Hello everyone, I hope Reach is treating you nicely in it's first week of release. I've been hard at work on my first map, titled "High Wire", and what you see in this thread is the result of all that work. I am looking for testers to run a big team play test (as that is what the map is intended for) so if you are interested in helping me polish it up a little bit more before the Reach testers guild comes online let me know and I'll try to organize something. Map Details Style: Symmetrical large map. Intended for big team. Weapons on map: 3 DMR's, 1 needle rifle, 1 repeater, 1 shotgun, 1 sniper, 2 plasma pistols, 3 health stations, 2 frags, and 2 plasma grenades on each side, with a rocket launcher in the very center of the map Vehicles on map: 1 Falcon, 1 Banshee, and 1 Shade turret on each side Recommended Map Modes Team Snipers: I've actually tested snipers on this map already, and it plays absolutely beautifully. There are dozens of angles from various platforms to opposite positions with lots of elevation differentiation to make sure no one position dominates all the others. So far the feedback I have received on snipers has been overwhelmingly positive, but I want to test it with BTB snipers just to make sure. Multiflag CTF: There are 5 different modes of transport to the center platform, which makes it less of a headache to get a flag out of the enemy spawn, and there are also multiple ways of getting from the center platform to the opposing base. The only thing I'm really worried about though are the spawns I have set up. I've done my best to make sure they are mostly safe, yet easily recognizable for the spawnee, but I still would really like extensive play testing to find out. Neutral Assault: I really think this map just screams assault with every fiber of it's being. The bases are defendable with good coordination, yet just as vulnerable to an attacking team that knows how to work together. If the defenders get pushed out of their base their spawns are far enough away for attackers to get a successful plant, yet close enough for defenders to get there in time for a defuse. I really, really can't wait to test it. Big Team Slayer: If a map can't play well with Slayer, then it seriously has issues. I hope to test this just to make sure everything is balanced and fun for everyone. Map Screenshots EDIT: Updated screen shots with the latest build of the map. New and improved center platform Improved Overwatch platform new indoor rocket spawn Man cannon to the center New middle towers that overlook the center platform New enclosed pillbox A view of the bridge that connects over watch platform with middle towers Well, that's all I've got for my preview so far. Feel free to post here if you want to help me test this. I would greatly appreciate it. Thanks everyone
Well from a first look it seems very open and it some parts its very narrow, yet you plan on it with big team slayer. Also their are a lot of vehicles and the only things i see that can take them down are 1 rocket launcher and a plasma pistol. The turrets wont due to much damage against the vehicles if they both attack together. So if one time uses both their vehicles and gets rockets at the beginning, the pretty much own. Maybe adding other ways of destroying the vehicles or balancing it out better. The map just seems all around bland, maybe add in some cool structures some places or what not to spice it up. On a better note, the forging on the map does look clean though. The walkways are veryyy narrow for 8v8, and that might be your biggest issue. Try and fix these things to make it more interesting.
This needs more cover because anyone on the ground will have nowhere to hide from a banshee or falcon. Add some cover and possibly a few more paths to the middle section to improve flow.
yeah everyone really noticed the too open part, apart from that though I find it really nice looking, there's potential but it's not ready right now IMO
Thanks for all the input everyone. After reading it I went straight to work on the next build of High Wire, and I'm quite pleased with the results. Notable differences include adding a grenade launcher on each side to help for anti-vehicle purposes, adding a lot more vertical and horizontal cover to allow for safer movement across the map, and adding a lot more paths around the play space. In High Wire v2, there are 5 total routes to the center platform, and more routes from the center platform to the opposing base as well. All of the extra paths of travel should drastically improve map flow as suggested. Here are some screens of High Wire v2 under the spoiler tag. Spoiler New and improved center platform Improved Overwatch platform new indoor rocket spawn Man cannon to the center New middle towers that overlook the center platform New enclosed pillbox A view of the bridge that connects over watch platform with middle towers Any thoughts on the changes? I've only got like $140 left in the budget and barely any pieces left available so I can't do much, but I'm open to suggestions.
wow ya that looks much much nicer. To my understanding this map is symmetrical, but your weapon placement isn't. you have 3 DMR's and 1 Needle Rifle, try making that 2 DMR's and 2 needle rifles to balance that out. The rockets in the very middle of the map, which is fine, but that means that the shotgun and sniper are probably on opposite sides. If one team gets the sniper they can wreck from long range, while the other team with the shotgun will get killed easily. In symmetrical maps, its usually good to have pretty symmetrical weapon placements so that one side doesn't have a certain advantage a different side doesn't. Maybe make a few weapon changes, then test it out with a group and go from there.
I think you might have misunderstood me. Each team has the same weapons, so both teams have a sniper and a shotgun.
ya then ignore my comment, i didn't see the "on each side". By the looks of it, it's nicely designed and has a good amount of cover. pyro might be right about the walkways though, you'll just have to play test it to see if you need more cover, or to thicken the walkways.
Would you be interested in helping to play test it? The FH testers guild is closed for two weeks so I can't really get it tested officially for a while.