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Sesid Equator-2024

At the start of the new year, I realized that it had been a while since I last updated Equator on Artstation, even though it has seen extensive work. While I still have more changes and additions planned, I thought it best to post an update. Unfortunately, I can't show all of the changes, as there have been many, but here are some of the highlights. I will also note that there are more changes yet to come (as noted by a number of POIs being featured on my sketch but not int he level yet).
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Thanks to Alexander Kyle for doing the lighting.
pyrokills.artstation.com
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Thanks to Felix von Oppeln-Bronikowski for the Venator.
forkyforklift.artstation.com
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Thanks to the Galactic Contention team as a whole, especially Mandalo, for providing feedback throughout the process of developing, testing, and revising my map.
Also, thank you to our well over a quarter-million players, who help to provide feedback on our project!
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Various UE4 marketplace and custom-made assets were used.
Landscape materials were adjusted by a MAWI based material.
Galactic Contention mod steam page:
https://steamcommunity.com/sharedfiles/filedetails/?id=2428425228
Galactic Contention trailer: https://www.youtube.com/watch?v=hl4m5HkRiUI

The center of the map is designed to see less traffic, pushing players to attack the flanks more. However, there is still some cover to be found, and the elevation allows for long-range strikes to most of the map. High risk, high reward.

The center of the map is designed to see less traffic, pushing players to attack the flanks more. However, there is still some cover to be found, and the elevation allows for long-range strikes to most of the map. High risk, high reward.

While there is some cover to use on this flank, it is only for tanks, or players who really need to escape the fighting. This is to prevent the combat lines from becoming too wide, as they are already a couple hundred meters wide.

While there is some cover to use on this flank, it is only for tanks, or players who really need to escape the fighting. This is to prevent the combat lines from becoming too wide, as they are already a couple hundred meters wide.

Looking up from the burn patch to the cliffside HQ. It features plenty of depressions and craters in the ground from the shelling, with wrecked stumps and vehicles providing additional cover (I took a page from Verdun's design for this one).

Looking up from the burn patch to the cliffside HQ. It features plenty of depressions and craters in the ground from the shelling, with wrecked stumps and vehicles providing additional cover (I took a page from Verdun's design for this one).

The burn patch cover tapers into the forest, allowing for a smooth and continuous push by the attackers.

The burn patch cover tapers into the forest, allowing for a smooth and continuous push by the attackers.

While presenting less cover for infantry fighting on them, these roads do provide low cover from the sides. Most importantly, though, they make a great way to transport tanks and logistics rapidly. For these, the cliffs and overhead trees are enough.

While presenting less cover for infantry fighting on them, these roads do provide low cover from the sides. Most importantly, though, they make a great way to transport tanks and logistics rapidly. For these, the cliffs and overhead trees are enough.

Clone main, though this will likely see combat on some gameplay layers in the future. All buildings have been given fully decorated interiors.

Clone main, though this will likely see combat on some gameplay layers in the future. All buildings have been given fully decorated interiors.

Clone main, featuring some LOS cover to hide movements from surveillance.

Clone main, featuring some LOS cover to hide movements from surveillance.

The central temple objective features 4 main entrances, plus a 1-way cave entrance. However, they are placed in a way that prevents defenders from effectively fortifying all-requiring them to choose between weak coverage on all, or strong coverage on 2-3.

The central temple objective features 4 main entrances, plus a 1-way cave entrance. However, they are placed in a way that prevents defenders from effectively fortifying all-requiring them to choose between weak coverage on all, or strong coverage on 2-3.

The dockyards pit the attackers and defenders against eachother, with a river between them. While the foot bridges and factories provide cover, flanking is heavily encouraged. Or, a coordinated team can trap the defenders in the windowless rooms.

The dockyards pit the attackers and defenders against eachother, with a river between them. While the foot bridges and factories provide cover, flanking is heavily encouraged. Or, a coordinated team can trap the defenders in the windowless rooms.

The cliffside village primarily exists to give the attackers a flank to attack from. It has only a couple lanes, with fairly isolated combat due to the cliffs, creating a quicker flow for the smaller engagements occurring on the flanks.

The cliffside village primarily exists to give the attackers a flank to attack from. It has only a couple lanes, with fairly isolated combat due to the cliffs, creating a quicker flow for the smaller engagements occurring on the flanks.

The first objective in the standard invasion gameplay layer heavily favors the attacker, with 2 one-way lanes present. The attacker can drop down from either the cliffs, or the retaining wall. The building rooms are all closed, to allow a quick sweep.

