This is my first effort in Halo: Reach forge. Please note that this is not Pirate's Cove, the map by Milk Man. This is Pirate Cove, see the difference? Milk Man's map can be found here. EDIT: If you DL the map, please leave me some feedback! I'm especially concerned about spawn issues (if any ), aesthetics, and game flow. The map is sort of Guardian/Lockout inspired with a lot of my own creativity thrown in. The idea originally was to have about half the map be playable and then I was going to build 2 pirate ships that would fire cannonballs at each other over the top of the map while the players fought it out. As you guys can see the map took a whole new direction but I really liked the name Pirate Cove so it stuck EDIT: Just a clarification, there are no pirate ships on the level! ****************************************************** Some specs: -Asymmetrical -Designed for team slayer (red vs. blue) but free-for-alls are great too -1 Rockets -2 Snipers -1 Shotgun -1 Sword -1 Plasma Pistol -1 Needler -2 Needle Rifles The overall design is such that there is never a place where the player is boxed in, there are always more than one way to get to any place on the map. There are also DMRs on the map, as well as 3 health packs. ****************************************************** The running theme of this map is natural fluidity. I wanted to entire map to sort of look like it was built and then forgotten about, so the beauty of the natural world sort of took over. This is most evident by the moss-covered big tower and the angry sea-serpents that jump out of the water: That's right... sea serpents. They roar with anger! They swim! They also don't interfere with gameplay at all and are purely aesthetic Not a bad idea, eh? *nudge*nudge* But besides the aforementioned beasts of the water, the coolest part of the map are the water passageways: The players can navigate from one end of the map to the other by means of walkways, presumably built thousands of years ago but have since sunk into the depths of the ocean. These are wide enough to support some epic water fighting, while at the same time being narrow enough that they are a risk/reward type path to take. They also supply some pretty epic getaway routes if the player is in a pinch. The gameplay mechanic here is that red and blue spawn in their own bases. Red has access to sword, rockets, and a sniper at the outset but they are handicapped a little bit by the fact that they will be slower to the big tower which is a MAJOR control point of the map if a team wants to ensure victory. The blue team spawns on the opposite side of the map from red and has access to a shotgun and sniper from the beginning, but they have a much faster route to the tower. Hopefully, this idea balances the two teams out. A good sniper can control the map form the top of the big tower or rocket spawn but he should be warned that he is liable to grenade fire. A well-coordinated team could also team shot the big tower from key places that they will have to find themselves A video walkthrough can be found here. AND NOW THE PICS: Backside view of the map from lower lagoon The big tower in all his moss covered glory Blue base, elegant, yet powerful at the same time A Spartan rises from the water path, presumably to cause mayhem Spartans battle inside of red base Have fun, enjoy, and don't forget that only the dedicated can unlock all the secrets to Pirate Cove...
Hey dude, this is my first post and I didnt even use it on myself, so thats good for you, I guess. Looks very cool. Does the pirate ship shotting have anything to do with the actual gameplay, or is it just there to be awesome? Good work though.
Wow, you have the same name for your map as my first one.. HAHA. Pirates Cove is mine, but other then that the map looks pretty nice man. Like where you placed the map.
thescala: I didn't actually put in the pirate ships. It was something I dreamed about and then sort of abandoned haha Milk Man: Your map's name is Pirate's Cove! Mine is Pirate Cove... we're good here