Spectre Download Spectre here Link to Atlas thread here About Spectre: Spectre is an Asymmetric map that takes place in the Sky Bubble of Sandbox. It is an open map designed for both FFA and Team gametypes. It utilizes diferent styles of combat, being all the way from close range all the way to long range. During AR starts, and even BR starts, players are forced to not just rely on their BR skills and use diferent weapons on the map. This map is unlike many small maps you may have played. Blue base is the Attacker's base, and they start near a Shotgun (0 clips) and Overshield, while Red base, the Defender's base, starts near an Active Camo and Mauler. Each base is equi-distant from the Neutral Rocket and Neutral Hammer. The center of the map is incredibly open and is where much of the carnage takes place, especially during FFA games. Despite the openness of the map, this map suits both BR and AR starts very well. Attackers spawn near a Bubble shield, while Defenders spawn near a Regen. Those two pieces of equipment are the only two pieces, and if used strategically, can get you across the open parts of the map effectively and safely. And due to the the multiple pathways enemies can take, Team games call for strategy and teamwork. What standard gametypes (Slayer, CTF, Oddball, King, Assault, VIP, Juggernaut, Territories, Infection) are supported by your map? Which work best? Which gametypes are not supported, or do not work best? Gametypes supported: +Team Slayer*, Team BRs, FFA Slayer*, FFA Slayer BRs +Multi Flag CTF*, 1 Flag CTF +Neutral Assault, One Bomb* +Team King*, Crazy King* +Team Oddbal, FFA Oddball* +Juggernaut* What non-standard gametypes (Swords, SWAT, Rocket Race, gametypes you have made specifically for your map) might you recommend for your map variant? Provide links if possible/applicable. +Team Swords*, FFA Swords*, Hammerzeit, Team Hammers, Team Rockets, FFA Rockets The weapons/equipment on the map are: Battle Rifle x3 (30 sec) Covenant Carbine x3 (30 sec) Brute Shot x1 (90 sec) Needler x2 (90 sec, 60 sec)) Rocket Launcher x1 (180 sec) Gravity Hammer x1 (150 sec) Shotgun x1 (120 sec) SMG x2 (30 sec) Mauler x1 (90 sec) Plasma Nades x8 (10 sec) Active Camo x1 (180 sec) Overshield x1 (180 sec) Regenerator x1 (120 sec) Bubble Shield x1 (120 sec) YouTube - superduper66 - Spectre Screenshots: Overview Red Base Blue Base Center The Bridge Rocket + Camo Video Playtests 4v4 Team Slayer 4v4 Team King 4v4 Multi Flag Team Doubles: 2v2 1 Flag CTF Lone Wolves/Rumble Pit FFA Crazy King FFA Slayer Download Spectre here
This map looks great. It has smooth forging, a good balance of weapons, and plenty of cover. Just one small question. Why did you put put one needler on 60 seconds and the other on 90 seconds?
Good question. The needler atop the Bridge is in an area surrounded by combat. The second Needler is in an area where there is barely an combat, if any. I wanted to make sure the one on the Bridge area was more readily available than the other one. Thanks for the post!
I like the design and the forging looks pretty good except one part. The main floor area looks like it needs more interlocking. I know from experience that the way you have it causes bumping. Im sure it plays fine as is but maybe you should release a v2 with a cleaner floor. Otherwise it looks pretty nice. Good work.
This is an ace map. There's so much cover that it could have been MLG if it had MLG weapons to it. Besides that, nice interlocking, the bases look good. The lighting looks a little lazy, but overall this map looks fun. A well-deserved 4/5.
MLG? I woulda thought there too little cover for MLG style gameplay. I have never tried it though, so i could be wrong lol. This map, wether you MLG or standard games, is very Team Focussed, unless you play FFA on it. Lazy lighting? lol well for the theme of the map, i had the lights placed in the towers above the map. I put them there because 1) I thought that the towers suited the stle of the map 2) so the lights aren't very overpowering. I've way too many maps that put the lights so close to the ground and everything becomes blinding and ugly. Not fun. They lightly distinguish which side of the map is which, without being too powerful, which is what i was going at. As for smoother floors, i can try for some things, but there is practically no budget left. There is only so much i can do. Thanks guys for the commenst though.
