Please use the Resurrection map in conjunction with the Resurrection game type. Overview Two teams, turn based bomb game (one bomb), score as many times as you can in 3 minute rounds, 2 rounds each team. The attacking team are all on mongooses, one is the bomb carrier. They are equipped with magnums to disguise which mongoose rider has the bomb (weapons will appear on their back if they are large). The attacking bomb carrier has to drive his mongoose into the centre base in the arena. His team-mates must aid him, in theory the defenders do not know who has the bomb, so the attackers must co-ordinate to allow the bomb carrying mongoose rider to drive into the base at the centre of the arena. The defenders have overpowered weapons (300% weapon damage modifier) to disrupt the mongooses in the arena. The attackers enter the arena via any one of the four tunnels in the attackers starting base, which have teleporters at the end to take them into different corners of the arena. The attackers teleport from their starting base into the centre of the arena. Player traits All players and vehicles are invulnerable, normal movement speed and jumping. Bomb carrier traits 25% movement speed, no jumping, full vehicle use. Weapons and abilities Starting weapon for all players is the magnum. The attacking team has access to rocket launchers and gravity hammers via pickup. There are four weapon/ability combinations available to the defending team (enforced by the map design): Rocket Launcher and Jet Pack Gravity Hammer and Active Camo Grenade Launcher and Sprint Concussion Rifle and Armour Lock These combos cannot be chosen, player spawns dictate the combos for each player. Ammunition is infinite, but reloading is required (i.e. no bottomless pit). Map overview There are three areas to the map: attacking team spawn area, defending team spawn area, and the arena where the action happens. Attacking team spawn area (not accessible to the defending team): Defending team spawn area (not accessible to the attacking team): The arena: Bomb zone and properties Bomb arm time and therefore detonation is instant. The bomb zone is the raised platform in the centre structure (it is slightly inset from the stepped edge). Dropping the bomb results in instant bomb reset. The bomb carrier has full vehicle use. Attacking team return to bomb spawn To return to the bomb spawn area, the attacking team should drive their mongoose into a corner in the arena, these pits are hard kill zones where a 3 second respawn ensures fast return to action (vehicles also respawn after 3 seconds). Sensors and Waypoints Sensors are disabled for both teams, only the attacking team will see a waypoint over the bomb carrier. Tactics I designed the map to be as open as possible to different tactics, while trying to maintain an emphasis on the attacking team exclusively using mongooses. But it is probably best if I remain silent on any specifics, as people always think of things that you never would have dreamed of! And finally... Feedback, advice, criticism (and praise if you have any!) is most welcome, this is my first Reach map, and I only did a couple in Halo 3, so I am a little wet behind the ears pabs
It looks a little hard to figure out what to do, even with explenations, so maybe try and get a video up? awesome aesthetics though =)
sorry, I missed that bit out! I will edit the main post, but here goes: The attacking team are all on mongooses, one is the bomb carrier. They are equipped with magnums to disguise which mongoose rider has the bomb (weapons will appear on their back if they are large). The attacking bomb carrier has to drive his mongoose into the centre base in the arena. His team-mates must aid him, in theory the defenders do not know who has the bomb, so the attackers must co-ordinate to allow the bomb carrying mongoose rider to drive into the base at the centre of the arena. The defenders have overpowered weapons (300% weapon damage modifier) to disrupt the mongooses in the arena. The attackers enter the arena via any one of the four tunnels in the attackers starting base, which have teleporters at the end to take them into different corners of the arena. The attackers teleport from their starting base into the centre of the arena. Hope this helps, and thank you for your reply