The first objective in the standard invasion gameplay layer heavily favors the attacker, with 2 one-way lanes present. The attacker can drop down from either the cliffs, or the retaining wall. The building rooms are all closed, to allow a quick sweep.

The island beachhead connecting to the warehouses near defender spawn. There are fewer lanes of approach, as it is the last stand of the defenders. That said, it is designed to work poorly with superfobs, which are poor for the pacing and flowof gameplay.

The island beachhead connecting to the warehouses near defender spawn. There are fewer lanes of approach, as it is the last stand of the defenders. That said, it is designed to work poorly with superfobs, which are poor for the pacing and flowof gameplay.

The warehouse objective, featuring protected research labs situated between hills and dense foliage. They can each form the center of the defensive line.

The warehouse objective, featuring protected research labs situated between hills and dense foliage. They can each form the center of the defensive line.

An abandoned, overgrown loading lot still maintains overhead cover from strafing runs, but opens up ground combat and provides suitable space for building a HAB (spawn structure) as defenders.

An abandoned, overgrown loading lot still maintains overhead cover from strafing runs, but opens up ground combat and provides suitable space for building a HAB (spawn structure) as defenders.

The forests are not only dense foliage-they contain hills, streams, ruins, rocks, and lighter foliage to allow for swifter pockets of combat. This allows offensives to steadily gain ground. It also provides numerous locations for teams to set up bases.

The forests are not only dense foliage-they contain hills, streams, ruins, rocks, and lighter foliage to allow for swifter pockets of combat. This allows offensives to steadily gain ground. It also provides numerous locations for teams to set up bases.

One of the exits from CIS main - a bit lighter on cover, but it's easier for vehicles to traverse and sees no combat.

One of the exits from CIS main - a bit lighter on cover, but it's easier for vehicles to traverse and sees no combat.

While seemingly completely run-down, this ruined bridge gate still holds many walls and rooms for infantry to use as cover, as they guard the crossing.

While seemingly completely run-down, this ruined bridge gate still holds many walls and rooms for infantry to use as cover, as they guard the crossing.

This pond provides an excellent change of pace for combat occurring within the forests. Rather than fighting enemies in close-quarters, players must instead change gears and fight enemies behind cover at mid-range (or retreat into the bushes).

This pond provides an excellent change of pace for combat occurring within the forests. Rather than fighting enemies in close-quarters, players must instead change gears and fight enemies behind cover at mid-range (or retreat into the bushes).

A vehicle lane running South from the clifftop landing. While the water lane itself is of little use to infantry, the surrounding woods and rocks are. They also provide an opportunity for AT to ambush vehicles in-transit to a POI.

A vehicle lane running South from the clifftop landing. While the water lane itself is of little use to infantry, the surrounding woods and rocks are. They also provide an opportunity for AT to ambush vehicles in-transit to a POI.

The retaining wall and lava flow next to the lava base present 1-way lane attack onto an otherwise strong POI. This creates very unique gameplay for the objective, where there are many valid ways to hold and lose it.

The retaining wall and lava flow next to the lava base present 1-way lane attack onto an otherwise strong POI. This creates very unique gameplay for the objective, where there are many valid ways to hold and lose it.

A more traditional approach to the lava base from the rear, featuring plenty of cover and lanes. It can also be used to assault other nearby POIs.

A more traditional approach to the lava base from the rear, featuring plenty of cover and lanes. It can also be used to assault other nearby POIs.

While soft cover is great, more hard cover is needed than just tree trunks. Thus, the forests are dotted with rocks, cliffs, and slopes to offer increased protection.

While soft cover is great, more hard cover is needed than just tree trunks. Thus, the forests are dotted with rocks, cliffs, and slopes to offer increased protection.

Despite being an open section in the middle of dense foliage (for vehicles), these roads actually provide decent cover. Being recessed in the ground from heavy travel, they offer excellent protection from longer range attacks when the player is prone.

Despite being an open section in the middle of dense foliage (for vehicles), these roads actually provide decent cover. Being recessed in the ground from heavy travel, they offer excellent protection from longer range attacks when the player is prone.

Note: Unfortunately, due to the height the map image is taken at, the shallow water does not render in for the minimap.

Note: Unfortunately, due to the height the map image is taken at, the shallow water does not render in for the minimap.

Converted the old hand-drawn sketch I use to a digital format. Only key POIs are included. Most have fairly flexible connections, to better allow for hidden and randomized objective game modes (which are generally preferred by players).

Converted the old hand-drawn sketch I use to a digital format. Only key POIs are included. Most have fairly flexible connections, to better allow for hidden and randomized objective game modes (which are generally preferred by players).