FILE SHARE: gcw0068 I made a mediafire link as well but file share is easier.
Inheritance is a small map horizontally, but with lots of verticality. While there's a large elevation difference, players can get to top quickly so it's not too oppressive.
The guiding principles for designing/balancing it were:
- Directional flow
- Top being a power position, but power weapons only accessible at the bottom and require sacrificing that position.
- Being sexy
GAMETYPES:
- I would say that CTF is the map's main gametype. You'll want to get into the other team's base by working your way up the perimeter and then dropping down into it. From there you've got a few options: You can go back up perimeter, go through teleporter, or take a faster but more difficult route: You can walk through the bottom of the map to below your own team's base. If a teammate is there, you can jump and hand the flag off to him.
- Slayer spawns are the same as CTF, and spawn-trapping is possible using teamwork and good positioning but not too dominant, only occurring if one team is much better.
- In 1-bomb Assault, it plays along a different axis.
- In all gametypes I recommend classic (AR but no loadouts), pro (DMR), or MLG settings for each gametype. In the former two, the custom powerup functions as a brief speed boost which is actually a bit of a threat when paired with the sword. In MLG settings, it acts as an overshield so teams will want to gun the enemy player down before he's able to acquire it.
SPECIFIC NOTES ON MAP DESIGN:
- I don't recommend playing with vanilla Reach loadouts, or at least jetpack. Partly because they're annoying and partly because jetpack is a pickup that is very powerful on this map, as it's able to break its natural flow. You could try it out though.
- Man Cannon:
- It was tough to get the man cannon's arc working so that it landed in the right place, but figured it out eventually. Note that you cannot land on the struts above Overshield via man cannon--you have to land on the bottom of the map if you want to grab the sword or OS, and in the process can get gunned down and turn the sword over to the other team.
- You can toss plasma grenades onto the man cannon, and two will destroy the shade turret.
WEAPONS (all power weapons drop spawn)
- Main Routes:
- The main way to get to top is to fight across the bridge and work your way up the lower perimeter. From there you can either get straight to top by jumping on an extruding column or going on the gravlifts and then dropping down. Alternatively you can stay on the upper perimeter and have an elevational advantage over top center.
- The other main way to get to top is via teleporter. This is in the very back of the map, behind the Shade Turret. It actually gets you to top in just about the same amount of time as going along perimeter, but you don't have to fight your way up. That said it tends to be a secondary route compared to the perimeter because its long corridor is exposed to top, it pops you out an at elevational disadvantage, and there are explosives on both ends of it. Still, useful for flanking.
- Other Routes:
- Grenade jump onto extruding column, then grab health pack.
- From top perimeter you can jump onto the struts and from there, either to the other side of top perimeter or to top center.
- Concussion Rifle: 2 shots to jump into a primary base; 3 shots to jump from there to top. A very rare route ofc but it's possible.
- Jetpacks. Pairing up with a teammate can be effective, and the jetpacks can be very powerful in CTF.
* In default settings the powerup is a brief speed boost, still useful with the sword. In MLG settings it's an "Overshield" so other teams will want to gun the enemy down before he can acquire it. They could also grenade jump to steal it, but since this variant of Overshield doesn't provide any invincibility they'll probably get headshotted in the process.
- GL x2, 3 shots each, 120sec respawn
- Energy Sword, 180sec respawn
- Custom Powerup* (speed boost / overshield)
- Concussion Rifle, 90sec respawn
- Plasma Pistol x2, 90sec respawn
- Plasma Rifle x4
- DMR x6
- Needle Rifle x4
- Magnum x2 (1 spare clip. Magnums are very strong in MLG settings, still useful in regular settings. I wanted it to be balanced for both.)
- Shade Turret
- Jetpack x2, 145sec respawn (you'll notice in the picture there are 4, but after playtesting it was reduced to 2 due to their strength in CTF)
- Frag Grenade x4
- Plasma Grenade x3
- Health Packs x7 (1 in lower tunnel; 1 in Conc Rifle cellar to encourage boost jump; 1 in each secondary base; 1 on each low center strut; 1 at top's overhang, encouraging grenade jump more than anything)
- The only power weapons/powerups/AAs to spawn at start are Concussion Rifle and Shade Turret.