Pilastro Dea

Discussion in 'Reach Competitive Maps' started by Funf Vier Drei, Jan 11, 2011.

  1. Funf Vier Drei

    Funf Vier Drei Forerunner

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    Pilastro Dea (Pillar Goddess)

    I've been working on this map for a few months. I started with the idea of using the geometry beneath ascension. i then realized that it basically forms a spiral around the perimeter of the column, starting from what is now Red Base and ending directly beneath it with Blue Base.
    So i went about connecting all the pathways and building everything up from there. the two main teleporters act as connecting points for Red Base (top side) and Blue Base (bottom side) and are located behind your initial spawn points. so you can basically think of it as a large descending donut. i included a third teleporter between blue base and the middle ground, which is one way, so that you can easily circumnavigate the shotgun sniper area and get into the back of red base. its receiving node is above red bases two way node.
    its very important to note that you can drop over the edge of the map from above at red base (with a jetpack) to blue base's two way teleporter. the timing from the closest spawn on blue side to the one way teleporter is exactly the same as the closest spawn from red side to the jump down to blue side's two way port. this means that if you spawn at blue base (bottom) and rush the one way (towards shotgun middle ground) you will end up above the person who decided to rush from red side (top) down to blue side's two way teleporter in order to chase anyone who decided to push backwards from their intial spawn at blue side (bottom). in a sense the weaker position (blue base who spawn low without a sniper) becomes the strong position by way of the one way teleporter because of their gain in elevation.

    im sure that seems really confusing but if you go and look around the map itll make sense. i cant really explain it better than that.


    shotgun is in the middle of the map. timing from the closest spawn at both bases is exactly the same to middle ground. 14 seconds i think but i could be wrong. its a been a few weeks since i timed it. sniper spawns on red side bridge, and focus rifle is on blue side rockbridge over the one way node.

    weapon list (from the bottom up):
    1 battle rifle (blue side spawn)
    1 plasma repeater (blue side spawn)
    1 focus rifle (blue side spawn)
    1 shotgun (neutral ground between red and blue spawns)
    1 sniper rifle (red side spawn)
    3 plasma grenades (2 under focus rifle, 1 under sniper rifle)
    1 needler (red side spawn)
    1 needle rifle (red side spawn)

    tell me what you guys think. i spent a lot of time on this. thanks :)

    Back of Red Base, Top of Spiral
    [​IMG]
    Rock bridge with one way teleporter near Blue Base, between shotgun (middle ground) and blue base (bottom base)
    [​IMG]
    Gravity lift at middle ground, leads to red base sniper bridge.
    [​IMG]
    Blue base (bottom of spiral)
    [​IMG]
     
    #1 Funf Vier Drei, Jan 11, 2011
    Last edited: Jan 11, 2011
  2. Values

    Values Forerunner

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    I'm still not getting the layout of the map. I feel like you should add more pictures and a better description of the pictures and map itself. Until I see any of that, I'm definantly not DLing.
     
  3. Funf Vier Drei

    Funf Vier Drei Forerunner

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    better? i cant get any more pictures up atm, but the ones i have basically show all the key locations.

    id love to hear some feedback from anyone.
     
  4. Zuceeny

    Zuceeny Forerunner
    Senior Member

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    ...
     
    #4 Zuceeny, Jan 11, 2011
    Last edited: Mar 24, 2017
  5. JiggsNibbly

    JiggsNibbly Forerunner

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    Queued. It looks very interesting, and I don't think more screenshots are going to do your map justice because of how the pillar is set up. I'll give you some better feedback once I check it out in game.
     
  6. Funf Vier Drei

    Funf Vier Drei Forerunner

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    ah! finally someone willing to even look at it. thanks jig.
    i would update the post with more screenshots if i thought it would make it easier to conceptualize, but it wont. the only thing i can suggest to anyone who doesn't fully understand the layout is to reread my initial post and try to think about it....or better yet just play the damn thing. it takes a total of twenty some odd seconds to run from one end to the other.
    anyway, any feedback at all regarding the level would be great.
    :)
     
  7. JiggsNibbly

    JiggsNibbly Forerunner

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    Originally, I didn't really understand the one way teleporter because it seemed to give blue a huge advantage, but after re-reading your post I understand your thought process. Props on your solution.

    However, I think the map will play far too linearly. Even with the teleporters, the action will play out up and down the paths with no flanking maneuvers and just limited tactics overall, and I think blue will ultimately be shafted by the poor starting position.

    If I were you, I'd remove the one way teleporter completely, and move the blue and red bases closer together vertically, but on complete opposite sides of the pillar. Build them outwards a bit on platforms, preferably as symmetrical structures, with room for fire fights and objective placement. The rest of the map will boil down to two routes between the bases: one to the top/bottom of the map for the teleporters, and the other direct route running down from red to blue, probably with a power weapon placed evenly between the two. You should probably add some detours and bunkers to both routes for variety.
     
  8. Funf Vier Drei

    Funf Vier Drei Forerunner

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    i think the fact that red team starts off with a sniper shouldnt matter if both teams are evenly matched skill wise. blue team has enough of a tactical advantage via the one way porter to outmaneuver the opposition. not to mention the focus rifle. i might think about taking off any spare clips for the snipe though.
    too bad i never have anyone to test it with.
    oh well. thanks for the input.
     

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