Extraction- Extraction is a mid-sized competitive multiplayer map designed for all game types: Team Slayer, KotH, CTF, Assault and Head-Hunter. The map is well suited for 2v2 (up to 4v4) game types. Weapons on Map: 1x Sniper Rifle 1x Shotgun 1x Grenade Launcher 2x DMR 2x Needler Rifles 2x Frag Grenades 2x Plasma Pistol 1x Plasma Grenade Armor Abilities: 1x Armor Lock "Top-Mid overlooking Red Base" While the middle of the map gives players higher ground it also leaves them exposed from all angles. "The "The 'Breeze-Way' helps to open up the map and mix up the gameplay" The map is designed to seamlessly blend of close and mid-range gameplay. The windows (shown in the top left) give players cross-map views. "View of Red Base from the 'Breeze-way'" "The Man-Cannon gives players quick access to higher ground and the Sniper Rifle" The "Ally-way" can be seen to the right below the sniper rifle. "The 'Alleyway' (located below the sniper rifle) gives players a concealed route across the map; however, lack of cover forces players into intense 1v1, kill or be killed firefights" Please leave feedback (good or bad) letting me know your opinion and/or ways that I can improve the map. Anyway, this is Extraction. -Hydrolysis
This looks really nice; lots of clean forging, looks like a good palette of pieces framerate wise, and it has nice varying elevation, which is always a plus for me. The only thing I don't like is the huge LoS's. I know you said they were there on purpose, but still. Those windows seem to be a bit overpowered, what with height advantage and everything. The last thing is the lack of cover throughout parts of the map; it seems very open, which is really bad IMO considering those huge LoS's I mentioned earlier. Anyways, I'll give it a dl and tell you what I think after a proper playthrough.
In previous versions of the map I had a lot more cover; however, it seemed to really constrict the gameplay. But I will definitely take that into consideration for the next iteration. I'll just have to find a nice way to improve cover without causing any limitations to player mobility...thanks for you thoughts!
Hmm, have you thought about crates or covenant crates? Or even those deployable shield things, those could work well with the theme and barely have an effect on gameplay at the same time whilst providing some not-so-temporary cover and LoS breaks...just a suggestion.
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Thanks for the suggestions. I actually spent some time yesterday working on the LoSs and I think I've solved the problem! I'll be posting the updated version of the map after I've had a chance to play test it ...and when I have the time. Does anyone know what's wrong with my post?