The Idea behind this map was to create a spartan base big enough to be a map in itself fully functional for all game types. The map consists of a single base split in two with fairly balanced structural components for each side. Weapons are exclusively human and spawn points are all inside the base however if you venture outside there are Covenant leftovers. The boundaries are all set up as soft kill zones to prevent wandering out there too far. Red teams side. Blue teams side. This map is also designed to be played well with an infection game type having all zombies spawn outside. You can change health to balance it but I prefer fast zombies with evade. I have not implemented an invasion game type but I plan to add one soon. Here are pictures of the frontal defenses of the Stronghold as it is the only ground entrance. Note the teleporters, one set is a one way into the bunkers and the other goes to the top making it one way to prevent zombie cheese.
I see two tanks, one warthog, two falcons, three mongooses, one rocket, three turrets... and that's just from the pictures. It looks pretty cool... but seems like such a superficial idea. 1. the bases are waaay too close together for ANY kind of team game (slayer, ctf, etc..) 2. the zombies spawn OUTSIDE of the base???? How the heck are they gonna get INSIDE of it with all those power weapons?? Even if they're fast! 3. did I mention there are WAAAY too many power weapons and vehicles?? This... is just too much. It might be fun for a small group of friends, but I can GUARANTEE it won't be popular amongst the hordes. Soo... I recommend taking out many of the vehicles (including the two tanks RIGHT NEXT TO EACH OTHER), taking away a FEW of the power weapons, and somehow dividing up the bases a bit more so the teams can't access each others bases so easily ...Otherwise... it's pretty good
I've got to agree with ER1C0 here...tons of power weapons, tanks, etc....that's just suicide. Any time a map favors only one side to the point that the other side has no fun, it's considered broken. Fortunately for you, it's only the stuff ON your map that appears over the top, not the map itself. Consider removing a lot of the overpowered stuff, and you're on your way to balance. Remember, balance doesn't have to mean both sides are perfectly even. Making it harder for the zombies or one CTF team isn't a no-no, it's just dangerous...you've got to still make it FUN for both sides. Two more things I noticed: One, those walkways are a bit boring, long, and suicidal. People with jetpacks will skip them entirely, but people without will be stuck walking along a long walkway without any cover or real reason to be on them. You definitely want to shy away from aspects of your map's geometry that aren't worth people being there. Consider mancannons, or teleports, or even more direct walkways. Secondly, some cover for the zombies. If you do decide to leave in a tank and some of the power weapons, at least give the zombies some cover to move towards. You'd be surprised how many times a zombie will be killed by a tank round because of lack of cover, regardless of the zombie's raised movement speed. Even cover that breaks down (stacked boxes or something) gives zombies a hope in hell. Anyhoo, just some suggestions. Hope they help!
Yeah, I wanted to simply give players the option to turn on vehicles or certain weapons if they wanted them. It's balanced in that each side gets the same opportunities and that a tank will never be very effective inside that base, the big vehicles are more for looks tbh. There is balance in that each side has the same amount of each gun or vehicle, it's just too many power weapons for a traditional matchmaking type map. An infection game type is meant to be played with very fast zombies and some damage resistance on this map, perhaps some lack of gravity. I think a lot of the settings would have to be tested to see what might work best. I'll probably be making some aesthetic changes when I can get back on and look into toning it down some as well as considering a less open entrance.
I was wondering is it still possible to turn vehicle usage off in Reach. if so that would remove the problem to do with the power vehicles on the map but still keep them for show. Is it a possibility to make vehicle usage off?