Methane

2v2 Slayer

Map Description

  1. Kell Of Scots
    Methane:

    Methane is an Asymetric 2v2 somewhat room based map with lots of controlled verticality and a Covenant theme. Its dingy atmosphere as an abandoned Methane pump station creates a living breathing, beleivable enjoyable space to play in. I feel i have pulled of a great examle of how great a covenant theme can look in Halo 5.

    Featuring a neutral Beam Rifle and Overshield on middle line, in open areas away from the major power position it encourages movement to go claim either the Beam (the furthest from the power position) and the OS (Overlooked by the power position)

    The four major chambers, Turbine, Pit, Red Wing and Blue Wing have went through many changes through testing and reworking, coming to the probably final chamber designs. The final design create strong areas that are well controlled but do not become unsurmountable. The Top Pit area is the strongest position, but has no weapons of its own and very open, and is susceptible to a Plasma Pistol charge from the lift on red side, and a carbine that also spawns in left red, the lowest area of the map. There is also an smg here.

    Segmentation acts the main sightline control along with good height variation. Top Pit, while only having one hard route, plus a lift access is still very attackable. With limited access to beam rifle and leaving themselves very open for in "hang time" while dropping for OS.

    CE diehard Players with plasma grenades will find lots of joy by nading OS to top Pit at the risk of not catching the power up and watching it dissapear into the green gas. Oh well. Risk vs reward is a ***** right?

    Beam Rifle can be naded to Blue Room exit with plasmas also. But it leaves the player in a tight space that is very nadable. In theory it can be naded to the Red Sneaky area also, but access to this area is more limited.

    Red Wing:
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    Red Wing is where red team spawns at the start. From here they have the a plasma pistol and plasma grenades pair in the lift room, carbine and a pair of frags on the Pit connection, smg on the turbine connection. The lift connects to top pit but can be used to access the red sneaky entrance with a thruster and ground pound combination. So the have the fastest access to an OS counter and Top Pit, but slightly less control over the pick ups from the start.

    Blue Wing:
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    Blue Wing is where blue team spans initially, and is built to act as the somewhat defendable chamber for an attack on Top Pit. Providing a good basis to attack and retreat as neccesary, as with the mentioned Beam Rifle nade spot, it provides players the means to make a stand against top mid and utilize map knowledge to swing things in their favor. containing a needler (with a lower initial ammo count and longer respawn) at Turbine overlook, two plasmas in the blue room and two frags and a storm on the turbine connection, a DMR at the Top Pit connection. This side provides the tools to mount a formidable attack from thre hard route to top pit.

    Turbine:
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    Turbine is where beam rifle spawns, acts a connection between blue wing to red wing via the thrust jump (or red wing to blue wing using the lift trick, a trick red team can use to control the beam initially). It also has a jump to blue wing from the Turbine-Blue Wing Connection railing to Turbine Overlook.

    Pit and Mid:
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    Pit chamber houses the power position and has the biggest variations in height of any other chamber. One up top, the only off is to jump to a lower level or down the Blue Wing connection. The area is exposed but powerful, and provides strong mid control, assaults from the lift in red can with plasma pistol are not to be taken lightly. As mentioned prior, the OS can be naded to here, but a player has to catch it before it falls down the pit, into the smelly methane gas. And it will be gone like a fart in the wind. Or you could not be lazy and go to pit and collect it and risk giving up the power position.

    Re-Spawn Times:
    Beam Rifle x1 : 180 secs (Weapon Pad)
    Overshield x1 : 120 secs (Weapon Pad)
    Needler x 1 : 120 secs
    Plasma Pistol x1 : 90 secs
    Plasma Grenades x4 : 45 secs
    Frag Grenades x4 : 30 secs
    DMR x1 : 30 secs
    Carbine x1 : 30 secs
    Storm Rifle x1 : 90 secs
    SMG x1 : 90 secs

    Thanks to all the testers especially Commander Colson, S0ul Flame and Sgt x Slapheadfor their feedback on this map.

    To find this, Follow "Kell Of Scots" find Methane v1.3.0 my bookmarks.

    There is a video that has some brief flythough of major areas and properties of the map, a walkthrough of it coming soon.

    Edits:
    1.2.2: Ammo and Weapon Respawn Time Tweaks

    1.2.3: Red and Blue room doorways have been widened

    1.3.0: Weapon Movement to promote more player movement. Structural changed to blue and red wing, imaged will be updated soon.
    II SEGA USA II, ReclaimerX22 and WAR like this.

Discussion

  1. ReclaimerX22

    ReclaimerX22 Promethean

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    This looks beautiful! You NAILED a proper Covenant aesthetic for sure. I'd definitely like to give this a download.
     
    Kell Of Scots likes this.
  2. Kell Of Scots

    Kell Of Scots Legendary
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    Recent Edit:

    The doorways to Red and Blue rooms have been widened for better play, downloadable as v1.2.3 from bookmarks
     
  3. Kell Of Scots

    Kell Of Scots Legendary
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    Based on gathered feedback, there will be some structural changes to the spawn rooms and weapon movement. Update coming soon.
     
  4. Kell Of Scots

    Kell Of Scots Legendary
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    V1.3.0 is out.

    Weapons have been moved, more flooring in the spawn rooms
     
  5. Kell Of Scots

    Kell Of Scots Legendary
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    Quick addition to v1.3.0:
    Spawn time extension to most weapons.
     
  6. Kell Of Scots

    Kell Of Scots Legendary
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    Big structural update coming soon.
     

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