big ol free flowing TDM around the El Burro Fire Station designation '7', (although relatively small and action packed with a full lobby). The main thrust of the map is the cyclical flow around the station itself with most action occurring around either car park. There's also an easy route around the roof as a 3rd option between the east and west sides, as well as some elevated ambush possibilities or to counter a stand off with people holding the top of the car park. There's not many spawns in the dark car park because in testing a well organised team could keep the other team pinned there for too long. There's 2 RPG's, one needs an action hero leap of faith, the other a little traversal and a safe opportunity as it's quite exposed. there's also a couple of snipers on the map - but this isn't a safe haven for snipers, so chose your moment
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The Collection
24-30 player
Bloodthirsty Animals - 24max
My favourite. A fairly typical cyclic TDM ... around a smaller roof/elevated map... and specific spots where the two interact. It's worth noting that there are 6/7 routes onto the roof, so if one looks a little too hot, just move around to the next. The map has an explosive start if it's played below the threshold which actually uses team start points (17 players?). There's a GL for the first player to the summit (and later) and a slightly off-map RPG for anyone willing to trade 30seconds of killing time. There's also a cute placement of an assault shotgun too, but it's not as OP as it used to be, but there are still fans. But really, for range and reflexes, this one is all about the rifles.
Featured: Smooth Killing, GCCC'sGT
Rancho Riot - 30max
Takes in the courthouse, Plaza, Police station and a portion of the multi-level car park. The focal point is the sculpture (which is home to the tricky RPG) and it's connecting walkways. This is based on the idea that a map can be designed to play differently depending on the numbers playing it. With a lot of people I expect it'll be a fairly busy run and gun vibe with 3 basic areas of conflict, mostly ground based and the single GL being a contested area. But there will be natural congregation in a few places that suit less mobile players, which in turn gives the mobile players somewhere to head for. With fewer players (<14) traversal and verticality (especially the sculpture) might be more appealing and strategic (and the RPG becomes a more practical proposition). I've intentionally NOT added much protective cover to the roof and walkways because the existing architecture already offers a lot in several areas and it needs the contrast.
Featured: Smooth Killing, Deathstroke 4, GCCC'sGT
Remix Governmental - 30max
Taking the classic map and making it anew - for hardcore RnG. This version of this location keeps the spirit of the original location intact but takes it up to 30 players and makes channels of the parking lot. There's no real cover based consideration because it's designed for pure free flowing RnG (there's even a little troll for anyone climbing the ladder - not good RnG behaviour!). As with most good pure RnG maps the areas have been divided to keep the action either single path or a two path split - except for the location's signature fountain area, of course.
Featured: DEATHTROKE beta, DEATHSTROKE 3, GCCC'sGT, Jager Meisters 61
ARCADIUS - 24max
Possibly my most updated and edited map - but finally drawn a line under it, satisfied. It'll play with either 2 or 3 teams, but with a full lobby 3 teams might be a little too hectic for some! The action is very much a rifle RnG style, but despite hindering what would be the main cover shooting positions to encourage movement, it's more varied in flow than pure RnG maps and you can still 'play the map' rather than just playing your opponents(in other words, employ strategy). Weapon placement... well it's just an ode to the rifle, with each of the 4 HQ rifles represented (or at least 3, I can't quite remember ). The map is broken up into three 'zones' with interconnecting tunnels and an outside loop. Each zone has a slight different characteristic so you don't get lost (orchard, palms, main plaza).
Featured: DEATHTROKE 2
Assault on Precinct 14 - 30max
This started out as a simple scaffolding map around the police station, but took a big tangent when I decided to connect the station to the building opposite - and the bridge became the focus. On first impressions it seems like it should just play like a big ol block war (judge dredd fans) across the street, but the generous T-junction in the street usually takes at least half the action. There's some clear opportunities for the stealth-minded to creep around the back of teams trying to hold the high ground areas. It has a few more RPG's than I usually like, but the map takes them well. There's a well hidden GL too if you take just a moment to look for it.
