Author: Guardian Hunter Beta Testers: AgateElite, SPARTANm069, Ac3 of SpAd3z44, QuickstrikePr0, Spartakus16 Build #: v5.0 Compatibility: All Gametypes Sponsor: Mjolnir Battle Tactics Forging Division Recommended Players: 6 - 14 [DOWNLOAD] The Story District 49 is one of hundreds of makeshift towns set up in the Sanya Juu region at the base of Mt. Kilimanjaro for workers on the New Mombasa Orbital Elevator. When the elevator was destroyed, after the Prophet of Truth's ship slipspace jumped inside the Earth's atmosphere, District 49 along with all the other workman districts were slowly abandoned as they no longer served any practical purpose. However, after the Covenant returned to Earth and begun a mass excavation project in the remains of Voi, District 49 along with several other old workman districts were retooled as forward bases for an assault on the Covenant occupation force. Eyewitness Account Private First Class Walker - It was mid-afternoon and I was on the last few hours of my watch shift. We'd been in District 49 as a defensive force to maintain the forward base against the Covenant incursion in Voi. We'd recently received intel that a strike team would be coming through to punch a whole in the Covenant defenses and bomb the Covenant ship that had landed in the remains of Voi. The Covenant had excavated a massive artifact underneath the remains of the city and everyone was on edge over what they'd found. Still what actually happened took everyone by surprise. A blinding flash of light which at the time I thought was a explosion caused me to duck beneath the window seal and when I got up to glance out at what had happened the entire sky had gone black with a purplish hue and there was a colossal black orb floating about 2 kilometers up in the air above where Voi was suppose to be. Video MBT.com (Hi-Res) Youtube Mirror (Low-Res) Screenshots Building 1 Building 2 Building 3 More Screenshots • Building 1, 3rd floor - spartan lasering a warthog. • Building 2 - central building. • Building 1, 3rd floor - sticking a turret in the adjacent building. • Building 3, 2nd floor - turret's perspective. • Central Roadway - perspective of building 2. • Building 3, 2nd floor - second turret perspective. • Roadway - getting sniped from the 4th floor of building 1. • Side Alley - shotgun mows down mongoose • Back Alley - Warthogs barrels through back alley. • Garage Alley - Vehicle Garage and roadway. • Secondary Courtyard - Divider between building 1 and 2. • Primary Courtyard - Divider between building 1 and central roadway. Weapons on Map Assault Rifle x 12 Battle Rifle x 8 Shotgun x 2 Sniper Rifle x 1 SMG x 6 Spiker x 2 Magnum x 1 Plasma Rifle x 2 Needler x 1 Brute Shot x 1 Spartan Laser x 1 Carbine x 1 Machine Gun Turret x 1 Frag Grenade x 15 Plasma Grenade x 8 Bubble Shield x 1 Power Drainer x 1 Trip Mine x 1 Regenerator x 1 Radar Jammer x 1 Deployable Cover x 1 Active Camo x 1 Vehicles on Map Gauss Warthog x 1 Mongoose x 2 - Note: In making this a human themed map the balance of Covenant to human weaponry is heavily in favor of human weapons but Covenant weapons were added to maintain the balance on the map. Balance Being a asymmetrical map questions of balance often come up so I am addressing that in the post. The map has been play tested for 2 weeks and the weapons readjusted multiple times so the map is completely balanced with power weapons and equipment spread out evenly throughout the entire map. Testimonals
The quotes dont lie, you have created a very nice "city" atmosphere. And it is also true that you have made Foundry seem bigger than it actually is. I like the crane you have constructed, althought i think the top area of it could have a little more detail. Also the lower level is a bit scarse. Maybe you should add some small cover, because getting trapped down there looks suicidal. Overall you have a very strong map. Well done.
My only problem is some of the Aesthetics of the map. You could have flipped the bridges over to show the darker side of them to make things look a bit nicer. Also the bottom looks bare. Maybe add a Ghost, for Slayer games. And also what gametypes does this map play, Slayer, Team Slayer?
I thought about flipping over the bridges but I wanted the machine gun turret to fit in the silver edge of the bridges because it looks like it was ment to go there. Plus to compensate for not flipping the bridges I made sure they were perfectly interlocked so there is no bump when you walk over them. Also if you look at some of the other screenshots you will find the bottom has a fair share of items, scenery, and general filler. The main reason it may seem bare is because I had to have the area open as a roadway so vehicles wouldn't have any trouble. Oh and this map is compatible with all gametypes. I don't release a map unless it is compatible with all gametypes. I would have added something at the top of the crane except I hit the object limited for the map. As I said above, the bottom is not as bare as it may appear, but it is still open enough for vehicles to seamlessly drive through. Thank you both through for the constructive criticism, I need that kind of stuff to build even stronger maps next time.
jus tried it out and it is pretty great. i agree about the bottom area but the built up areas are fantastic. well done on a nice map
I gotta say, this is the best map I have yet too play. No joke here at all. From what other people said about this map being a Bungie Favorite, they hit it on the bullseye. Structures I love how you embedded nearly every object. You even embedded some objects into the floor! Could you please PM me on how you did that? Anyways, each building is very smooth and looks great. You have a very big city like feel to it, that makes it feel bigger than Foundry itself and it doesnt even use the whole map!! Grade: 5/5 Gameplay Now if this is what you were to ask me on why I liked this map, it would be the Gameplay. Every gamevarient is included, and each plays extreamly well. On an Asymmetical map, like this one here, Weapon placements have to be PERFECTLY BALANCED, or else the map doesnt work out. There is absolutely no problem with balance in this map. Each chokepoint changes every map. You could go from fighting in the back ally, to the turret base. By the way, I like how juggernaut the turrent is, but it is certainly vulnerable. There is not enough good things I can say about this map. Grade: 5/5 Asthetics How much could I ask for other than this. You have given me the perfect asthetic map. All the floors are interlocked, no walls are crooked, and even some objects are embedded into the floor. There is alot of detail, like the crane as an example. I would consider flipping Bridges over, to show there smoother side. Also, the doors at the 4 story base, are not very attractive. All in all, it looks very nice! Grade 4/5 Final Grade: 5/5
ok i love this map. me and my friends have played slayer on it a couple times and they love it too. but the only problem is the weapon spawn times. it seems as if whenever i check the shotgun and invisibility are always there. i had to forge through and change the weapon respawn times myself. it just takes away on gameplay to have those power weapons respawn so fast. but ignoring that. great map
I do not remember if that was a problem permitted or not. Either way, this map has always been a blast to play on.