Hallelujah Mountains
Aesthetically this map is inspired by the floating mountains in the movie "Avatar" named the Hallelujah Mountains by the scientists. Functionally it is my own creation where endless people will fall to their death MUAHA. This map works best with the gametype also named "Hallelujah Mountains".
DESCRIPTION:
Two teams armed with Grav Hammers (tartarus' gavel), Spnkrs (prime) and grenades, vie for control of Strongholds while traversing floating rocks and shoving opponents to their demise.
Currently, there are 3 Strongholds which individually yield points to whichever team possesses them. First to 150 points wins the round. First team to win 2 rounds takes the match. Average game time is 12 minutes (assuming balanced teams). Plays best with 4v4 to 8v8, naturally more players means more chaos.
First life of every round, players will spawn outside the map in a breakout intro. This will lead them tumbling down a cliff face where they must time their jump to make it safely to the regular spawning area (As a nod to the original design(Make sure to jump so you can laugh at everyone who doesn't the first time around). From there, players can choose from 3 main routes heading towards the 3 strongholds. The floating rocks allow for numerous paths to any objective and can be used to flank and intercept incoming opponents. The map is loosely rotationally symmetric.
Notable Gametype Settings:
-Players take negligible damage except from groundpound(Which often results in a kill-yay verticality)
-The force of all attacks has been increased to their maximum setting. This allows the players weapons (Grav hammer, grenades and rockets) to launch people off the map with ease.
-Jump, gravity and movement settings are balanced with the bonus effects of 'Tartarus' Gavel' and 'Spnkr Prime' (It works).
-I chose 'Spnkr Prime' for the projectile speed(fast-woosh) and increased blast radius/force and 'Tartarus' Gavel' for its ability modifiers to keep the buffs from Prime even.
-Clamber speed is up because that's what this map is all about.
-Radar detects offensive moves only (You CAN be sneaky (There are routes for you people))
Final thoughts:
You can clamber over most rocks however some will prove finicky. With the changes I made at the request of players of "Max Extra's Forged Friday", most gaps are manageable with sprint and a well-timed jump alone. I refuse to make the parkour elements any easier. You have slide, thrust, clamber, hover and groundpound on top of that.
May the greatest enemy to you be not the map itself.
-Wardo
If any of you have suggestions feel free to message me. Any input is much appreciated.