TOXIC

1v1 Slayer
8.0

Map Description

  1. MadMax2win
    TOXIC offers fast paced Arena Gameplay, a lot of Tactical Jumps, Interactive Map Elements and of course Toxic Water. Players should always strive for gaining Top / Overshield Control. Keep in mind, Power Weapons only spawn in the lower areas of the map, consequently Players have to decide if they want to mantain their postion or drop down to get Power Weapon Control. Movement around the map is very varied and provides a lot of soft and hard routes to choose from to outsmart your opponent.
    Built for the Forgehub 1v1 Map Contest.
    Inital Ordnance:
    <ul>
    <li><em>Overshield - 120s </em></li>
    <li><em>Sniper Rifle - 60s No Spare Clip</em></li>
    <li><em>Brute Shot - 90s - 1 Spare Clip</em></li>
    </ul>
    <ul>
    <li>1 x Battle Rifle</li>
    <li>1 x Covenant Carbine</li>
    <li>1 x Assault Rifle</li>
    <li>1x Plasma Pistol</li>
    <li>2 x MP</li>
    <li>2 x Plasma Rifle</li>
    <li>2 x Frag Grenades</li>
    <li>2x Plasma Grenades</li>
    </ul>
    Enjoy you stay and give me feedback!
    MadMax
    GT: CaveatEmptor MM
    Campaign Leaderboard / Timed Run : Halo 3> Sierra 117> Easy> 7:54
    CANADIAN ECHO and WAR like this.

Discussion

  1. Xandrith

    Xandrith Promethean
    Forge Critic Senior Member

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    The breakable lifts are a supah kewl
     
  2. Blaze

    Blaze Sustain Designer
    Forge Critic Creative Force Senior Member

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    I actually just designed a map around switchable lifts like this but have been undesided on the over all design. They look like they really compliment the design here even if they aren't based around an objective or anything. Good job. Wouldn't mind playing this if you want to invite me sometime. GT: Whos Blaze
     
  3. MadMax2win

    MadMax2win Promethean

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    Thx for the feedback, the lifts were implemented as an strategic element of this map, players gaining top control are rewarded by having LoS on both, denying other players the easy access to the OS and forcing them to use alternative routes. They have respawn time of 15sec so that it dosent't affect the flow too much.
     
  4. a Chunk

    a Chunk Blockout Artist
    Forge Critic Wiki Contributor Senior Member

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    This a cool design, and very well forged. Despite it's small size, it plays quite slowly for a couple of reasons.

    First, you must have the max number of weapons on the map set to 1 for the Sniper and Brute Shot. I cycled through the map a couple of times hoping to pick them up, but they weren't respawning because either myself or my opponent was holding on to the empty weapon. You should raise the number on map up to at least 2 for a 1v1 map.

    Second, it's very easy to escape battle. Many of the battles were prolonged. It proved mostly pointless to try and shoot across the middle, because the person you're shooting at can almost always duck around a corner before you can finish them. Slightly widened openings into the middle, combined with slightly widened pathways around the exterior would help alleviate this I think.

    The only other issue with the map is the drop down/jump up. It wasn't immediately obvious that there was a jump up there, and once we knew it was there, it was still frustrating to use. The jump up is a bit too difficult just because of the angles you've used.

    There's potential here. It just needs a few tweaks.
     

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