How did you make it to where you can shoot through walls at certain times????? Cool map.... Its very fun and can get very tricky at times, since you don't know where the enemies are.
Battleships Written by: Heroez Blade117 Battleships is a four to sixteen player minigame map based around two teams playing to eliminate each other and score the most points. The only tricky part to this game is that there is a big wall in the middle that you have to shoot through the wall to kill the other players. This could become a little frustrating for some players but as the match continues you will start to get a feel of what to do and how everything works. The match starts by showing the players a number cube with a one or two on it. If the cube shows a one to your team that means you start out shooting. If it is a two than your team will place your vehicles around the map. Each team utilizes gauss warthogs as their primary weapon to destroy the opposing team. In the first 15 seconds of the game there will be a neutral hill in the middle of the map that can not be controlled. This allows the team that is not shooting to move their warthogs giving the game a fair start. When the 15 seconds are done the hill will go to the team that is shooting. The hill gives the team points for every member alive and gives you the ability to deal damage drive the warthogs and move around. The team that is not controlling the hill will not be able to move, drive, or deal damage. After 15 seconds of intense firing the hill moves to the next team. A game of battleships is won by scoring the most points by the end of the game. The gameplay is equally distributed for each team. The main purpose for the defending team is to keep your players alive. The fact that each side of battleships is slanted keeps the other team shooting and hoping to finally destroy the enemy. The best way to successfully keep your team alive is by spreading the warthogs out in various positions and heights in the map. The many concepts used in Battleships will give the players a very unique and enjoyable experience. Battleships is best played with ten to sixteen players. The map can be played with less players but it will most likely be a little boring because of the lack of targets to hit. This game can be a little time consuming and frustrating for first time players. However, after playing a few matches players will be confident with the mechanics of this minigame and will enjoy a very unique style of gameplay. Strictly speaking, Battleships has one hundred percent player balance. Both teams have the exact same tactics at their disposal on mirrored sides with all the same markings and guides to help along the way. In fact, the only thing that can be said about balance is the turn-based nature and who starts off the round. Naturally, the team that gets to shoot first has a beginning advantage of not experiencing the inconvenience of having to get back into the Warthog once they attain the hill thus being able to immediately shoot once the other team makes their placement choice. Whilst it may seem a minor balance issue, many kills generally happen on the first turn, making apparent the prevalence of the issue. That really is the only detectable balance issue when it comes to team versus team play. Other than that, Battleships exhibits a strong turn-based game that makes both teams overall very equal. Another thing can be said about balance especially when it comes to mini-games such as this one. Whereas most people think of balance in player versus player terms, there is also a player versus the map element that is taken into consideration. The way players are able to interact with the map affects how they can play on it, and in turn, their chances of winning. The colored sidings are a good indicator for team communication of possible enemy locations and the radar perk for the non-shooting team is a nice touch, but the vast majority of a team’s success on Battleships is dependent on luck. As is the case with the living room iteration, Battleships is driven by chance. The process of elimination present on the board game is ruled out thanks to ever changing player positions in the Halo rendition. Thanks to the enclosed nature of the map and limited maneuverability of humans and vehicles within, Battleships is physically impossible to escape. However, there is one glitch that can actually affect gameplay. If a player dies very close to the center divider the dead player can pan the camera to the other side and pinpoint enemy locations for his team. This can be detrimental to the game. A simple solution lies in making players Respawn in a viewing box behind their side instead of only having one life and using their dead body’s third person camera to their advantage. That is as close to a physical break that Battleships has. Every player spawns in literally the same place. The concept of placing the Warthogs before the actual conflict begins eliminates spawn camping unless a player does not move from where they fell. Players never spawn outside of the map and more so thanks to players only having one life eliminates the possibility of a Respawn, period. Framerate lag is nonexistent on Battleships. Even with Warthogs constantly running around and exploding there is no noticeable drop in framerate. Then again, Battleships is set in an overly simplistic stage that may otherwise offset any potential framerate issues that could occur. Either way, the issue is not there and aside from a pesky camera problem, Battleships is foolproof. Battleships does not boast much in terms of aesthetics. In fact, aside from the turn telling die and the colored guidelines, the game is played on nothing more than a partially submerged box. The curved roof and ocean view add a little flavor to the mix, but Battleships does not express itself in the way it could. As mentioned, the floor does give a view of the sea giving the idea of an oceanic battle, but the presence of walls around everything kills the theme that the map would otherwise have. Despite the lack of an inherent theme, Battleships is very neatly forged. All of the guidelines match perfectly and each side is mirrored exactly. While there may not be a lot of detail surrounding the game, what is there is done well. There is not much to say about Battleships’ originality other than it is entirely original. It is safe to say that the concept and everything about this map has gone undone in any community made map today. The way King of the Hill was used to implement a turn-based element is flawlessly done and the game plays as close to the real life version as humanly possible. Battleships is a truly unique mini-game that is fun and balanced all the while, creating a game that is worth circulating custom game lobbies for times to come. Rating Multipliers [floatleft]Enjoyment: Balance: Durability: Aesthetic : Originality:[/floatleft]7 x 3.0 = 21 out of 30 8 x 3.0 = 24 out of 30 8 x 1.5 = 12 out of 15 5 x 1.5 = 7.5 out of 15 10 x 1.0 = 10 out of 10 Final Score Understanding the Review Hub's Ratings Have a question about your review? Review Hub Community Feedback Find this review helpful? [highlight]Then try editing it into your Original Post[/highlight]
This map is effing ingenious. I love the turn system, as well as the utilization of the Gauss shoot-through-wall property. I also like the designs on the wall.
Glad you enjoyed yourself. Also, SoS and I would like to throw some thanks to Organite and the Review Hub for taking the time to give Battleships a go.