Orion By SecretSchnitzel Orion Preview - YouTube Orion is a vertical oriented macro positional styled map designed for competitive King of the Hill game play. It is macro positional in the sense that there is no single power position that is dominating on its own, but that multiple positions across the map must be held simultaneously to effectively control the map. Each position greatly influences a team's ability to hold any individual position, as they work in tandem to one another. The main positions are Top Gold, Red Street (Gold or Purple side), Blue Street (Gold or Purple side), Purple Lobby or Rocket Ramp, and Snipe Spawn (Under Purple). It is essentially combinations of six different positions that should be held down by three players, the strongest holding Gold or Rockets, and the fourth player roaming/supporting. Hill movement is a 1 - 2- 1 - 4 cycle. It starts at Under Purple (Snipe Spawn), moves to Blue Street (Purple Side), returns to Under Purple and finishes at Red Street (Gold Side) before recycling back through the rotation. This style is also known as a Wild Card - Control Hill cycle dynamic as the first and third hill location is extremely difficult to control and can become chaotic if a team's set up breaks down, while the second and final hills are a lot easier to set up and control. Control of the Wild Card hill is what makes or breaks it for a team, as this is the hill where the difference in skill between two teams really shines. Power Weapons: Rockets - 3min Static (Min/Max Random Ordinance in gametype to 3 min each) Snipe - 2min Dynamic OS - 90s Jet Pack - 1min Needler - 1min Additional Weapons: BR x2 DMR x2 Carbine x2 Supresser x2 Plasma Pistol x2 AR x1 Storm Rifle x1 Grenades: Plasma x4 Frag x4 Pulse x2 Screenshots: Additional Notes: This map is asymmetrical and intended for asymmetrical gametypes (KotH and Slayer). While Blue Side features a hard route connecting the top and bottom levels via a ramp, Red side features a soft connection in the form of a drop down with a Jet Pack at the bottom. The lifts have been meticulously crafted to allow players to throw nades up (the lift carries them up and out), as well as prevent players from going back down from the exit. Additionally players are incapable of getting stuck in the lift, which is a problem that plagues many forge maps. There are variously jumps that have been included in the map for players to find that will benefit more skilled players when it comes to traversing and controlling the map. Master all the jumps and you'll greatly increase your teams chances of winning. DOWNLOAD LINK
Although I have never played a 4v4 on this, I have run around this for hours talking about forge lol I do want to play 4s and see if it will play like Construct.
I played this on Reach and I thoroughly enjoyed it. As you said, a team's success was dependent on it's ability to contribute in the key areas. The central top hill was active at one point and I found myself checking where my teammates were and what they were doing and from that, deciding when it was safe to move in to take the hill. I would look forward to seeing how it plays in Halo 4. Undoubtedly one of my highlights from Reach.
Based on the overview, I thought it looked a bit small for a 4v4, but the gameplay video you posted makes the map's size seem perfect. I'll give it a download later today. Based on the video and a few of the screenshots, the map reminds me a lot of Construct. If that's what you were going for, you did a great job.
Nice symmetry man, you did a nice job here. Seems to play really well. Mind if I give it an download? ;P
Big fan of this map. The only thing I dislike is, aesthetic I feel you could make the top mid piece nicer while having the same functionality.
Really enjoyed the game I had on this today. It felt pretty competitive and the callouts were great. Gunna do a video feature of the map, I'll post it when it's complete.
Thanks guys. Thinking I've about got the bloody spawns ironed out at this point now. There's a v3.2 in my fileshare currently. Changes: -Stream lined Gold Side to integrate it better with the central atrium -Included Fusion Coils at Top Gold as a psychological deterrent (they're virtually harmless) -Lowered Gold 0.3 units -Lowered Rocket Bridge for a Street to Street sight line (also makes Mid Gold to Rockets an easier jump) -Cleaned up the forging -Replicated the 'arched doorway' aesthetic across the entire map for better aesthetic continuity -Heavily tweaked the spawn placements -Implemented a 'split' Initial Spawn to reduce the cluster**** at the start of the game