Regime

Discussion in 'Reach Competitive Maps' started by MattKestrel, Nov 17, 2010.

  1. MattKestrel

    MattKestrel Ancient
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    [​IMG]

    Hi Forgehub! I'm back from my hiatus of making small Halo 3 maps, and now I've decided to have a stab at Reach. First of all, I have to say Forging on Reach is so much easier than in Halo 3. It really lets you use your time to nuance the map rather than make sure everything's merged correctly, which is cool. But enough about that, onto the map.

    As usual, it's fairly small, for about 2-8 players. It's a little bit smaller than the Cage, for comparison. I've tried to make this a good map for Team Slayer, One Flag and KOTH in particular, but a whole bunch of other gametypes work fine. Pretty much everything except Infection, Race and Invasion is compatible, so you can make it work with anything.

    V1.1 is up! I've fixed despawning geometry that was set to ffa only... soz stevo :3. Also, hard kill zone around the Ghost, and the Oddball, Assault and CTF objects have been restored back to normal. PLEASE let me know if there are any other problems.

    Weapons List
    4 x DMRs -- 30 seconds -- 2 clips
    1 x Needle Rifle -- 30 seconds -- 2 clips
    1 x Plasma Repeater -- 30 seconds

    1 x Concussion Rifle -- 60 seconds -- 2 clips
    1 x Grenade Launcher -- 60 seconds -- 6 shots
    1 x Sniper Rifle -- 90 seconds -- 1 clip

    There's not a lot of weapons, but it's a pretty small and pretty easily crowded map, so I didn't want there to be any overkill. Blue weapons are close to blue team, red weapons are close to red team, and the others are neutral. Also, I haven't put any grenades on the map since there's enough grenade based weaponry already. :p

    Okey dokey. Here's some pictures to give you the general gist. It's pretty 3d though, so I'd recommend having a poke around on forge if you're curious.

    Overview
    [​IMG]

    Here's some callouts and stuff, weapon locations, etc. The blue half of the map is fairly straightforward, but the red half probably requires me to go into greater depth...

    Red Base
    [​IMG]

    The diagram should be fairly self explanatory. Red base is big, has two layers, and has two potential entrances to the top level. One is via the elbow to the left, the other is shown by the grav lift in the next screenshot. The bottom has three potential entrances, one from the ramp at orange, one from the ramp at Court, and one from the teleporter. Don't worry, it's not super easy for the Blue team to ambush you through there.

    [​IMG]

    Wooo! I'll also post some screenshots of orange and where the teleporter leads...

    Orange
    [​IMG]

    So yeah, wrapping around the bottom of Red you have Orange, which leads to the Concussion Rifle (then Purple) and to a mysterious tunnel. NOTE: This tunnel is blocked off in CTF games, since otherwise it would be super easy for the Blues to run the Flag home once they got it. Otherwise, it contains the Oddball and the Neutral Bomb, stuff like that. It's pretty much an equal distance from both red and Blue, should you be using the fastest approach.

    [​IMG]

    Teleporter
    [​IMG]

    One thing to note about this place. You can use it to go from Blue to Red, but not from Red to Blue, unless you have a Jetpack. So don't bring the flag down here unless you have a teammate waiting on the other side. Since the Plasma Repeater is the only "assault" weapon on the map, pick it up whilst no-one's looking.

    Anyways, lets move onto Blue team! They have it much simpler, so one screenshot should suffice.

    Blue
    [​IMG]

    Both Purple and Green lift lead directly to the Sniper spawn, so use them to get the drop on unsuspecting enemies. Other than that, Blue mostly wraps around the outside of the map, giving you plenty of entry passages into the Red base. Make sure you don't hang out at Blue too long, there's a lack of cover and the base itself can be easily sniped from Red Flag or Green. Be aggressive, and you'll go far.

