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 Elite - Paragon

by  Wabbitface 
 Storm / StormMan   |   Intermediate 
ID  4359 
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Changelog
6/25 - Thought the area around defender spawn was too open so I reworked and added some walls up and an additional grapple for more options.
5/30 - Wall lights removed for better looks, Cage turned into 3-part arch, 1-part cage for nerfing defence on that position, speed pad at attackers right has been shortened, wall at attackers right built up to look better.
5/21 - Right Side of map has been trimmed and the map as a whole is more streamlined, right route from atk spawn has been reworked using the very useful curvy fences (Thanks Nadeo!), Def Spawn area has been reworked slightly, with large wall removed, adding additional easier routes into that area while the back area has also been heightened. Additional grapple hook has been added totalling to 3 grapples. Back corner also trimmed and improved. Left attack route towards pole has been widened as defence was too strong there. Again using some of the new blocks from last update.
5/8 - Minor aesthetic updates, cleaned up offzone above 2nd grapple, put a roof on the attacker spawn.
5/6 - Attacker spawn moved a few blocks closer and to a more meaningful area. Slide improved, opening near def spawn, made route to the top right wider. Grassy route to the farthest right made more useful.

Possible upcoming updates
Update the picture screenshot to the latest.



Hello Everyone, my name is Wabbitface and this map Paragon is my first elite map I have created. I started working on it just after New Year 2013 for submission to the ESL Map pool, but unfortunately it was not good enough even after one days work. So since then after the beta updates I continued improving it from then on and as the new ESL map pool will be coming in for July, I'm trying my best to make it as perfect as it can be.

For Gameplay I wanted to focus this map on Dynamic Defence (this is essentially defenders moving from position to position during a round), you may notice there aren't that many decent defensive positions near the pole. Apart from it being quite open and easy to view from further down the slope, there are a couple of grapples & sneaky-ish moves that can be used to gain an advantage to the attacker but also possibly leaving the attacker quite vulnerable. Depending on where the attacker is on the map, I have found in play-testing that defence have had the need to change position because either their current position is pointless at that moment or they are out of cover (being flanked by the attacker). Although this may be due to the fact defenders like rushing on maps they don't know but practising with real teams taking it seriously I have found they are playing it like I wanted & designed it to be.

At first glance, you may be a little lost where to go. You might find there are areas which are just too cramped to attack. (an example being under attackers-left/under railpad) These areas are quite dangerous as you are quite high at risk of being rushed by the defenders if they are nearby. But not to worry as you will get into the more open grounds. As long as you are fast, agile & using the high walls above railpad and pole from time to time, you wont have too much a problem on this map. For defenders - you will need to be communicating a lot, you will need to know exactly where the attacker is and depending on where, you will have to move FAST to a better position if needed. (yeah moving from position to position is dangerous, but this is much more interesting than the usual 'static defence')

I like to thank you all for playing on this & providing me feedback on any issues you don't like. If you think its S#*t straight off then you will need to man up and explore because this ain't your usual simple/minimalistic map any more (Archways being one of them). There are many interesting moves you can do, integrate those with the grapples and you will feel awesome I promise!!
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Rated 2.83 stars by 18 players.
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