Claim

Discussion in 'Reach Competitive Maps' started by tuba reunion, Oct 9, 2010.

  1. tuba reunion

    tuba reunion Forerunner

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    "Claim the stronghold in order to defend your base. Seize the highgrounds before your opponent does."

    this is another symmetrical base, with a stronghold in a neutral region.
    Each base is inspired by the initial spawns from Foundry (halo 3), and i divided by a massive wall, leading to a 4-story mega fortress. Each floor level of the fortress is utilized in the various objective gametypes. This map supports 8x8 slayer, but may be overwhelming for CTF. 4x4 is suggested for most game variants.

    Red and Blue Bases (vantage from 4th floor of fortress)
    [​IMG]

    Blue base (outer)
    [​IMG]

    Blue Base (inner)
    [​IMG]

    Fortress (ground level)
    [​IMG]

    Fortress (first level)
    [​IMG]

    Fortress (second level)
    [​IMG]

    Fortress (top level)
    [​IMG]

    Fortress (all levels)
    [​IMG]
     
    #1 tuba reunion, Oct 9, 2010
    Last edited: Oct 19, 2010
  2. Theomus

    Theomus Forerunner

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    Putting it on my download list, will post later after I try it out.

    EDIT: After doing a walkthrough, I gotta say I really like the idea of the map. The U-shape symmetry gives me a faint feeling of sidewinder, albeit very very different. That said, there are some concerns I have that may hinder the positives of the map. (1) I feel the flag rooms for the team are very condensed, and obviously so. It was clearly a creative choice to make them so small and I'm not directly knocking that choice, but I am knocking the choice to put shotguns inside each flag room. This is practically handing each team a shottie camp that will render any faster-paced action the rest of the map lends itself stagnant. (2) I feel putting 2 extra clips on the rocket launcher too greatly imbalances the power of whatever team has gotten it, much like how whatever team it was that won the tank fight on Hemorrhage would have easy pickings for a good amount of time afterward. (3) The placement of the powerups seem a bit hard to get to. Each time I tried to get them I had to kind of wedge myself up there and wedge myself out as well. (4) The placement of the shield door in front of the sword seems unnecessary. Let the teams fight it out more openly for the sword and don't permit a person to just sit there with the sword if they do get it. (5) I feel like the approach to each base could use more cover, not just the roofed bunker. Seems a little too barren.

    Again, I like the layout, especially the immediate outer areas of the bases, but I think these certain tweaks here and there can make this map a lot better :)
     
    #2 Theomus, Oct 9, 2010
    Last edited: Oct 10, 2010
  3. Titmar

    Titmar Le Mar du Teet
    Senior Member

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    having an animated thumbnail, or any modified image at all as the thumbnail, is against the rules.
     
  4. tuba reunion

    tuba reunion Forerunner

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    thanks Theomus and Titmar.
    **changing thumbnail now

    and Theomus I'm super grateful for your critique. Noticing even the clips in the rocket launcher means that you really do some deep analysis. so props to you man.
    I sort of brain-farted in creating coverage between the flag bases and the back fortress. I guess I had too much of a Normandy theme in mind. I'll see what I can do.
     
  5. lead chariot

    lead chariot Forerunner

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    played a 25 minute CTF on this map.... intense. nice map. good forging.
    i liked your other better though.
     
  6. tuba reunion

    tuba reunion Forerunner

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    dude i had a CTF game last around 40 mins for me on this map. might as well set it to just one capture!
     

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