MLG Obsolete

Discussion in 'Reach Competitive Maps' started by Physx, Sep 26, 2010.

  1. Physx

    Physx Ancient
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    MLG Obsolete


    Obsolete is a symmetrical 2 base/2 tower map, greatly inspired by Onslaught and Amplified. Onslaught and Amplified were some of the defining maps of MLG in Halo 3, so I tried to emulate the MLG feel into Halo: Reach. The map features weapons placed around the perimeter of the map, as well as armor abilities placed around the interior. The weapons, armor abilities, and spawn times are as follows:


    DMR x 4 @ 10s

    Needle Rifle x 4 @ 60s
    Magnum x 2 @ 60s
    Frag Grenade x 4 @ 30s
    Plasma Grenade x 4 @ 30s
    Sniper x 1 @ 118s*
    Armor Lock x 1 @ 1s**
    Jet Pack x 2 @ 1s**
    Health Pack x 2 @ 30s

    For those who don't know, these are the explanations for spawn timing for certain weapons/armor abilities.


    *Drop Spawn –
    The Rockets, Sniper, and Grenade Launcher are on drop spawns, allowing them to spawn on a constant timer. Due to the initial loadout screen, the timer begins 10 seconds before the game starts. Since it takes 2 seconds for a weapon to become “disturbed” from falling, the respawn timer has been adjusted to reflect that. If you pick the weapon up from mid-air, it could shorten the next respawn by 1-2 seconds. This means weapons can no longer be “dirtied” like Halo 3. The Sniper and Grenade Launcher are set to respawn every 118 seconds and the Rockets are set to respawn every 178 seconds.

    Simple version –
    In a 15 minute game, Rockets will respawn at 12:10, 9:10, 6:10, 3:10, :010. Sniper and Grenade Launcher will respawn at 13:10, 11:10, 9:10, 7:10, 5:10, 3:10, 1:10.

    Default Spawn –
    Other weapons such as the Plasma Pistol and Needle Rifle are on the default spawn system. Their respawn timer begins after the weapon has been picked up. If you picked up a Plasma Pistol that has a 90 second respawn at 13:45 game time, it will then respawn again at 12:15.

    **Armor Abilities –
    The Armor Ability timer kicks in after the body of the person using it disappears. Since it takes 33 seconds for a body to disappear off the map, the Armor Abilities will respawn 34 seconds after you kill the player wielding it.

    Now, onto the map itself. The callouts are listed with the pictures.


    -

    Blue Base
    [​IMG][​IMG][​IMG][​IMG][​IMG]
    [​IMG]


    Red Base
    [​IMG][​IMG]


    Overview of Middle NOTE: L2 and R2 work like the callouts from MLG Narrows. They depend on what side your team spawns on. Ex. R1 would be your right corner, and R2 would be their right corner.
    [​IMG][​IMG]


    Purple Tower
    [​IMG][​IMG]


    Gold Tower
    [​IMG][​IMG]


    Snipe Tunnel
    [​IMG][​IMG]


    Download Obsolete

    Download MLG Gametypes

    Thanks for looking at my map, and any constructive criticism would be a huge help. Enjoy the map and tell me what you think about it!
     
    #1 Physx, Sep 26, 2010
    Last edited: Oct 2, 2010
  2. thekrug3r

    thekrug3r Forerunner

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    This looks like a really good cookie cutter 2-base map. I'm a fan of these. If I may suggest, the map may be a tad small to make good use of Jet Pack (and I'm not much a fan of Armor Lock.) I think that hologram would do really well on this map, with all the cover and possible routes, hologram would be a huge asset for the team. This is just from looking at screen shots though. I'm downloading tonight but I won't be able to test until tomorrow, I will post full review then :)
     
    #2 thekrug3r, Sep 27, 2010
    Last edited: Sep 27, 2010
  3. Physx

    Physx Ancient
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    Thanks for the download and comment. I was deciding between Armor Lock and Hologram, and then I pretty much thought no one would fall for Hologram, so I thought it would be pretty useless. I'll see what other people may think about it. I put in Jet Packs to make it another way to get on the top level, so it removes camping on purple and gold towers to an extent.
     
  4. thekrug3r

    thekrug3r Forerunner

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    So I finally got some time to mess around on it. I really like it so far. The spires in the middle prevent too much camping on either Gold or Purple. Red and Blue are quite open but there's plenty of wall to hide behind. Quite a few jumps that require a bit of precision to pull off, widening the skill gap. I still think Hologram would be a good choice for here as a really good dodge/trick tool, not sure which of the two AA's to replace. Love the ambiance as well, an overall feel of awesome. I might would close off the alcoves on both sides of Red and Blue (behind the ramps, under the bridges) bases because they could possibly promote camping and hiding. 9/10 would play again.
     
    #4 thekrug3r, Sep 27, 2010
    Last edited: Sep 27, 2010
  5. Physx

    Physx Ancient
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    Thanks for playing the map and the feedback. I am considering replacing Armor Lock with Hologram, but I need to do more tests on the map before I make any major changes. From what you tell me, Hologram seems like a great option. I think I am going to keep the Jet Packs there just for the sake of allowing more options to the top part of the map. And yes, I am aware of the little alcove behind the ramps. I'm going to definitely fix it in the next update.

    Thanks for the download and the feedback again.
     

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