Testament

Discussion in 'Reach Competitive Maps' started by RAWR2010, Jan 7, 2011.

  1. RAWR2010

    RAWR2010 Forerunner

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    [​IMG]Red team spawns
    [​IMG]
    Blue team spawns

    Assault Rifle x2
    Shotgun x1
    Sniper Rifle x1
    Energy Sword x1
    DMRs x2
    Grenade Launcher x1
    Plasma Grenades x4

    Testament is set up for Team games only, it works best with Team Slayer, Team SWAT, Team Headhunter and Team Slayer DMR's; it will work with Team Territories.the idea of testament was that works to make people move in a anti-clockwork direction while encouraging those who do take the hard route with power weapons; this makes an efficient team much more capable as securing the power weapons from the start will push gameplay in your favour though power weapons do not define gameplay even if nearby areas can be dominated with them, they have an easy weakness that can be exploited with any other weapon found on the map.
    Also Red Team's spawns were designed to be enclosed and easily defendable with little room for attack, aswell as the nearby cannon jump;
    [​IMG]
    this was intentional as the shotgun spawn is nearby though you must work to get it back into the base.
    [​IMG]

    Blue Team spawns are left open to attack and on lower ground on all sides, this was to encourage the use of the sniper rifle in the nearby sniper tower(this weapon spawns fairly near the blue team base), again this was intentional as although it is a effective power weapon it is easily taken out from behind with either the Assault Rifle or the DMR, infront with the sword and long range with DMRs. It can Dominate almost all of the map and is very effective in both Headhunter and KOTH.
    [​IMG]
    This would be a biassed map if not for the lower level of the map where the Plasma Grenades spawn beneath Red Cannon, the Shotgun beneath Red Spawns and the Assault Rifle in between. This area is only accessable from Red Spawns and Cannon; no objectives spawn down here. This area can be dominated easily with the Shotgun and is an escape route for the Red team if Blue players try to control their spawns.
    [​IMG]
    [​IMG]
    The centre sword was placed as to be an anti-sniper weapon (as sniper tower is very close by) and an anti-shotgun weapon as the lower level is taken by surprise by the sword and if the shotgun user is there they will be killed before they can use it. However if the sniper is used as Blue spawns it is harder to kill but largely inneffective except in a closer proximity the same goes for the shotgun but with long corridors instead of short sights.
    [​IMG]

    [​IMG]
    Anti-Sniper weapon
    [​IMG]
    Anti-Shotgun weapon

    All this in use with moving objectives works well for a fast paced game with larger and Shorter Lines of Sight than most maps can offer.

    [​IMG]
    Bird's eye view
    [​IMG]
    Red Spawn's
    [​IMG]
    Blue Spawn's

    Red Cannon
    [​IMG]
    Blue Cannon


    Yes, it was meant to be be pretty basic as i think that too many aesthically added items draw attention away from the gameplay.

    ~Feathered Ice~
     
    #1 RAWR2010, Jan 7, 2011
    Last edited: Jan 8, 2011
  2. Exon12

    Exon12 Forerunner

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    this map looks simple... i <3 it :), but you should maby add some rocks in the middle or else: "yay swor- DEAD" you know :/ but this looks exellent.
     
  3. Combs53090

    Combs53090 Forerunner

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    Huh, this is a pretty basic map and it strangely works. Nothing is aesthetically extravagant but I think you have an interesting enough layout to make up for it. It's almost like sticking strictly to the essentials and let the gameplay speak for itself. I'm not sure if that was done on purpose but if it was then that's a bold move, sir... a bold move. That said, I agree with the poster above. There does need to be some cover in the middle area. It's fine everywhere else but as of right now nobody is gonna go in the middle because you'd get picked off from every direction. Still, I'll definitely give it a DL and try it out.
     

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