Escalation 1.2

Discussion in 'Reach Competitive Maps' started by EpicChief117, Oct 16, 2011.

  1. EpicChief117

    EpicChief117 Forerunner

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    UPDATE 1.2.1!
    Changes include:
    -New, better spawns for Slayer
    -compatible with Infection and Safe Havens
    ---------------------------------------------------------------------------------
    Welcome Forgehubbers to Escalation 1.2.

    Ever since the original release of Escalation, i have been making changes bit by bit and eventually, it has turned into this:

    [​IMG]

    As you can see, Escalation is a mostly medium to long range map with an Elongation inspired set of crate paths. There is some parts of it that make Escalation unique such as the pathways at either end so that its not so much of a dead end once you get to the new Concussion rifle spawn. I have redone all of the weapons too. The Focus Rifle has been replaced with a Sniper Rifle. Now the weapons killability is countered with the fact that to get a decent line of sight, the player must walk to the end of the map. This is following the Chris Carney rule of risk vs reward as the central location is a risk to go to but rewards you with a high power weapon. Now here is a couple of pictures and the weapons list:

    [​IMG]
    [​IMG]
    [​IMG]

    Weapons:
    Sniper Rifle- 160 second respawn, 1 extra mag
    Concussion Rifle x2- 140 second respawn, 0 extra mags
    Plasma Rifle x2- 50 second respawn
    Spike Rifle x2- 60 second respawn, 1 extra mag
    DMR x2- 50 second respawn, 1 extra mag

    I hope you enjoy this map as much as i do. Please comment on what changes you think would help to perfect this map. Thank you.
     
    #1 EpicChief117, Oct 16, 2011
    Last edited: Oct 18, 2011
  2. Skyward Shoe

    Skyward Shoe BTB Legend
    Forge Critic Senior Member

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    I loved Longest and Elongation, and this seems to capture that feel well. Very nicely done with the conveyor belts. I am glad to see there are no dead ends, although the overall layout of the map would be easier to grasp with an overhead shot. Aesthetics are mostly clean, especially the integration of the loopy end of the brace large in the third picture. A few walls and ceiling areas would look better if they were something other than flat coliseum walls.

    I still feel like I am in a forge map somewhat when looking at this, though the conveyor belts help to give it a sense of location other than in blockworld #486. Overall, very nice! You have crafted a fine map here friend!
     
  3. EpicChief117

    EpicChief117 Forerunner

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    Thanks for the feedback. I used the loopy side because it was a rare peice to see used and i thought it was a fantastic aesthetic piece. I will try to change the walls though i have ran out of the basic pieces. I guess i could try brace, larges for the walls. The map is basically a box but i have placed items like lasoos at either end of the map to keep gameplay flowing nicely. As for the differences in gameplay i have yet to see what has changed. I might sign up for the next TGIF and see what i can do.
     

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