Cellblock

Discussion in 'Reach Competitive Maps' started by AShottInTheDark, Oct 21, 2010.

  1. AShottInTheDark

    AShottInTheDark Forerunner

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    Cellblock v1.1

    This is my second map and its a small arena map made for slayer and objective modes for 4v4 action. I went into this map with the desire to make a simple symmetrical map in Forgeworld's coliseum area and it just grew from there.

    There are two bases that face off right from each other and 4 towers in the corners for long range shooting. Outside of the coliseum doorway are a couple platforms connected by man cannons that hold the sniper rifle and sword. The map has a good balance of open and closed spaces so that you're never really caught out in the open but there are points on the map where you can have a good line of sight.

    An overview of the map layout...red vs blue.
    [​IMG]

    The center of the map, both bases now have front entrances via grav lifts.
    [​IMG]

    The newly designed section of the map over the water.
    [​IMG]

    Grav lift connects the lower section to the upper in the area above the water.
    [​IMG]

    The far center of the map.
    [​IMG]

    The sword is now placed above the grav lift over the water.
    [​IMG]

    The sniper rifle is at the end of a long walkway over the water.
    [​IMG]

    The flags have been repositioned by the entrances to the bases.
    [​IMG]
     
    #1 AShottInTheDark, Oct 21, 2010
    Last edited: Oct 22, 2010
  2. Jflood

    Jflood Forerunner

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    I only have one question and a qualm about this map with this map and they are:
    1. the CTF room: is there only one way in? (only reason i ask is because you should have at least 3 entries to an objective otherwise it is too easily defended)
    2. The sniper rifle spawn there seems to be no risk involved in it. There is cover for him/her and it only has one way in so is easily camped out.
    If you can answer/fix these problems i think you would really have a good map here.
     
  3. LAS3R123

    LAS3R123 Forerunner

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    the only problem i have with cellblock is the man cannon to sniper. i think you should find a better place for sniper and get rid of that man cannon. my opinion.
     
  4. vl Deadly

    vl Deadly Forerunner

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    Indeed, maybe two ramps up to the sniper wont make it so *campy*
    Also flag room i agree with Jflood the entire team can camp to defend the flags with power weapons, ;) Needs alternate routes.
     
  5. anime halo

    anime halo Forerunner
    Senior Member

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    This map seems like camp amazing and the flag will never be takin with only one way in...also with sword and the sniper this map may be overpowered for flag...

    [br][/br]
    Edited by merge:


    also the extra lifts seems like a little too much...besides that I like how you can see the other base even though you cant get there easily...
     
    #5 anime halo, Oct 21, 2010
    Last edited: Oct 21, 2010
  6. AShottInTheDark

    AShottInTheDark Forerunner

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    Thanks for the feedback and advice, I've been running through my head how to change the fronts of the bases where the flags are held so that it will be much harder to protect the flag and I've already changed some of the layout where the sniper rifle is so that there is more than one route to get to it so that people can't just camp there. Since this is my first serious map its a bit of a learning process for me and the advice is greatly appreciated. I'll be releasing an updated version of the map here in the near future which will hopefully resolve some of these gameplay and balance issues.

    [br][/br]
    Edited by merge:


    I've updated the map addressing the various issues pointed out such as the bad flag position and the camping spot for the sniper. Also I opened up the lower section some for better lines of sight since I thought it felt a bit claustrophobic. Again, I hope that anyone who gives the map a try enjoys it and please comment if you find any issues.
     
    #6 AShottInTheDark, Oct 22, 2010
    Last edited: Oct 22, 2010

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