The 2nd place winner of the Maverick Summer 2010 Mapping Competition, Corrosion received high critical acclaim upon it's initial Quake III release (LvL review here: http://lvlworld.com/#c=m1&i=2131&d=18...Phantazm11). Now that it's finally seen it's QL debut, how do you think it will work as a competitive TDM map?
The layout is highly fluid with plenty of choke points, and has enough room to navigate without feeling claustrophobic (I know some TDM maps in the past were criticized for being too tight), and is vertical enough to ensure interesting fights. The item placement seems fairly balanced as well, with a MH in one of the middle rooms and a Quad in back, with a RA on one side and two YA's on the other. It doesn't seem like any room has too much weight, the MH has a LG but the LG is easy to attack and I doubt anyone will be controlling MH with it alone, especially with the connectivity this arena provides. The two YA's are good for teams out of control of the map. RG is available, but it's in a low room and in a pool of murky water, so I doubt it would dominate the map and promote +backing / camping. There's no other PU's besides the Quad - quad is also prone to being attacked with ease due to it's low positioning.
So how do you think it would fare in competitive TDM?
The layout is highly fluid with plenty of choke points, and has enough room to navigate without feeling claustrophobic (I know some TDM maps in the past were criticized for being too tight), and is vertical enough to ensure interesting fights. The item placement seems fairly balanced as well, with a MH in one of the middle rooms and a Quad in back, with a RA on one side and two YA's on the other. It doesn't seem like any room has too much weight, the MH has a LG but the LG is easy to attack and I doubt anyone will be controlling MH with it alone, especially with the connectivity this arena provides. The two YA's are good for teams out of control of the map. RG is available, but it's in a low room and in a pool of murky water, so I doubt it would dominate the map and promote +backing / camping. There's no other PU's besides the Quad - quad is also prone to being attacked with ease due to it's low positioning.
So how do you think it would fare in competitive TDM?
Edited by EmeraldTiger at 19:33 CDT, 25 October 2012 - 5223 Hits



i saw your pre-edit comment about the guide, an overall guide would be too much work but here's something you might find interesting, it might help with your tdm maps. draw a circle around your powerup and mark the directions that you can expect realistic attacks/damage from red, "safe" directions green. the redder the circle is, the more you have fucked up your power up room for _organized tdm_ (certainly a full green wont work either :D). obviously there are more things to consider such as positioning (in addition to having full/almost full red circle dm6 and limbus quads are terrible to take positioning wise aswell) but atleast it gives you a bit of direction