Featured: Smooth Killing, GCCC'sGT
Ice Cream Crisis - 30max
I don't usually go for long story winded themed descriptions, but when you combine a pun, an nod to a classic anime and explosive lorries the bullshit starts flowing. The map is relatively small for max players, but it utilises all roof spaces and has a fairly dense layout of channels on terra firma. The many explosive lorries aren't there because of the lame story - exploding lorries create a slightly procedurally generated randomness to each match played on the map, the street area is never exactly the same once things have gone boom. And it's another map which demands a little effort if you want the heavy weapons.
Featured: Smooth Killing, GCCC'sGT
The Struggle - 30max
Originally it was just a little multi-story car park fight with pistols - but then i decided to remake it compeltely - and then after 6hours+ of editing GTA crashed before I could republish - and then for some reason I did it all again the next day! But the scope got bigger with each edit. Now the parking lot isn't main focus - it's the top level and the adjoining roof. There's now an interesting higher roof opportunity, a big bridge, generous side ramps and a couple of sneaky routes up the back of the parking lot from the alley. Weapon-wise it's a more varied range than I usually go for. I've tried to balance the merits of the plucky machine pistol against the blunt stopping power of the heavy revolver - but then later assault SMG's and rifles come into play more. There's also a sweet cache with GL in depths of the parking lot.
Featured: Smooth Killing
The Garden II - 24max
Truth be told - I only started making this one as a retort to one of my crew-mates who moaned about the long bushy grass of the original Garden map. But it's merits started showing a little way into the build and it turned into a good study of a more open landscape style of map to my usual fare (like the original). Things tend to end up focusing around the lower pool/tower, it's almost as if people prefer running downhill to uphill (strange!). But the top pool/tower offers the coolest gimmick this map has - throwing out a bunch of rockets, then when people start shooting at you, swan dive into the pool, climb out and rifle them dead. Any action hero would be proud. The more general appeal of the map is big clean lines of sight between the very large obstacles, if you pick your moment you can often nail 2 or 3 kills from flanking a group of opponents.
Featured: Smooth Killing, GCCC'sGT
Mount Zonah - 30max
This map started out as two concentric cyclical single paths, but then had some fairly elaborate connections added between them. Now it's finished it's sort of like a collection of different TDM map styles, with each aspect of the hospital offering something different, particularly the back and front. There's a few risky HW placements, but it's a map that makes that risk worthwhile. and something you don't often see on enclosed arena maps, a sniper rifle that will score a few kills before you get rumbled. But despite the variety of weapons and approaches you can take, the map smiles on the fast running rifleman.
Featured: DEATHTROKE 2, GCCC'sGT
16 players and less
Will add soon
----------------------------------------------------------------------
Definitions
*'camping' - most simply: are you looking for someone to shoot or are you waiting for someone to shoot, the latter is camping nearly all of the time.
**'spammed' - re heavy weapons in owned matches, if you're buying more ammo, you be spamming.
A deathmatch addict.
This is a collection of my Deathmatch's, somewhat organised. Everything listed here is play ready, either finished to my satisfaction or a playable work in progress. A have many jobs listed on social club which haven't been updated since ps3, old versions of something newer or don't meet my current standards. So this topic is a way for me to highlight just the jobs I'd be (very) happy to think someone might want to play. And any feedback or comments would be very welcome!
I'll add new maps or updates as new posts as well as updating the OP.
My maps usually have some of the same themes/principles.
- Generous ammo for base weapons - running out of bullets isn't my idea of fun
- Moderated or risk/reward HW placement - there's such a thing as too much screen shake in fuller lobbies; while a little bit of a hunt can add a fun extra objective to an emptier lobby.
- Minimal camper-friendly 'spots' - do you like cosy safe places you can stay for the whole match with everything in front of you? You won't find many on my maps. 'Flank da Wuss' t-shirts available.
- Movement - cyclical, hot zone, siege, lanes, verticality... whatever, I try to emphasis the merits of keeping moving and free flowing action.
