With the combined forces of iEphemeral X (Dog Green Sector creator), and me, BLOODxcrazer (The Gauntlet creator), we have put together a unique competitive minigame based on asymmetrical attack and defend gamemodes such as Rush from battlefield or Invasion from Reach. The two helicopters made by iEphemeral X in the beginning may be worthy of an aesthetic feature alone, but we worked countless hours to create something we could be proud of. Oh, and the blades actually spin. The gametype has heath similar to breakout, and players start with assault rifles and smgs. If you don't want me to bore you with the scripting aspects of this map then just know this: Blue team must press a button near the red flag. The flag then turns blue, the stronghold is capped, and all the spawns move on to the next objective. Red team can not press this button due to state of the art anti-troll technology (a bunch of shields).
This map is maxed out with objects and has went through several playtest, and we think that it is finally ready to be released. The map includes three stages of attack and relies on a custom strongholds gametype (Swift Obliteration) and scripting magic to progress the player spawns, which are actually done via teleporters.
The first objective consist of beautiful trenches that were heavily inspired by G MAN 2510's Winter Assault map. iEphemeral X did a great job of implementing this style without murdering our budget too much. Blue Team will be dropping out of the helicopters to rush the underground base. This base is marked by a red flag and a strongholds marker. Blue team must first press a switch to lower a door before they can access the button. To help Blue team out, an alternative destructible entrance to the base appears after 2 minutes.
The second objective puts the wall right in the middle of the two teams new spawn points. If Red team can hold the wall, then Blue team will be in for some trouble. There are three ways to get on the other side of that wall for Blue team: there is the front door where much of the action will take place, there is a risky exposed cliff to jump over the wall on the Blue team's right, and there is a destructible hole to be made on the left side via explosive barrels. The rest of this objective contains simple barracks or tents or whatever as the primary play space. This objective was definitely the hardest to reach, so there is no door to lower first. There's also destructible spotlights which is pretty cool.
https://account.xbox.com/en-us/game...zer&scid=1370999b-fca2-4c53-8ec5-73493bcb67e5
The third and final objective is a bunker on top of a large hill. There are two ways up, the cliffs on the right or the path on the left. Red team has a huge advantage here with their weapons and height, but Blue team is given access to a vehicle hangar containing a scorpion and two warthogs. These vehicles, if used wisely, give Blue team the upper hand. While the scorpion may struggle to get kills, it serves as a massive distraction and demands the full attention of Red team to destroy it.
How to win:
Once Blue team captures all three flags, the game ends with Blue team scoring to win in about 3 seconds.
If Red team can defend for the full 20 long minutes of onslaught, then the game goes into overtime for 3 minutes, and the next time a red player dies they will capture three strongholds at once, thus earning points to win the game.
This scoring system is not ideal but we had to work with what we have with the current gamemodes
The map can be found on iEphemeral X or BLOODxcrazer's bookmarks along with the gametype.
Map: Operation Reaper
Gametype: Swift Obliteration
We had a great time making this and playing it and we hope you do too. Thanks to iEphemeral X for reaching out to me for help with this map, back when it was just a single grouped helicopter and some terrain and a big bunker entrance.