Gallows Beach Line

Discussion in 'Reach Competitive Maps' started by FlaPvsJacK, Mar 3, 2012.

  1. FlaPvsJacK

    FlaPvsJacK Forerunner

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    #1 FlaPvsJacK, Mar 3, 2012
    Last edited: Mar 4, 2012
  2. GetRdy2Fall

    GetRdy2Fall Promethean

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    Wow. This looks really good. I can see it playing good in BTB. I love the tunnel under the structures for the vehicles. The placement in forgeworld is perfect. There are a bunch of rocks in that area for cover. I'm gonna download it and see how it does. Good job dude!
     
  3. xXTacoGuyXx

    xXTacoGuyXx Promethean

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    I would like to know what weapons/AAs are on the map, but otherwise it looks really interesting, and in a good way. As mdlenzi888 said, i can see this playing well in BTB. I'll download this, and try to get a customs game running on it to see how it plays.
     
  4. FlaPvsJacK

    FlaPvsJacK Forerunner

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    Thank you very much, please reply once you do give it a try. Compliments/criticism alike ;)

    [br][/br]
    Edited by merge:


    Weapons:
    All weapons are set with one clip.

    DMR x2, 30spwn
    Shotgun x2, 60spwn
    Sniper x2, 90spwn
    Plasma Pistol x2, 30spwn
    Needle Rifle x1, 45spwn
    Rocket Launcher x1, 90spwn

    Vehicles:

    Mongoose x4 (2 per base) 45spwn
    Ghost x2, 60spwn

    Updated a few kill zone areas pointed to me by other testers. Download link should lead to the correct file share. Enjoy!

    Again, thanks for the comments!
     
    #4 FlaPvsJacK, Mar 4, 2012
    Last edited: Mar 4, 2012
  5. Charles Stoot

    Charles Stoot Promethean

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    This is one of the sickest maps I have ever seen.
    It is so much different from the rest it is just unbearable to download.
    I really like the structures, this map reminds of Snow Bond from Halo 3.
    Nice layout and greet work.

    your aquatint,
    Charles J. Stoot.
    "It it luck That you Failed"
     
  6. FlaPvsJacK

    FlaPvsJacK Forerunner

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    Thanks! When I started forging, I was thinking about Hemorrhage on a beach. Then I noticed the red side had a sniping advantage. Then got I creative on the bases and created a huge platform in the middle to makes things more fair/interesting game play wise.
     
  7. FriedFoodStuffz

    FriedFoodStuffz Forerunner

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    I must confess that I have weakness for beach maps. That said, the majority of them (including this one) always seem to run into the same few issues. The most prominent being that the maps are just too narrow. When I look at Gallows, I see a lack of definite sneaky routes. Without these, the action around the center will frequently devolve into a mosh pit. A great example of how to work around some of this can be found on Battle Canyon (Beaver Creek remake) The addition of caves by the river add a whole new layer of strategy to the map that just didn't exist before. This also allowed for the map to take a wider variety of playstyles into account. Some players prefer a slower, stealthier approach to combat. Adding routes such as these to this map could go a long way in making gameplay smoother, and more tactical.

    You could think about adding some structures that extend out into the ocean. This would create additional pathways for players to take, and could greatly improve map flow. Just my two cents.
     
    #7 FriedFoodStuffz, Mar 4, 2012
    Last edited: Mar 4, 2012
  8. FlaPvsJacK

    FlaPvsJacK Forerunner

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    This is true, unfortunately the location did not give me much options. If I created a cave, then that would make the main path smaller or defer the player to another location away from the action.

    I toyed with both options before creating the middle platform. Teleporting to the middle is a great distraction. Not only can it give you the best over view of the arena but it makes you completely vulnerable. Ah decision...decisions...decisions... ;)

    I do appreciate your comment, In fact if it was possible with more money on forge I would do exactly that. But I can only do so much with Klondik bar.
     
  9. FriedFoodStuffz

    FriedFoodStuffz Forerunner

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    I don't want to sound rude, but if you hadn't blown most of your budget on aesthetics you'd have plenty more pieces to work with. In fact, I went through in forge and got your budget up to 3415 by deleting a crap load of unnecessary objects. It wouldn't be too hard to use the extra braces, and walls to build some additional areas for players to both travel, and spawn safely.

    You also mention that more play area would take players away from the action. And that is exactly the point. You should WANT players to have time to assess the situation, and rest for a few seconds between battles. Otherwise, it's just "spawn, fight, fight, fight, pass out from exhaustion". It should look more like "Spawn, grab a weapon, fight, fight, recharge and assess, fight"

    I would as well like to point out that I somehow missed your rocket platform before. While this area looks really cool, having only two ways up there is asking for trouble. You say it makes you vulnerable, but coupled with the rocket and MASSIVE sightlines, this position is much too powerful. My advice is, scrap that area completely. As cool as it is to be able to go up there, it's just not practical from a gameplay standpoint. You'll get all the play area you need if you create elevated areas that branch out into the ocean. But hey, it's your map. Do with it what you like.
     
    #9 FriedFoodStuffz, Mar 4, 2012
    Last edited: Mar 4, 2012
  10. Southern

    Southern Forerunner

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    Yeah, the map looks great, especially the bases, but you do need alternate routes. All good linear Big Team maps have them. Look at say, S by Psychoduck. He has a one-way road for Warthogs, but separates them from infantry and gives them shortcuts. Now on a beach map, there can't be shortcuts because the map is a line, but build away from it. Maybe build a high pass dug into the cliffs, or put a building out over the water. There are more options than you think.
     
  11. GetRdy2Fall

    GetRdy2Fall Promethean

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    I tested it and i have to agree with some other people. There needs to be another route. My suggestion would be to make the team bases two or more floors. And have those top floors connecting to the mid structure somehow. And maybe stairs to get up to the connecter half way between the team base and the middle, on both sides. Note, you do not have to do this. Just my suggestion. But The gameplay wasn't bad how it is.
     
  12. Infection

    Infection Forerunner

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    This map looks great, I like the bases and the design of the red/blue base and also the middle base. This also looks like a good invasion map, having humans progressing to the other base and with objectives. Overall, i like the design and the layout of the map, plus great work on the surrounding objects also.
     

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