Century EDIT: Thanks for all the comments guys, I actually meant the map to be blocky in certain places, like the A/B buildings at the back of the map. I've interlocked a few spots that were a little bumpy for walking, hope it helps. The link now goes to the edited version of the map. After the depression hit at the turn of the 22nd century, workers at factories like this fought for their jobs. Link to Map Variant on Bungie Concepts This is a great symmetrical map that uses the 2 main bases provided by Foundry to make awesome CTF and Assault games. Teamwork is essential for a fast flag capture, or else you will for sure be taking the long route… Catwalks and the sniper adorn the top of the level allowing for great control over the map, but watch out, the higher you go, the less cover there is. This map tends to play very fast, so for CTF games I like to use the ‘Flag at home to score’ option to make things more interesting and to allow the flag carriers to discover some of the hiding places this map offers. As usual, the standard slayer works great here too. I was tired of maps that only offer 1 or 2 logical exit routes with the flag, so I tried to give as many options as possible when escaping the enemy base. One of the cooler features is seen just as you exit the main base entrance if you turn towards the center of the map. You'll notice a single open box with 2 window panels in it. You can toss your flag through it and just wait for a teammate to scoop it up for an extremely fast capture... its reminiscent of Halo 1's Sidewinder back tunnels where the overshield/active camo was placed and you could toss the flag through the gate there. Where that method relies on you or your team getting to the flag before the other team can return it, tossing the flag up to a teammate waiting on top of the box is a more sure-fire method. Also, getting into the base to get the flag, or in assault to plant the bomb, can prove an interesting challenge as well. It takes a lot of teamwork as the base is usually well fortified (has 2 BRs, Mauler, and Shotgun close-by). It reminds me of the tactics that are necessary in Zanzibar/Last Resort, clear the enemies out BEFORE going in for it... theres no chance for sneak attacks here. A helping hand... Some people complained about not being able to find a way up to the sniper tower... theres actually 3 ways The lifts on either side of the tower at the ground level, just jump up into the open double box and you'll boost up there. Theres a wire spool that sits just next to the bubble shield spot (catwalk level 2), jump on top of it, then jump up to catwalk level 3. Theres a nifty jump from the A/B buildings that you can do...jump from the 2nd floor exit of the building (the one near the lift) up onto the ledge above the large built in door along the levels perimeter, then from there jump over to the catwalk. Screenshots: Main Overview A look at the Sniper Tower View through the center [FONT="][/FONT] Base View [FONT="] [/FONT] Weapons/Equipment/Vehicles on map: Battle Rifle - 4 Assault Rifle - 6 Spiker - 4 SMG - 4 Magnum - 2 Mauler - 2 Needler - 2 Shotgun - 2 Sniper Rifle - 1 Brute Shot - 1 Machine Gun Turret - 2 Bubble Shield - 1 Mongoose - 2 Note: Everything about the entire map is symmetrical so every aspect is the exact same for both sides of the map, meaning you can divide any of the items listed above by 2 to get what is on each teams side, except for the items that there are only one of (sniper, brute shot, bubble shield), which are placed in the exact center of the map. Not pictured are the flag/bomb spots - they are located inside the open single box pictured on the right side of the 'Base View' screenshot. [FONT="] Thanks for taking the time to check it out, please rate it and download. Feel free to friend me on XBL for some forging or custom games, I'm always eager to get feedback on my maps or to test play other peoples maps, my GT is Sexy Manwich. Happy Forging.[/FONT] [FONT="] [/FONT]-Sexy Manwich
I like it, the idea is really good and map layout is good, if i may, i would maybe suggest interlocking for future maps. but all iin all good map you got my DL!
THis looks great. I really like how you've set this out, it appears that you've actually put a lot of thought into this.
great description!!! the map itself looks good even though there doesn't appear to be mucho interlocko...but either way good job!
Blockey would be good for the setting of a factory...it gives the map a rough and rugged feel..much like a factory is...definitely a well thought out map. Save the interlocking for your next map and take that one to the next level!!!
Thanks for the comments Thanks for all the comments guys, I actually meant the map to be blocky in certain places, like the A/B buildings at the back of the map. I've interlocked a few spots that were a little bumpy for walking, hope it helps. The link now goes to the edited version of the map. Thanks for your help, I'm kind of new to this and all the comments are great.
lol bnasty, the opposing turrets reminds me of The pit, but it looks kinda messy, i dont know why, seems kinda randomly placed stuff...