Hydroplane

Discussion in 'Reach Competitive Maps' started by FalcataAP, Oct 22, 2010.

  1. FalcataAP

    FalcataAP Forerunner

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    Situated on top of the water, this map was built as a competitive 4v4 map with Team Slayer and Multi-Flag CTF being the main focus. 3 different levels each offering their own advantages and disadvantages. 2 Bases opposite each other each with 2 levels and balconies for flags. 3 Entrances/Exits to each base and mostly enclosed but still vulnerable to attack.

    Power Weapons: Rockets top middle, Shotgun bottom middle, grenade launcher in the corner of the map, snipers near each base but not inside, each with limited ammo.

    Let me know what you guys think, this is my first Reach map. Constructive criticism is welcome, as are play-tests, which I would love to be a part of. Thanks.

    Pics:
    [​IMG]
    [​IMG]
     
    #1 FalcataAP, Oct 22, 2010
    Last edited: Oct 22, 2010
  2. zx Apollyon xz

    zx Apollyon xz Forerunner

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    You've to get some pictures here for us to see or this thread will be locked check out the guide. Sorry I don't have the link.
     
  3. FalcataAP

    FalcataAP Forerunner

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    Thank you, obviously I'm new to the site. Added a few overview shots and I'll get some action shots up once I get em to my file share and such. Thanks again.
     
  4. ghost 154230

    ghost 154230 Ancient
    Senior Member

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    looks really nice. Ive been looking for a nice open competitive map and this seems perfect. The only thing I can tell from the screenshots is that one base may be to closely situated to the power weapons but IDk, downloading and feedback soon!
     
  5. FalcataAP

    FalcataAP Forerunner

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    Looking at the pics you're right it seems like that, but the time to walk from each bases spawn to top middle are about the same. I placed the Rockets and Neutral Bomb spawn to make up for the second or two difference. Let me know if you find otherwise.

    UPDATE: I've updated the map for Neutral Assault so might end up making a new thread with more info and the Assault gametype. It was also already compatible with Headhunter I had just forgotten.
     
  6. BurnNSky

    BurnNSky Forerunner

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    The three structures have room to maneuver, lots of cover, and a height advantage. The only way to move between the towers is on the open, narrow walkways. Essentially, this adds up to gameplay being a complete standstill where everyone's just firing shots from behind cover because anyone who rushes will most likely be slaughtered. Well, maybe that's a bit exaggerated, but you get the point. I'll have a more accurate response after I play a few games, but looking at the pictures, this map looks VERY slow.
     
    #6 BurnNSky, Oct 22, 2010
    Last edited: Oct 22, 2010
  7. anime halo

    anime halo Forerunner
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    I agree with burn...this game isnt going to work...you have too many power weapons on a map that has no cover and little movement because the buildings and long walkways...
     
  8. FalcataAP

    FalcataAP Forerunner

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    I havn't play-tested slayer extensively enough to throughly test this out, but from my point of view, in CTF/Assault I believe enough people would be focused on defending the base rather than controlling middle so it wouldn't be too much of a standstill. However in slayer this might be the case. However I believe with the 3 exits in each base you could still sneak to the power weapons even with the enemy team controlling the map. Like I said though, I havn't play-tested the map enough to be conclusive about it. It's a very good point, you guys are right, and it might be my bias objecting, but I built the top middle area as a high-risk, high-reward area. You have a great overlook of the map, however there isn't much cover to hide behind. So you can definitely control the map but you are definitely vulnerable to attack.

    Only time and play-tests will answer this concern for sure though.
     

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