Min Players: 8 Max Players: 16 Supported Modes: Assault (all), CTF (all), Headhunter, KoTH (all), Oddball, Multiball, Stockpile, Territories (all), Slayer (all), Invasion Slayer Current Available Version: .9 Issues: Blue lower walkway might need a gravity lift for balance. Lacking "Away" spawns for CTF and Assault. Race will need a separate "Delerium Race" map. Fixed Issues: Needs multi-team spawns (Fixed v.85). Might need more weapons/rearrangement (Fixed v.85). Road is ugly. (It got better).Want to support Invasion Slayer, but can't seem to customize what vehicles spawn. (Fixed v.9) Weapons on Map: 2x Magnum (Fixed v.85) 2x Plasma Pistol (Moved v.9) 2x Plasma Repeater 2x Needle Rifle (Moved v.9) 2x DMR 2x Sniper Rifle 2x Focus Rifle 2x Shotgun 4x Plasma Grenades 4x Frag Grenades (fixed v.85) 4x Health Packs (fixed v.85) 1x Rocket Launcher 2x Concussion Rifle Vehicles on Map: 2x Ghost 4x Mongoose 2x Gauss Hog 2x Banshee Map Concept: A spiritual mix between Blood Gulch, Valhalla with a heavy focus on center of map gameplay, suitable for teams of 4 on up. Looking for any kind of feedback Bungie.net Download Link Red Base: Blue Base: Real Estate Photos: A: Red Base (has Magnum, Sniper, P. Repeater) B: View from upper red base (mancannon leads to hill complex base) C: Red side firebase (Has DMR, Frags. Hill Complex in BG) D: Center footpath (Neutral bomb, flag, KoTH are in Dish. Mancannons drop players onto sails) E: Blue Base (same weapons as red) F: View from upper blue base (mancannon leads to hill base) G: Lower Vehicle Road (has rockets in center, shotguns and P. Pistol are nearby) H: Blue side hill with lower path (access to banshee, has focus rifle) I. Red side road entrance and teleport exit (teleport entrance is behind red base. Also note Mancannon goalposts to slow players from opposing side. Needle Rifles are near goalposts) J. Red side hill complex. (Focus rifle, plasma grenades. This leads to the mancannons) K. Blue side hill mancannons (Straight one goes to Red side, angled one leads to center dish) L. Entire Center complex. So.... thoughts? I'd be very grateful for any feedback. Thanks guys. Updated 10/7/10
So, I hit the global item limit right as I was in the middle of placing multi-team spawns. I've deleted some superfluous soft kill zones and will be removing some of my (many) headhunter/Crazy KoTH turn in points to get enough objects left to finish multi-team spawns and hopefully get 5 or so invasion slayer hills. I'm worried about deleting the soft kill zones though- as they were on anti-camping locations and could potentially make oddball a little annoying- and I guess Race is totally out of the question now. The problem is- it's as big of a map as Hemorrhage, with all the buildings of The Cage. I think v9 will have a lot of tweaked respawns, as I intend to make more use out of less. After hearing some initial feedback, it occurred to me not that I need more weapons, but the weapons I have need to be more spread out. The centralized weapon storage on Hemorrhage works because the bases are the only buildings- but I have a lot more structures that will draw players that I should move some weapons to. Having to delete things to make room for the global item limit sucks.
3 soft safe's provide the play area, 3 hard kill zones below for when players fall off. Used to have 4-6 soft kill zones in areas above hard kill, that players might try to exploit. Now I have only 2 or so.
The hard kills are to needed. The safes should just have their bottoms off the ground so the timer does the rest. Three items freed up.
Delerium has been updated with the following changes: Invasion Slayer now supported. Multiple teams supported for slayer, oddball, territories, headhunter and KOTH. Respawns totally reworked. Re-arranged the Needle Rifle, Plasma Pistol, and Pistol. Added Health packs and frag grenades. I'm submitting it to the Tester's Guild, but I'd certainly love to hear from ANYONE regarding this map. Thank you. Anyone? Some older feedback from another thread (thread was discussing global item limit).