Approach

Discussion in 'Reach Competitive Maps' started by Orange Calx, Dec 19, 2010.

  1. Orange Calx

    Orange Calx Forerunner

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    Hey Forgehub.

    Upon seeing Spire for the first time in my very first game of Reach matchmaking, it saddened me, and many others, to see so much of its space used as an inconveniencing transit zone toward the tower. While it is touched very briefly in the first phase of an Invasion match, it overall is quite linear and a waste of perfectly good estate.

    [​IMG]

    Weapons:

    AR x 2
    DMR x 6
    Needle Rifle x 6
    Needler x 2
    Plasma Pistol x 2
    Plasma Repeater x 2
    Shotgun x 1
    Grenade Launcher x 1
    Rockets x 1 (2 rounds)
    Sniper Rifle x 1
    Magnum x 2
    Spartan Laser x 1

    Vehicles:

    Mongoose x 2
    Ghost x 1

    [​IMG]

    Consequentially, in eliminating the tower portion and its surrounding area from the playing field, I transformed the flow of the map into something akin to a High Ground-Valhalla fusion, complete with light vehicle gameplay and general mid range combat on an upward gradient.

    [​IMG]

    Two man cannons assist members of both teams - the Blue team in particular - in advancing toward the center of the map as well as a third providing a quick flank along the cliff side. Blue team also has a structure that acts as both a base and landmark that provides adequate elevation for scouting purposes.

    [​IMG]
    Blue cannon

    [​IMG]
    Red cannon

    [​IMG]
    Blue flank cannon​


    Weapon placement is somewhat symmetrical. Rockets are located at one of the map's major crossroads. The shotgun is further down the hill towards blue base, just before the creek. The lone Sniper Rifle sits on the platform connected to blue base. Directly up the mountain road on Green Side is a grenade launcher, and up further still on the red base platform is a Spartan Laser.

    [​IMG]

    In terms of vehicular combat, because the roadways generally stay quite narrow, large vehicles do not spawn. Each team has access to a mongoose, but blue team recieves the only Ghost, to assist in rushing Rocket spawn and providing compensation for being spawned on low ground. Aerial vehicles will tend to overpower players on the relatively mid sized area, and kill barriers could potentially be trespassed, although they are meticulously spread over almost every possible route that could be abused to reach the tower area.

    [​IMG]

    Two sets of one way teleporters connect both bases to the cliffside, providing a route for both teams through tunnels toward the opposing base.

    The overall playstyle, in conclusion, most strongly resembles Halo 3's High Ground, with most weapon spawns very nearly represented in their former positions on the map. Feedback on team slayer with 6v6 would be greatly appreciated, as well as any constructive criticism.

    Thanks for reading!

    [​IMG]
     
    #1 Orange Calx, Dec 19, 2010
    Last edited: Dec 20, 2010
  2. HopefulRUIN

    HopefulRUIN Ancient
    Senior Member

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    Actually looks decent for a non-Forgeworld map.
    I'll try to remember to play this.
    You say it plays like Highground eh?
    Oh, by the way, could you put a weapons list up?
     
  3. Orange Calx

    Orange Calx Forerunner

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    Okay, weapons list is up!
     
  4. artifact123

    artifact123 Forerunner
    Senior Member

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    Another non-Forge World map, once, you guys will be known as pioneers of better maps. I loved to play this map and the Gameplay really gave a Halo 3 feeling(Isn't it intended to be?) I did prefer to make some changes with weapons since i didn't really liked that but the rest is utterly pwnage. Good job.
     
  5. Orange Calx

    Orange Calx Forerunner

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    Thank you very much for the feedback. I've done a little adjustment to the map in terms of weapon placement.

    [br][/br]
    Edited by merge:


    Is the download link not working for anyone else?
     
    #5 Orange Calx, Dec 21, 2010
    Last edited: Dec 21, 2010

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