A while ago in my Ship Shape Map Pack thread, BWO Ironskull made this post. Needless to say, my forge senses started tingling. I knew I couldn't leave a map like that unmade. So I immediately started laying my plans for this. After an incredibly amount of hours working I finally finished. This is the result of that work. The UNSC Iron is a unique map with a very unique gametype (Territories is all you need to use). Attackers spawn off to the side of the map next to hornets. They must fly these hornets onto the landing pad attached to the back of the ship, then board it! There are 8 rooms in total, from the front; Bridge, bridge room, reactor room, engine hallway, mauler room, mauler hallway, engine room, and the cargo hold. Bridge Defender's spawn and generally last territory. Connects to bridge room and cargo hold. Bridge Room Acts as the connecter from the bridge to the reactor room and engine hallway. Engine Hallway Spans from the engine room where the attackers enter to the bridge room, this hall has only the cover offered by the engine cells available. Be warned however, if one of the cells detonate, the rest will as well. Reactor Room Holds the UNSC Iron's reactor, at 10 seconds in the third fusion coil will activate, and the reactor will start running. Connects to the Bridge Room, Mauler Room, Engine Hallway, and Mauler Hallway. Mauler Room Home to the only weapon on the map, the mauler room is as close to the center of the map as you'll get, and connects to the engine hallway, mauler hallway, and reactor room. Mauler Hallway Barely suitable to be called a hallway, this area connect the engine room to the mauler and reactor rooms. Cargo Hold Part of the uniqueness of the ship, the cargo hold spans the entire lower level of the ship, connecting the engine room to the bridge. Cargo boxes stacked around make for over a dozen places to hide, making this territory the hardest to capture. Engine Room First place the attackers will enter when they board, and connects to the cargo hold , engine hallway , and mauler hallway . Iron's Gametype (Territories) Territories with a twist, every room in the ship is a territory. No spot can be ignored, no room forgotten. Blood given for every inch taken. Supports up to and best played on 6v6, it is fun to play down to 4v4. Attacker's Beginning Spawn Attacker's Landing Pad & Main Spawn - Engine Room Engine Room (Entrance) Bridge Engine Hallway Mauler Hallway Mauler Room Reactor (Before Activation) Reactor (After Activation) The UNSC Iron Enjoy! -fireskull My bad, I should add that I've downgraded it to a bare minimum to fit the budget. There used to be a duct system between rooms :'(
FIRST The interior is well put together but the outside there is nothing more than a landing pad. You should add some aesthetics to the outside.
This map looks very cleanly made. It seems like a good, original idea and i can't wait to try it out!
You may have to work on the outside. From the inside, it looks like a real spaceship. But on the outside, it looks like a long line of double blocks.
Wazza, Fireskull? It's emo from the MP Anyways, it looks pretty good on the inside, but there's nothing whatsoever on the outside. It's rather ugly. I'd rather have a badass small ship than a huge ship that looks like an egg carton. It also appears that there's only one entrance... bad idea. I'll take a closer look ASAP.
Unfortunately I didn't have enough budget to make it more aesthetically pleasing on the outside The one entrance is a sort of passage. The guys outside have to work together to push through and secure the first room. Then it gets into the ship...
Sorry but only one weapon on the map is really bad, especially because the gameplay is exactly the same through the entire map. I also fail to see why the attackers must spawn at the hornets, since the defenders have no way to take out a hornet, so it does nothing more than transport people, like an over-complicated man-canon. The rest of the game would be like conquest but without weapons, and a few more paths where you can get lost. Another serious problem here is boarding. If the defenders are able to push the atackers back to the landing pad, attackers will most likely land on top of the main ship to get better cover, at which point a defender inside could jump up and board the hornet. A single hornet could easily dominate the attackers with spawn camping. Finally, people are going to think: Ill just park the hornet here on the landing pad and rush in. This will leave the hornets on the landing pad for a long time, not only leaving the attackers stranded, but allowing the defenders to pick up the hornets. If the defenders take all three hornets, the attackers will be left to die instantly, as they attempt to br the hornets out of the sky.
? The attackers start at the hornets. They spawn on the landing pad and occasionally Engine Room. As to the 1 weapon there are two main reasons. 1. To give that center room more importance and to spice up the gameplay a bit. 2. I had no more budget to allocate to weapons. No one has had any problems with using the start weapons. So it isn't a large issue seeing as how I couldn't change it if i wanted to, beyond taking it out.