Obfuscation v1

Discussion in 'Reach Competitive Maps' started by DeadlyAssassin1, Sep 19, 2010.

  1. DeadlyAssassin1

    DeadlyAssassin1 Ancient
    Senior Member

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    Well, I posted it once but it deleted all my crap and said I wasn't logged in. Here it goes again; excuse me if I'm a little short in my words. This is my first map. It takes place on 2/3 of the Island (I blocked off a third of it). Heavily asymmetrical.

    Gametypes:

    I believe I set it up correctly for assault and CTF, at least roughly. Still not fully competent with Reach's gametype editor. Any advice in that area would be greatly appreciated.

    Weapons:
    13 DMRs
    10 Assault Rifles
    3-4 Magnums
    3 Plasma Pistols
    3 Needlers
    2 Repeater Rifles
    3-4 Needler Rifles
    1 Concussive Rifle (1 spare clip, 45 second respawn)
    1 Grenade Launcher (1 spare clip, 45 respawn)
    2 Rockets (1 spare clip, 45 second respawn)
    1 Shotgun (45 respawn)
    30ish grenades (a mix of plasma and frag)

    Vehicles:

    Attackers:
    2 Mongoose
    1 Ghost
    1 Warthog

    Defenders:
    1 Ghost
    2 Mongoose

    [​IMG]

    Overview from Attacker's Side

    [​IMG]

    Overview from Defender's Side

    [​IMG]

    Rear View of Defender's Base

    A Few Notes on the Map:
    -The small tunnel to the left of the Defender's base is open and within it is the Concussive Rifle
    -You can climb up the "rockslide" (As seen in the center-right on the Overview from Defender's Side)
    -2-way teleporters are located on the tip of the catwalk and the other is in the tiny structure on the small island.


    Seeing as I'm still a noob as far as maps go, any constructive criticism and/or a willingness to help me test it would be appreciated. If you wish to help me test, just throw me a friend request. I'll be happy to help you in any way I can.
     
    #1 DeadlyAssassin1, Sep 19, 2010
    Last edited by a moderator: Sep 29, 2010
  2. DeadlyAssassin1

    DeadlyAssassin1 Ancient
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    Like I said, map noob. The reasoning behind there being lots of spawns is as follows:

    1) During Slayer, more spawns = less chance of getting a bad spawn and dying to random crap.

    2) Same for CTF, plus with respawn zones keep the teams decently corralled.

    3) I REALLY like to place a buncha of random spawns. Nothing better to do with my time and spam 3 buttons in monotony.

    Not to sound like a jerk, but if you're only going to respond with that (No criticism or the like), I think that counts as spam.
     
  3. WarpathZone

    WarpathZone Forerunner

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    He asked a question regarding the map. You answered him so he could know how the maps spawn system works better.

    As for the map, It seems pretty decent. Although it would be a lot nicer to see the map up closer, I can't. Perhaps in your next map you could put up some pictures that aren't an overview?
     
  4. just defy

    just defy Ancient
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    I'm pretty sure this guy ^^ means that the spawns look like you went over head and dropped one every 15 feet. spawning in the middle of a field isn't what i would consider a good spawn even if i'm away from the enemy i can still be shot cuz of the far lines of sight.

    i'd consider putting more of an effort in with your spawns

    p.s. pretty neato building in the last pic but the rest of the map seems rushed... in more places than others that is...
     
    #4 just defy, Sep 19, 2010
    Last edited: Sep 19, 2010
  5. R0CKET M00SE

    R0CKET M00SE Ancient
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    Keep in mind that having a whole lot of spawns doesn't necessarily mean they are good spawns. A good spawn shouldn't be in the line of sight of an enemy. Good spawns shouldn't be over saturated in one area. It looks like they could use some work IMO.

    Otherwise the map looks okay. I would probably download but I can't play ATM.
    Keep on forging guy.
     
  6. DeadlyAssassin1

    DeadlyAssassin1 Ancient
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    Alright, I did try to have most of the spawns on the defense side behind rocks and off to the side. You would recommend making most all the spawns like that?
     

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