Hallelujah Mountains

8v8 Strongholds

Map Description

  1. Wardo
    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.
    CaptainDireWolf likes this.

Discussion

  1. thrillerkillers

    thrillerkillers Legendary

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    i really like the idea of this, and it is beautiful. but the way it played was kind of difficult. This may play better as an infection game type rather than strongholds, im not sure.

    as far as clambering positions, i think because of how fast pace this game moves, I cant afford to spend 20 seconds trying to get back up a rock that i fell down, and staying a live should be a better strategy than jumping off to respawn. maybe having ramps that lead up, rather than an intricate system of clambers you have to go through
     
    Wardo likes this.
  2. Wardo

    Wardo Forerunner
    Senior Member

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    That's interesting because I moved the spawns really close in to keep combat flowing as players ended up waiting as a whole team was respawning. And I designed the map to reward players that hold the high ground and that can perofrm jumps while in combat. As far as not making it worth it to climb back up, I could put a price on suicide but due to the lack of dmg most kills are counted as suicides. I guess a question to you would be, must it be a ramp or could I place more tiny and small boulders below the level of the center stronghold? I could be a bit more liberal with man cannons, but then I'd have to nerf groundpound. Regardless thanks for the feed back! Gives me some things to think about :)
     
    thrillerkillers likes this.
  3. thrillerkillers

    thrillerkillers Legendary

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    played with some peeps yesterday, had a couple ideas. Maybe higher jumping, quicker ground pounds, more weapon/melle/charge/groundpound knock back, and more or infinite thrusting. This may help make the gameplay feel more fast paced. I still think this would make a really fun infection gametype
     
  4. Wardo

    Wardo Forerunner
    Senior Member

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    Unfortunately, knockback force is maximized already (yay settings). I can improve jump height for sure but I'd want to increases gravity a bit as well to stop people from being too floaty(grenades and rockets become useless). Definitely, like the idea of faster ground pound(you said quicker-you mean shorter allowable times?) and Ill play around with thruster pack settings. Maybe 4 or 5 per charge. I am working on an infection variant of this map atm, its gonna be another week or so before Ill get it tested. Thanks for the feedback!
     
    thrillerkillers likes this.
  5. thrillerkillers

    thrillerkillers Legendary

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    that is interesting, I would have to look at your settings for that. I like that idea about more gravity but more height, that soudns like that would work well.

    i look forward to testing it! a juggernaut game might work real well there also, but that takes some scripting
     

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