#Namak

1 messages · Page 1 of 1 (latest)

sudden sigil
#

BB_Map_Namak
[0,5x0,5 km map]

**Description: **
Urban map with limited destruction and verticality for peoples who like to have control under situation and do not scan 250 windows.

Map locations and biome
Somewhere in Asia.

Starter tips
• At dead end alley near D you can hide a Rally Point.

Icon:
https://cdn.discordapp.com/attachments/1029840174764527717/1122132929657700402/DiscordIcon.png
Loading Screen:
https://cdn.discordapp.com/attachments/1029840174764527717/1122132929959706674/LoadingScreen.png
Minimap:
https://cdn.discordapp.com/attachments/1029840174764527717/1122133067994234940/MainMap.png
satellite map:
https://cdn.discordapp.com/attachments/1029840174764527717/1122132928885964830/screen_4096x4096_2023-06-21_19-50-45.png

sudden sigil
#

**History of updates:**
2023 June 23 - Release of map rework V2.

lament trench
#

Bad spawn bug when enemies come from B obj on Dom. C has a spawn behind hardened barriers that C4/Grenades can be lobbed over. Literally just sitting and hoping spawn protection keeps you alive to run out

crude eagle
#

Got stuck in the space between the white canisters and the wall while trying to vault onto the ledge

noble axle
silver folio
#

please fix this part on namak serves 0 purpose and let epople put beacons there to abuse

timid epoch
#

I know how to do it, but I don't want to put it here because it could be abused.
I can put it here if you need it.

high sentinel
#

^ Needs to be fixed, was here earlier and is a really OP spot because of the high ground and enemy players won't even expect you're there. Adding more invisible walls would be nice or instead of a ledge on that gray wall in the picture, a full tall wall would be there preventing players from getting there and stop them from doing the glitch to get on top of the building.

wicked flame
wicked flame
#

seems like its fixed

frozen star
#

tysm for fixing top US spawn 🫡

timid epoch
sharp talon
#

My feedback:

  1. Currently on 32 Rush on Namak alone, a majority of the games I have played just revolve around players camping the spawn point that attackers have at this location. Essentially on attack you only have 3 lanes of opportunity and it is really easy to setup a spawn camp.
  2. Would love to see more destruction throughout this environment. Feel like the better designed maps are the ones that have more diverse capabilities of playing into a wall or building to create a new path. Depending on where the bomb spawns during the game the defense usually are setup in the same spots just due to choke points and leads to less memorable games.
  3. Potentially would like to see more buildings like the parking garage that are connected to other parking garages to create new areas on this map. Allow teams on attack another option to flanking. Would love to see more integration between the buildings and created new path ways by going through office spaces and blowing through walls with C4.
formal valley
#

I've only played on this map once and honestly hated it (not that I wanted to, I voted for it!). Movement felt extremely restricted. Why are grappling hooks nerfed? I would have thought this is the perfect setting to make use of them...
(I know the design intent is limited verticality, but this could be solved by throwing some doodads on roofs that keep players from peek-shooting right from the edges while still letting them be viable alternate paths for movement, plus having roofs with the most height in the map directly accessible from spawn so both teams always have a way to take back roofs without having to come from below)

limpid grotto
#

It might help the map to have more building colors other than the grey ones. Maybe like dark grey and other muted shades. Might also help to make a few buildings look like they’re entirely glass

sharp talon
silver folio
sharp talon
limpid grotto
sharp talon
tawdry bane
raw vale
tawdry bane
# raw vale

i mean i already posted the video how it happens

raw vale
marsh field
raw vale
tawdry bane
warped glacier
prime portal
#

Used to hate this map, but now I love it. It plays so differently and adds a lot of variety to the game. One thing I wish was changed are the invisble walls on 32v32. There were a lot of areas that were blocked off with invisible walls that I would constantly try to get to without knowing they were blocked off prior. It'd be nice if there was something there to indicate that area is restricted and unable to be accessed without having to check the map.

marsh field
#

I’d like to build hesco wall here.
My favorite position

fiery rapids
#

In 127 vs 127, only the Us win the matches, their routes to get to C and F are very easy, I almost never saw a Ru win on this map

silver folio
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Namak center respawn should be change or make it more easier to push if you put a sentry and some walls, you have the perfect barricade.
It gets even stronger on the 32vs32 format where you are less likel to be push from other angles that are not A

merry stone
#

Somehow a teammate got our humvee stuck under the map. I'm not sure how he did it but it never came back and was falling for the entire match

meager sierra
#

you shouldnt be able to put a rappel line up to the roof of a building if you are gonna put an invisible wall at the top

#

Also why are so few walls destructable. this map is awful

wary steeple
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Please add more destructible walls inside buildings in this map, it's by far the least destructible map seeing play and just devolves into sandbag chokepoint pushing

red fractal
#

Opinions on this? You have to apparently climb over a builded wall to access the area. Was this intented?

red fractal
limpid grotto
#

There’s an Easter egg painting in there so yes

rough jewel
#

Flanking routes, side paths feel too long (and boring?). (this is more issue on smaller modes, on bigger modes, there is usually combat on these path)
It feels like there's too little destruction

Flanking
On other maps, when taking flanking routes, it's usually possible to create paths using C4.
for example: it could be cool to have more buildings have a few floors and paths, that are destructible.

rough jewel
#

Destruction
Like the stores and stuff that are on streets are great, they have cover, some destruction.
I would like some more, but smaller, still destructible places. Like a backroom in the stores, that is tight, but destructible. or a fire escape that can go up 1 floor and having a few more upstairs areas with destruction.

Optional paths
And for example more flanking paths that are blocked by walls, but can be destroyed to break through.(on the picture, the house that I must go around in yellow path, could have a way through it in the middle that has a destructible wall).
Having a 2nd floor for some buildings accessible for grappling hook and destructible fire-escape, short elevator.

pallid ocean
#

building are somehow climbable, i already reported this to the modmail bot but leave it here as well, also rally points can be placed

on a completely unrelated note, seeing the reports here makes me think i have cought the biggest whale of all time, considering he was on the highest building we found yet

crisp raven
thick saddle
#

Most favorite map of all newbies.

Small count of bypass roads, unreachable buildings roofs, small count of covers without enough count of textures that could hide you on middle distances.

So players stay in the groups right before the turn to next battlezone and are always easely destroyed by 5-6 in a row once you somehow become from the backwards.

regal arrow
#

This map is extremely fun in terms of layout and has a nice unique theme compared to the more industrial environments.

However- I feel it's not too fun to play due to the lack of destructable elements. Old Namak, whilst unbalanced, is fun when you can tear down every single building.

I'm not saying make every building destructable, but having some more destruction, particularly around chokepoints, would benefit the experience

candid river
#

More destruction and allow more verticality
Seems weird to be able to place ropes and not allow us to climb some buildings at least

regal arrow
#

I can live without ropes

But lack of destruction REALLY holds this map back. If there's a tight chokepoint that the enemy has got locked down, there's no way to make an alternate path through. You just gotta go with the map's flow.

proper aspen
#

I don't understand the ribbon, which is very distracting, it's not static when you run, it disappears with artifacts

tulip glacier
#

bad map. lol

analog belfry
#

why is the whole map in shades of pink?

regal arrow
#

Because anime

rigid tapir
#

Ngl i miss this map

tulip elm
#

Above the skybox. There is no video about how we did it, but I can record it later if necessary

rigid ravine
rigid ravine