- Owned friendly - the default YRA setting is owned weapons, so my maps usually reflect that as an option.
- No escape - I usually wall my maps, people running away or going miles off map to snipe can kiss my...
I'm not crazy about racing, but I do occasionally like to make a race. I may include a couple.
---------------------------------------------------------------------
NEW/Updated
Legion Squared - 24max
Legion Square - with a big wall around it. AP's and bullpup rifles with a few CMG's in case you get a random helmet in your match. There's also a route to the top of the large sculpture/tower where your reward is 2 RPG spawns. If you make it up, it's probably worth a good few kills. To counter the potential RPGers there is a sniper rifle at either end of the map. There's also a third RPG which just demands a bit of careful traversal and timing. AND there's a GL in the subway bit. It's a lot of heavy weapons in a medium sized map, but due to the complex nature of the environment it shouldn't be too hard to take down HW users with the stock weapons, certainly not if you're moving as a team. The idea is that the HW's are only really viable in a smaller match where you can be more strategic - and in a full lobby it plays more Run and Gun as it's that much harder to reach the HW's.
Fire Station 7 - 30max
Big ol free flowing TDM around the El Burro Fire Station designation '7', (although relatively small and action packed with a full lobby). The main thrust of the map is the cyclical flow around the station itself with most action occurring around either car park. There's also an easy route around the roof as a 3rd option between the east and west sides, as well as some elevated ambush possibilities or to counter a stand off with people holding the top of the car park. There's not many spawns in the dark car park because in testing a well organised team could keep the other team pinned there for too long. There's 2 RPG's, one needs an action hero leap of faith, the other a little traversal and a safe opportunity as it's quite exposed. there's also a couple of snipers on the map - but this isn't a safe haven for snipers, so chose your moment
---------------------------------------------------------------------
The Collection
24-30 player
Bloodthirsty Animals - 24max
My favourite. A fairly typical cyclic TDM ... around a smaller roof/elevated map... and specific spots where the two interact. It's worth noting that there are 6/7 routes onto the roof, so if one looks a little too hot, just move around to the next. The map has an explosive start if it's played below the threshold which actually uses team start points (17 players?). There's a GL for the first player to the summit (and later) and a slightly off-map RPG for anyone willing to trade 30seconds of killing time. There's also a cute placement of an assault shotgun too, but it's not as OP as it used to be, but there are still fans. But really, for range and reflexes, this one is all about the rifles.
Featured: Smooth Killing, GCCC'sGT
Rancho Riot - 30max
Takes in the courthouse, Plaza, Police station and a portion of the multi-level car park. The focal point is the sculpture (which is home to the tricky RPG) and it's connecting walkways. This is based on the idea that a map can be designed to play differently depending on the numbers playing it. With a lot of people I expect it'll be a fairly busy run and gun vibe with 3 basic areas of conflict, mostly ground based and the single GL being a contested area. But there will be natural congregation in a few places that suit less mobile players, which in turn gives the mobile players somewhere to head for. With fewer players (<14) traversal and verticality (especially the sculpture) might be more appealing and strategic (and the RPG becomes a more practical proposition). I've intentionally NOT added much protective cover to the roof and walkways because the existing architecture already offers a lot in several areas and it needs the contrast.
Featured: Smooth Killing, Deathstroke 4, GCCC'sGT
Remix Governmental - 30max
Taking the classic map and making it anew - for hardcore RnG. This version of this location keeps the spirit of the original location intact but takes it up to 30 players and makes channels of the parking lot. There's no real cover based consideration because it's designed for pure free flowing RnG (there's even a little troll for anyone climbing the ladder - not good RnG behaviour!). As with most good pure RnG maps the areas have been divided to keep the action either single path or a two path split - except for the location's signature fountain area, of course.
