COLDFRONT v4 Suggested Gametypes: 1 Flag, 1 Bomb (BR starts) # of Players: 8-12 DOWNLOAD Ghosts of Onyx Legendary Forging Competition Winner - May 08 Description: Coldfront is an asymmetrical map taking up roughly a quarter of Avalanche. It extends from Laser spawn up to the outer red-base teleporter cave. Designed for One Flag BRs and One Bomb BRs, Coldfront offers exciting, fast paced gameplay mixing short, mid, and long rang battles with vehicular combat. Coldfront really offers a BTB feeling in medium team settings, and results in some epic, tight matches. Ghosts run rampant as your team tries to ascend the hill and storm the base in hunt for the Flag or a Bomb plant. Coldfront's trademark features include its forerunner defensive sniper tower, along with the Mario pipes (patent-pending). You’ll see what I mean in-game. They provide a strategic, quick route directly across the map. Coldfront also boasts a low catwalk off the edge of Avalanche. Its a risk-reward scenario, The Rocket Launcher at the middle, but once you commit to the Rockets, there's basically no going back, as you can only get back up at each end (even then its not a cake jump). Its littered with a couple power cores, however does provide some cover from the sniper tower, and can be a sneaky path to take at times. I originally had the Colorblind Filter on, as it made the Sniper structures look alot more forerunner-ish. However, when testing, I found that while it did look sweet, it was not worth the compromises in gameplay. Basically it was too difficult to make out players in the distance, weapons, etc. It all blended a little too well. Due to the Item Limit, this map IS breakable. I know this. But its not very easy, and respectable people won't break it anyway. The boundaries are clearly marked, its not really an issue. And lay off the "i brokedz ur mapzorz Lightsource!" cause I know. VERSION 2 CHANGES: - Moved some Attack spawns more forward into map - Re-vamped re-spawn area system - Deleted 1 Attack Ghost for another Mongoose - Created new, additional Mongoose Hut for the Attack - Re-adjusted step ladder to turret tower VERSION 3 CHANGES: - Man cannon cover won't spawn for an extra 15 seconds (45 now) - Defensive Ghost will never respawn - Flipped Trip Mine, Power Drain spawns to favor the Attack - Raised Defensive Beam Rifle spawn time to 150s from 120s - Lowered Rocket Launcher spawn time from 120s to 90s - Shortened back of the D base even more, moved Flag spawn outwards a bit VERSION 4 CHANGES: - Re-worked defensive flag home/away spawning system - Timed man cannon cover changed back to 30s spawn -At 30s, new man cannon spawns by the big one on D side (now covered), pointing out to left of map, opening up that half of the map more, making it a more attractive/viable option for flag carriers - Added ledge/steps to ends of Rocket bridge to make them easier to use - Added extra tele lights around the map at 2 side stations - Fixed "hole" in back of D base where you could slip past the energy blocker - Power Cores in D base On to the good stuff: Attack side NEW mongoose cubby added to Attack side Attack Sniper tower Right side. TO USE MARIO PIPES, JUMP AT GLOWING ARROWS TO GO UP, THEN FALL INTO TELE IN BOX Rocket catwalk Center Left side. TO USE MARIO PIPES, JUMP AT GLOWING ARROWS TO GO UP, THEN FALL INTO TELE IN BOX Man Cannon chute to D base New lift up to D base (only works in CTF/Assault) http://img86.imageshack.us/img86/7136/newliftpn2.jpg Defensive base 30 second delayed respawn on the Man Cannon cover, rewarding the successful first rush. When it closes at 30 seconds, new cannon appears to open up the right side of the map Defensive Sniper tower Weapons: Assault Rifle - 4 Battle Rifle - 4 Covenant Carbine - 4 SMG - 2 Spiker - 2 Needler - 1 Mauler - 1 Beam Rifle - 2 Rocket Launcher - 1 Plasma Pistol - 1 Plasma Cannon - 2 Vehicles: Attack Ghosts - 2 Mongoose - 1 Defense Ghost - 1 Equipment: Frag Grenade – 5 Plasma Grenade – 6 Deployable Cover - 2 Regenerator - 1 Trip Mine - 1 Power Drain - 1 DOWNLOAD Hope you enjoy. Constructive criticism is appreciated, as I'm always looking to improve upon it.
Ill surely download it. I was playing this map on Monday i think with Lightsout and others. It was awesome, so i recommend it to everyone! -1st Post-
looks really good, I like the mario pipes thing and the rocket cat walk. If you had put a Banshee or a Hornet on the map I would've Lold so hard at you. Because I've seen one where someone blocked off the middle double boxes but left an enormous gap for a flying vehicle. I'll dl this and check it out.
Markkus was it necessary to say first post? seriously? anyway, lights, this looks superb. YOur geomerging is excellently displayed here. My favorite parts are the rocket catwalk and sniper tower. Those are excellently made. Well, it all is! lol great job lights.
I can say what i want. And was it necessary to say that first part? Dont think so. so liek, lolz @ u?
Markkus, here at Forge Hub, we don't like people who say "First post". Anyway LIGHTS, great job on this map, I LOVE your creativity.
*forgegasm**forgegasm**forgegasm**forgegasm**forgegasm**forgegasm**forgegasm* ahhhhhhhhh....... now onto my thoughts, this map is a-frikkin-mazing, the mario pipes, as fun as they are for nubs like me, are actually quite tactical, and although the rocket platforms weren't really used when i played, they are still uber 1337, other things of notable mention: willy wonka tube ghost ramp (secret) the snowy bridges the little mongoose covers the cannon chute and other stuff... i loves it.
Thanks man. That reminds me of a good point I didn't mention in the post: Due to the Item Limit, this map IS breakable. I know this. But its not very easy, and respectable people won't break it anyway. The boundaries are clearly marked, its not really an issue. And lay off the "i brokedz ur mapzorz Lightsource!" cause I know.
hey LIGHTS broked your mapz0r! nah jk, but even before release i was having a great time on this, especially me you and orange and the ghost jumping (i still claim to be the best at that!)
1 of the first good maps ive seen forged on avilanch that wasnt aesthetics... whats the chances of lightsout making a bad map tho.... hmmm. 0 to A BILLION. great job.
This looks awesome, LIGHTS. Everything looks geomerged, which shows to me the amount of time you must have put into it. I've always been impressed with the gameplay on everything of yours that I've played, so I'm expecting this won't disappoint either. Can't wait to play it.
I like this alot, im so used to foundry that we really needed a good compitition map on here. you use your space great and add a few things ive never seen before to just imperior your creative mind, which turned out to be a good thing. Looks like alot of fun. i'll be sure to download.
LIGHTS, I declare you king of one-sided maps that aren't on foundry (you are also king of ones that are but it doesn't apply here lol)
Very nice map light i realy like the bridges that were off the cliff and the teleporter nodes to decorate with the orange lines =)