Iron Map Pack

Discussion in 'Reach Competitive Maps' started by V1D30 GUY, Jan 2, 2011.

  1. V1D30 GUY

    V1D30 GUY Ancient
    Senior Member

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    [​IMG]

    Are you ready for an all new map blowout? Battle it out on six brand new original maps created with Reach's awesome Forge 2.0. . The maps are all originals created by myself.

    Anchorage
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    "This naturally self-sustaining colonization project was terminated due to financial issues." 4-12 players. Slayer, CTF, KOTH.

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    Cartographer
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    Invasion: Cartographer Gametype Download
    "Several mysteries of the forerunners would have never been discovered if it weren't for the Silent Cartographer." 6-12 players. Invasion, Slayer, CTF.

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    Metro
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    "Before the fall of Reach, underground maglev trains were ideal means of transport." 2-8 players. Slayer, CTF, KOTH, Headhunter.

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    Simulation
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    "Hanger 43 was one of many facilities converted into an intensive combat training center." 4-8 players. Slayer, CTF, KOTH.

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    Torrent
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    "On regular cycles, this advanced chamber is filled to the brim with water to prevent unwanted flooding on instillations." 2-8 players. Slayer, CTF, KOTH.

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    Voltage
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    "Earth may have gone "green," but the forerunners went "blue." 2-8 players. Slayer, KOTH.

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    #1 V1D30 GUY, Jan 2, 2011
    Last edited: Jan 2, 2011
  2. PacMonster1

    PacMonster1 Senior Member
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    well you certainly have a way with graphics, those map picks did look beautiful.

    Couple things that would make this better though, a map by map list of weapons and so you don't get in trouble from the mods you need an unedited thumbnail. I'm not sure how this will work with a map-pack, you might want to just make whatever map you consider your strongest work or what really represents the pack the best as your thumbnail image.
     
  3. JJ11teen

    JJ11teen Forerunner

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    These maps look awesome, dude. Do you mind if I use your "download to Xbox 360" graphic? I'll give you credit.
     
  4. Madpond

    Madpond Forerunner

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    great maps but why did it say i have to have nobel map pack??
     
  5. JaCoNDoRR

    JaCoNDoRR Forerunner
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    because torrent is built on Tempest
     
  6. Patsteirer

    Patsteirer Forerunner

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    WOw...just...wow

    They're all so beautiful. I look at them, and I feel like I'm looking more at individual maps instead of "oh look, more forgeworld" I'll definitely be DL'ing this, as it looks like a great amount of fun!
     
  7. Tedium

    Tedium Lead Writer
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    Well presented, to some end, however I didn't feel like the three or four pictures for each map made me really want to download them. Like someone said earlier, maybe a bit more information of weapons and layout could fortify the already apparent legitimacy you have with your maps.
     
  8. Ociee

    Ociee Forerunner
    Senior Member

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    Really nice!, Each map has a unique design and aesthetics, the first one really catches my eye, I'll download that one for sure and a few others.Great job!
     
  9. Combs53090

    Combs53090 Forerunner

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    Wow the aesthetics of this map are amazing. It's clear you put a lot of time into making these maps. Anchorage is definitely my favorite. Though torrent is a very close second. I will say though, these maps do come with their flaws. I noticed a bunch of frame rate issues and lots of lag. Specifically, cartographer would be almost impossible to play though because of the lag. Also, the lift on Voltage didn't work very well. Sometimes, it wouldn't even lift me at all. There were a few instances were it even took out my shields. Still, all the maps are top-notch and better than the majority on the forums.
     
    #9 Combs53090, Jan 3, 2011
    Last edited: Jan 5, 2011
  10. Equin0x

    Equin0x Forerunner

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    PS: I think you should a couple initial spawns to red and blue, instead of just four for each team, considering online teams are all red or blue unless its multi team.

    These are all insanely awesome maps, but, on Metro, in the train tracks, you jump onto the the very end of the pole with the gravity lift, it wont push you off, and you can camp there.

    On simulation, you might want to fix the fixed plasma repeater and any other weapons, if you drop them they stay suspended in mid air.

    In Voltage, I found 3 flaws in the map. The initial spawns for red and yellow are in plain sight of one-another. I suggest moving them to the large circular ramp wall to their right facing yellow. This way, they cannot directly see each-other and doesnt effect gameplay too much.
    Green initial and Blue initial spawn WAY too close to each other, like SCARY close. I suggest moving them to the circular ramp wall to their right as well, they are still very close to each other, but they cannot instantly see one-another. The lift by Green and Blue spawn has a large bump upon enter. moving the central bank and the lift down one coordinate fixes this without messing up the lift. The 2x2 flats leading to the sword are one coordinate down from the rest of the floor, making a huge bump if you go back to the main room, moving them all up oone coordinate fixes this. Sorry, Im a perfectionist. XD

    OK, im just going to cut to the chase on tis one.
    -Health packs by yellow initial and red water are too high, move down one coordinate (height)
    -Replace vehicle lifts with gravity lifts, vehicle hurts you upon impact with the slant above and launches you into the next wall.
    -Change the fixed plasma pistols to normal and place them on the floor, If you drop them they remain in mid air and are a distraction and hinderance.
    -Green initial and Yellow initial should not be only a grav lift away from Red and Blue, I suggest putting them in the hall the grav lifts lead to.
    -40 second shotgun respawn for 3 clips seems too short, maybe shave off a clip or increase the respawn time to 90

    dont get me wrong, I love these maps! They just needed some tweaking. ;)
     
    #10 Equin0x, Jan 5, 2011
    Last edited: Jan 5, 2011

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