i have made a forgetTON of dms in the last year 'er so (at least by most people's standards) and they've all taken about a day or two to get fully functioning and working
here, i show them to you
in order of completion, we have
Green Tree Zone: Act 1the original bushiDM, this map is traditionally played with one life, fast weapons and a bunch of funny death modifications, such as my popular (among the people who know about it) vocalization mod, and the original version of the instagib mod
this map has a few times too much open space: the only cover you can find are bushes, the walls of the snipin' towers and potentially other players if you're lucky
green tree zone has also been used (rather hilariously) as a zombie map and a national socialist map: in fact this map used to be the standard for testing the stuff i make periodically. occasionally, the water has sharks in it too, making a large portion of the map a deathtrap
talkin' about deathtraps, take note of the little gray squares with black dots. those are SPIKE TRAPS, a major source of greif (and comedy) since most people stumble into them all the time. they help keep the map easy to pick up and hard to master
a sequel is being brainstormed, but i'm not sure how top this
Gray Box Zone: Act 1the second bushiDM, gray box zone was an attempt to introduce higher ground, cover, and confusion
this map is notably more skill based then green tree zone, mostly because of the lack of water and the addition of higher ground- players can still rather reliably see through the high ground but since you can't shoot through it effectively the players are still forced to find ways around: but, players who rely on luck more then skill can of course shoot the little green barrels filled with some form of explosive that nobody really cares about: all we know is they EXPLODE, and that's all we need to know
returning elements include death traps (BATTERY ACID OMGWTFBBQ), easy-to-spot sniper hangouts and the background: you can't see it in the screenshots (colorset issue) but the original pattern from green tree zone makes a return: actually, so do the plateaus, too, in general. alot of people don't spot this the first time around but notice pretty quickly when they get rocketed into the air and notice the same vibe that they get when they're knocked into the air in green tree zone. it's hard to put a label on what people feel, but they always mention green tree zone
this map was also developed, first and foremost, for the frag grenade: players were INTENDED to lob the grenade off walls and over obstacles but instead just threw it at the target and hoped for a free kill. damn you, short blockland attention spans!
CTF_Bushidobuilt in an attempt to outdo regulith and his gang garrison build (but not necessarily the structure and style of it's build), ctf_bushido is a simple (but good looking) capture-the-flag map with a few major ways to get into the opposite building- traveling along the bridge, being a ninja and creeping around the sides, going through the water pipe system, or mixing 'em together with the help of ladders
true to team fortress style all of the buildings are symmetrical, but easy to tell apart due to different trends. in other words, red is red and blu is blue. what an amazing concept
since ctf_bushido isn't based on defense as much as it is two opposing teams fighting tirelessly at full power, there's no major defensive points on either team, except the intelligence room and the lobby immediately outside the spawn room. this makes for an interesting combat situation: instead of one team actually DEFENDing, the only proper way to beat off the opposite team is to charge into combat, guns blazing, and BEAT THE CRAP OUT OF EVERY SINGLE ONE.
incidentally, the map used to be set on a pair of farms. ended up as two farms IN THE DESERTTTTTTT. who knew?
Worker's Insurancealso known as: Yes Mercy, The Subwaythe first ever (successful) zombushiDM
worker's insurance takes place all over a small portion of ruined subway in the midst of a cancer outbreak.
A ZOMBIE CANCER OUTBREAK!the players, who have recently escaped the small factory where they worked, have made their way into a saferoom, prior to the deathmatch's events. there, they find pistols, and few dozen 10 gauge shotguns (!) and a nice submachinegun or 20. it's a good damn thing they worked in a gun makin' factory, huh?
from the safehouse, the players work their way through a ruined subway tunnel, (complete with OGMF ZOMBIES) fight off a tank, and (usually) encounter a witch... sitting at the end of the stairs. all of this takes place within about 5 minutes, making the zombie game short- for a zombie game. but, since this is a shortened version, it's probably more comparable to a zombie arena match. alot of people seem to prefer it this way. weird.
also notable (and totally worth a chuckle) is the INTELLIGENCE sign above the entrance to the subway, and the witch on the toilet. you can't see her in the screenshots, but the idea was, walk up to one of the stalls and she instantly charges you, activates the door, and FLIES AT YOU, instantly incapping you and then running off after you die, letting the other survivors stuff themselves with laughter and you either peeing your pants out of fear or RAGE. probably rage.
Block Gulchtotally unrelated to blood gulch, damn you
two teams fight across a small gulch, filled with an aquifer. as we all know, aquifer water is fatal to blockheads, so of course it's a bad idea to fall in. traditionally played with VIPs, there's plenty of space for people to hide, snipe, be sneaky, and ambush. this is a departure from my normal deathmatch style, but people seem to love the slower pace as much as the fast-paced arena combat in gray box zone and green tree zone
also used frequently in the arena are the (updated) frag grenade, rocket launchers, and various other explosives: due to the amount of cover and hiding places, people are forced to be on the move so they don't get hurt by splash damage- due to the fact that it's almost impossible to tell if there's a grenade around the corner or not, this map is almost never played in arena mode.
on the topic of grenades, this map was developed for grenade testing too. specifically, the new pipe-bomb like one that beeps and looks like a flying orange burrito instead of a little bouncing green ball OF DEATH
also notable on the map is the cave-and-balcony system, allowing snipers to be way up close and personal but generally far enough to dodge a bullet when the guys start shooting back, and infamous tightrope. these starfishs are suspended way in the air, typically between snipin' towers, letting snipers walk across and clotheslining unlucky rocket jumpers. why? because i'm a douche. these same tightropes were present in the green tree zone, but in block gulch they're much higher in the air and therefor easier to get hit by.