Featured: DEATHTROKE beta, DEATHSTROKE 3, GCCC'sGT, Jager Meisters 61
ARCADIUS - 24max
Possibly my most updated and edited map - but finally drawn a line under it, satisfied. It'll play with either 2 or 3 teams, but with a full lobby 3 teams might be a little too hectic for some! The action is very much a rifle RnG style, but despite hindering what would be the main cover shooting positions to encourage movement, it's more varied in flow than pure RnG maps and you can still 'play the map' rather than just playing your opponents(in other words, employ strategy). Weapon placement... well it's just an ode to the rifle, with each of the 4 HQ rifles represented (or at least 3, I can't quite remember ). The map is broken up into three 'zones' with interconnecting tunnels and an outside loop. Each zone has a slight different characteristic so you don't get lost (orchard, palms, main plaza).
Featured: DEATHTROKE 2
Assault on Precinct 14 - 30max
This started out as a simple scaffolding map around the police station, but took a big tangent when I decided to connect the station to the building opposite - and the bridge became the focus. On first impressions it seems like it should just play like a big ol block war (judge dredd fans) across the street, but the generous T-junction in the street usually takes at least half the action. There's some clear opportunities for the stealth-minded to creep around the back of teams trying to hold the high ground areas. It has a few more RPG's than I usually like, but the map takes them well. There's a well hidden GL too if you take just a moment to look for it.
Featured: Smooth Killing, GCCC'sGT
Ice Cream Crisis - 30max
I don't usually go for long story winded themed descriptions, but when you combine a pun, an nod to a classic anime and explosive lorries the bullshit starts flowing. The map is relatively small for max players, but it utilises all roof spaces and has a fairly dense layout of channels on terra firma. The many explosive lorries aren't there because of the lame story - exploding lorries create a slightly procedurally generated randomness to each match played on the map, the street area is never exactly the same once things have gone boom. And it's another map which demands a little effort if you want the heavy weapons.
Featured: Smooth Killing, GCCC'sGT
The Struggle - 30max
Originally it was just a little multi-story car park fight with pistols - but then i decided to remake it compeltely - and then after 6hours+ of editing GTA crashed before I could republish - and then for some reason I did it all again the next day! But the scope got bigger with each edit. Now the parking lot isn't main focus - it's the top level and the adjoining roof. There's now an interesting higher roof opportunity, a big bridge, generous side ramps and a couple of sneaky routes up the back of the parking lot from the alley. Weapon-wise it's a more varied range than I usually go for. I've tried to balance the merits of the plucky machine pistol against the blunt stopping power of the heavy revolver - but then later assault SMG's and rifles come into play more. There's also a sweet cache with GL in depths of the parking lot.
Featured: Smooth Killing
The Garden II - 24max
Truth be told - I only started making this one as a retort to one of my crew-mates who moaned about the long bushy grass of the original Garden map. But it's merits started showing a little way into the build and it turned into a good study of a more open landscape style of map to my usual fare (like the original). Things tend to end up focusing around the lower pool/tower, it's almost as if people prefer running downhill to uphill (strange!). But the top pool/tower offers the coolest gimmick this map has - throwing out a bunch of rockets, then when people start shooting at you, swan dive into the pool, climb out and rifle them dead. Any action hero would be proud. The more general appeal of the map is big clean lines of sight between the very large obstacles, if you pick your moment you can often nail 2 or 3 kills from flanking a group of opponents.
Featured: Smooth Killing, GCCC'sGT
Mount Zonah - 30max
This map started out as two concentric cyclical single paths, but then had some fairly elaborate connections added between them. Now it's finished it's sort of like a collection of different TDM map styles, with each aspect of the hospital offering something different, particularly the back and front. There's a few risky HW placements, but it's a map that makes that risk worthwhile. and something you don't often see on enclosed arena maps, a sniper rifle that will score a few kills before you get rumbled. But despite the variety of weapons and approaches you can take, the map smiles on the fast running rifleman.
Featured: DEATHTROKE 2, GCCC'sGT
16 players and less
Will add soon
----------------------------------------------------------------------
Definitions
*'camping' - most simply: are you looking for someone to shoot or are you waiting for someone to shoot, the latter is camping nearly all of the time.
**'spammed' - re heavy weapons in owned matches, if you're buying more ammo, you be spamming.
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