    So yeah! That's about it. DL and comment, I'm looking forward to your feedback. If anyone wants to test, just send me a FR and I'll invite you some time. Also, some suggestions on fun gametypes.

    ~ One Flag is always good, since breaking into the Red base requires stealth and strategy. Once the flag is out, of course, Red will really have to put in the effort to get it back. Thank god for Drop Shields!
    ~ Oddball is pretty good, since there aren't really any camping spots. Of course, Teleporter is a pretty good place to hideout until they can find you.
    ~ Fiesta rox teh sox. It never gets enough love. D:

    Riight, I'm done. Back to my BTB map. :)

     
    #1 MattKestrel, Nov 17, 2010
    Last edited: Nov 17, 2010
  2. Natetendo83

    Natetendo83 Forerunner

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    I think I'm going to check this one out just because it feels so unique. It's in a largely unused portion of Forge World and...well...if I don't download it Chuck Norris will Roundhouse kick me
     
  3. MattKestrel

    MattKestrel Ancient
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    Eheh, absolutely. :3

    Also, I've finished the first edit of the map. All geometry objects are now spawning correctly, and Oddball, CTF and Assault objects have been revised. There is also now a hard kill zone around the Ghost. Lol.
     
  4. Psychoduck

    Psychoduck Spartan II
    343 Industries Cartographer Forge Critic Senior Member

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    Aww I thought it was cool when Cylon got the ghost and brought it into the map... But yes the map was quite fun and nice looking except for the dangflabbing bridge that didnt spawn which had spawn points on it where I repeatedly spawned and instantly died...
     
  5. MattKestrel

    MattKestrel Ancient
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    Actually, I might let people get to the Ghost since it's an absolute pain, and just set it to never respawn. One Ghost rampage a map should be funny. :p

    But yes, the bridge was set to FFA_only... amongst other things like the bottom XXL platform and one of the railings on Court. All fixed now.
     
  6. Drummerboi420

    Drummerboi420 Forerunner

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    I love the concept of this map, It has good vertical gameplay and plenty of movement,
    Suggestions are to cover the blue base, like the red one.
    IMO no ghost lol and put kill zones in places that need them such as where the ghost is.
    I still like it though.
     
  7. Psychoduck

    Psychoduck Spartan II
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    I think theres still a softkill around the ghost...
     
  8. MattKestrel

    MattKestrel Ancient
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    I tried covering the blue base initially, but it didn't do a lot of good considering the angle looking up to red base. I think I'd have to fundamentally alter the map in adding some huge cover to give the blues some breathing space, and that would just ruin it. But I've made sure the Ghost it inaccessible now. :D

    But yeah, I've tried to address that problem with base cover in the sequel to this map, which is in my sig (Testers Guild Link) Thanks for the feedback, though.
     
  9. MattKestrel

    MattKestrel Ancient
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    Announcing that I will be re-releasing this! With various fixes such as more balanced weapons, refined aesthetics and a whole new blue base! It'll be released eventually, but it might take a while depending on how busy I am...
     
  10. Psychoduck

    Psychoduck Spartan II
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    :O double post! Report + ban!

    No, but seriously, I think thats a great idea. I was thinking the same thing after playing this yesterday. Now we'll both have maps to release on our own in conjunction with the map pack.
     
  11. MattKestrel

    MattKestrel Ancient
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    Lol, well I still have a few other tricks up my sleeve... :p Although I might not get to remaking this too soon, I have history /and/ physics coursework i need to prepare over the next two weeks, and i want to post Cyrogen too. We'll see how it goes.
     
  12. I3ush

    I3ush Forerunner

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    Wow, this map looks really good! I like how it isn't another boring, symmetrical map, but instead has a lot of variation. I'll be giving this a download.

    And I know you posted this awhile ago, but some pictures don't work. Might want to fix that. ;)

    EDIT: Nevermind, I guess you fixed it. :p
     
    #12 I3ush, Feb 14, 2011
    Last edited: Feb 14, 2011

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