Dogfight AIR.TERRITORIES | AIR.CTF | AIR.VIP | AIR.ASSAULT Dogfight is best for a party of 16 players although it remains functional for as few as eight players. Using incorrect gametypes is possible but not recommended. The map is composed of two symmetrical bases, where all players spawn, and five smaller islands spread between, where most objectives spawn. Each base spawns two banshees, one transport hornet, and one heavy hornet. Two sniper rifles spawn on the back landing of the base; three rocket launchers and two plasma pistols spawn in the armory under the gauss turret; two fuel rod guns and a missile pod spawn just behind the palisade. A missile pod and spartan laser spawn on the large, center island, while a beam rifle, deployable cover, and plasma cannon spawn on each of the smaller islands. Extra equipment is spread out on each of the main bases. [table][td]Main Base Weapons 3 Rocket Launchers 2 Plasma Pistols 2 Fuel Rod Guns 2 Sniper Rifles 2 Machine Gun turrets[/td][td]Main Base Equipment 2 Bubble Shields 2 Regenerators 2 Power Drains 2 Gravity Lifts 1 Missile Pod 1 Gauss Turret[/td][td]Main Base Vehicles 2 Banshees 2 Hornets[/td][td]Center Island 1 Spartan Laser 1 Missile Pod[/td][td]Side Islands 1 Beam Rifle 1 Plasma Cannon 1 Deployable Cover[/td][/table] [table][td]Territories -Five cylindrical territories on the islands, (Radius: 6 Height:8) -Two Rectangular territories covering all but the landing pad of the bases[/td][td]Assault -One bomb in each base -One plant point on each island (for the nearby team) -One bomb on the central island (neutral bomb only)[/td][td]Capture the Flag -One flag on each island (for the nearby team) -One return point in each base[/td][td]VIP -One VIP destination on each island[/td][/table]
I love maps like this. I have not checked out the map yet, but my suggestions for maps like this would be, 1. Make sure vehicles are on instant respawn. 2. Make lasers and missle pods on respawns past 120; these weapons can be very powerful. 3. Fx can make the game difficult, although they may work with this type of map. *after download* Great job with the bases, although you should try making the islands a little more intricate since you have such a large budget. If you release a v2, I'll download again and see the changes. 3.9/5
?? Didn't like the fact that a camping laser could continually take out the vehicles before they even liftoff. My suggestion; shield walls. or reverse facing liftoff like in blood gulch. Gause are total over-powering in vehicle based levels, especially if you have a driver and a turreter. make it a stationary object in the open with a custom power up by it with the effect of waypointing it out to everyone. Good weapon but enemies will know you are in it.. Only a lazer really can take them out... Also, no real motivation in a slayer based game with infinite ammo to get off the home island; King of the hill with infinite ammo ONLY in the hill. Also gives people a reason to get off home base. Make your score go up by only 1 and have kills go up by 10 in hill and 6 out of and have a goal score of 300. Good games then. To balance out that, make defence low outside, slow shield recharge, and normal stats inside besides ammo. A Little disappointing as not very.. Original. Sky deco would make it less boring than hop in hornet...fly there with hopes of being faster...oh i lost and got out gunned, not out flown.
All vehicles and weapons excluding laser are set to fastest possible respawn. Laser is on 30. Lasers and missile pods are easily dodged by a vehicle, and the laser is almost impossible to aim unscoped. The missile pod gives the base substantial protection, but only at close range. I will improve this since I did not know the budget glitch at this time, and the OLN was my greatest enemy. Other than extreme circumstances, shield doors are terrible, and backwards vehicles would increase the time needed before being able to fire on an incoming aircraft. The gauss is the primary air defence, and can barely see halfway across the map. It also can be locked onto by hornets and being stationary, the rockets will hit the top, instantly killing the gunner. The gunner can also easily be sniped. This map is designed for territories, flag and some assault. Other gametypes are supported just for giggles and you can customize to whatever you want; I just make suggestions on the most effective gametypes after extensive testing. Although it may not be the first of its kind, this really takes a step past all other air combat maps from my experience playing multitudes of these. Please play this a few times to see how it works then feel free to comment again. Finally this is really not about your br skills, but about teamwork. Playing this with a large group of friends, I was left with a terrible team who including me could not hit a double block with a br. I got my team together after loosing two flag captures to the other team. Got people to use equipment and turrets, dropped snipers to put a crossfire on the enemy base. Despite having no skill at the average game of halo, our coordination destroyed the enemy. Maybe I could not face off against eight missile pod shots, but I could call in the snipers to bring him down.
Oh the types you had rocked, just i try to make a map encompass as many game types as possible xD I will almost always modify stuff. I still like this style of map. Well done. O_O I can take out a wraith on the ground floor from the top of they sky bubble celling in a gauss. you just need to hit.
The map supports all gametypes, I just do not provide the gametypes because these do not fit the gameplay of this map as well, but they should work just as well with different customizations. The biggest problem that must be dealt with is the attempts of aircraft to camp the enemy base, the reason for the incredible armament in the bases, and the infinite ammo. Burkie: Please send me a PM linking to the map when you post it. I am still open to any ideas to improve my map.