ODA-241(renamed to Epirus) is an asymmetric 4v4 arena set on an Orbital Defense Platform. Map Link This map has been in development for some time now, so I wouldn't be surprised if a few of you are already familiar with it. I got the inspiration for this map after playing some Quake Live all the way back in April of this year. One map that I particularly enjoyed was Furious Heights, which had a lot of great verticle engagements throughout the map. I wanted to try to make something similar, but not stray too far from what you would expect from a Halo map. Spoiler: Map Updates Spoiler: 1/7/2017 -Raised Blue Deck a bit to make it more clear that it can't be clambered -Replaced the Teleporter with a Grav Lift that send players from Bottom Mid straight into Long Hall Spoiler: 1/18/2017 - Changed map name to Epirus - Scaled down Blue Courtyard to make interactions in the area a bit tighter as well as close some sightlines - Added a raised platform in Long Hall to close up the bottom level of the room a bit as well as add a new control point to the area - Changed Stronghold locations to Red Elbow, Blue Courtyard, and Junction - Removed Active Camo - Interactive door at Junction will now always be open for Strongholds Spoiler: 1/30/2017 - Moved Stronghold locations back to Long Hall, Red Room, and Blue deck - Adjusted line of sight/pathing between Red and Blue sides for better Stronghold interaction - Removed OS - Sniper now spawns in bottom mid - Rockets now spawn in junction - Restricted lines of sight in some areas for better survivability and spawn quality - Adjusted respawns to improve spawn quality Spoiler: Map history Here you'll see the first version of the blockout; Heights 0.1.0 This version was certainly the most Quake-like, however, it was very unfocused and was over scaled. Here is version 0.1.2. At this point, the map was starting to shape into what it is today. DOOM 4 had just released, so I was heavily inspired by the industrial aesthetic of the UAC facility and wanted to adapt it for this map. Here is version 0.1.4 This version was very polarizing, people either loved it or hated it. I was personally satisfied with the layout at the time, however, there were still some issues that needed addressing. This is also where I decided to use the Orbital Defense Platform aesthetic. Now for the current version; ODA-241 V2 In this version, I completely changed the focus from cross-map engagements to more CQC oriented gameplay, while still keeping a bit of the cross-map firefights the map originally had. I also managed to add some more verticality to the map, which was one thing that I felt was lacking in most of the previous versions. Spoiler: More screenshots of the map The weapon set on this version is as follows: 2 Battle Rifles (one per team) 2 Brute Plasma Rilfes (one in Junction and one in Long Hall) 2 SMGs (one on Red Platform and one on Blue Platform) 1 Plasma Pistol (located on the center catwalk) 1 Sniper Rifle (located in Junction, excluded in Strongholds) 1 Rocket Launcher (located in Long Hall, excluded in Strongholds) 1 Overshield (located under the center catwalk, excluded in Strongholds) 1 Railgun (located in Long Hall, only spawns in Strongholds) If any of you happen to give the map a try, please feel free to give me your feedback.
Thanks for posting in TGC! Here is the feedback from my lobby >Stronghold placement was liked from all players and was concrete >Certain engagements in bottom mid would leave players hoping there was more cover in that certain area >The clamber areas and different elevations of the map were well constructed and thoughtful. Many found this to be a solid and fun arena map to play on >I personally believe the map could use a few more aesthetical additions to set the map from similar looking forge maps and further improve a unique identity for the map itself.
Map Update 1/18/2017 - Map name changed to Epirus - Scaled down Blue Courtyard to make interactions in the area a bit tighter as well as close some sightlines - Added a raised platform in Long Hall to close up the bottom level of the room a bit as well as add a new control point to the area - Changed Stronghold locations to Red Elbow, Blue Courtyard, and Junction - Removed Active Camo - Interactive door at Junction will now always be open for Strongholds Spoiler: Screenshots
Map Update 1/30/2017 - Moved Stronghold locations back to Long Hall, Red Room, and Blue deck - Adjusted line of sight/pathing between Red and Blue sides for better Stronghold interaction - Removed OS - Sniper now spawns in bottom mid - Rockets now spawn in junction - Restricted lines of sight in some areas for better survivability and spawn quality - Adjusted respawns to improve spawn quality