Wow good map the base have a good desing , i love the hammer spawn becasue the Fin merging in the block are pretty cool and the rock platform to are cool and good past for the each gametypes video thats great !
Nice map you got here super, decent layout and some original ideas. I have to say, the floor does look bumpy and I know theres not much you can do but that gets annoying during gameplay. My major crit would be that whilst this map will provide for entertaining gameplay at least for a while, it doesn't have any features which distinguish it from other maps and therefore persuade them to play this rather than other, similar maps. Btw, I loved your other two, middle level, maps. I had some great flag games on salvation on the bungie playlist. Props for them.
Looks like a failry solid design but I can straight away see some flaws. There are obvious gaps in the blocks that grenades will fall through. Also, why did you place the OS right behind one team's base?
Thanks! Yea there really isn't much I can do about the floor. If I see something I can do, i'll patch it up. The map is pretty straightforward. The gameplay is fantastic on this map, and while there aren't any special areas that distinguish it form other maps, that doesn't mean it is a bad thing. Gamepla takes place all over the map and it shifts from different places throughout the match. There are many different pathways to choose from and strategies you can make here, and the simplicity makes it easy to work with your team. While being completely simple, the map provides different gameplay than most maps, if you think about it. It can be fun and competitive. I'm glad you liked the other two. I know Salvation is another pretty simple map, but it's gamepla is prett fun, I have to admit. I'm glad you enjoy them Well the floor really isn't a big deal. If you watch the gameplay videos, that actually doesn't ahppen as often as you might think Again, though, like I said I'll patch up the floors if I find something I can get rid of. The mapp is Asymmetric, so each team has a little different weapon placement. The map was inspired by Guardian as far as weapon placement goes. The OS is right behind the Attacker's base because the have a SHotgun directly at their base, and I wanted to balance out the weapons so one person couldn't get all the weapons just by moving forward. You must choose the path you want to take. Same with the defender's base. The Active Camo is to the right of it and so is the Neutral rocket, but you can also take the Bridge area and have the advantage of the high ground. Basically each area of the map has it's own advantage. The Rocket and Hammer are both in open parts of the map because of that Risk vs Reward factor. Attackers get a Shotgun and Overshield and Bubble Shield. Defenders get Active Camo, Regen, Mauler, and Height advantage. The Shotgun is obviously more powerful than the Mauler and the Bubble Shield is obviously a little better than a Regen, but to make up for that Defenders get height advantage and easier access to the Camo. Basically it is all about weapon balance, which this map executes perfectly, IMO. Thanks for the comments, people! Please help support this map as I have sent it in to Atlas, and you guys may end up playing it one day in matchmaking
That is a LOT of power weapons/power ups/equipment on one map though, especially one of this size. Think about how even default Gaurdian is not particularly balanced due to its weapon and power up layout. I do really like your design however and hope to see an update.
Guardian is the perfect map in terms of weapon placement. And there isn't too many at all. If I were to take the Rocket and Hammer off the map, those areas of the map would have no real point in being there. The Power Ups are definitely not overpowering at all the playtests I've done, and same goes with all the power weapons. Play some games it, or better yet watch the gameplay videos. They show exactly how well the map plays out ay I ask, where is your logic that there are too many power weapons/power ups/equipment? There are only two Equipment pieces, 3 Power Weapons, and 2 Power Ups, all evenly spaced out for all players to get.
Yeah there's something about the layout of this map that I like. I'm guessing the gameplay works pretty well for slayer. I'll download it and give it a try.
Thanks. Slayer is definitely great on this map, as well as Objective. Hope to see feedback on it soon By the way, this map is submitted to Atlas, for any of those interested. Support its position in Matchmaking!
Hey its my old pal SuperDuper. I do like the map. But I feel it should have another layer on the middle.
Yea, I always feel like I could add something to this map. Unfortunately, budget doesn't allow it. I think one day when I have Time, I'm going to re do this whole map and get all the "interlockz" and what not all sorted out. It may have to be smaller if I do. I don't know, we'll see. Maybe a re do of the map may free up budget too. You should totally support it in Atlas. Do you have any new maps on the way? I know you are still tryin hard with Corridors, but anything else?