Journey's End Storm the Forerunner Data Storage Facility Overview of Journey's End: Journey's End is an asymmetric map created for the sole purpose of Invasion. It was inspired by the chapter called "Journey's End"of the Halo 3 mission "The Covenant" in which you have to assault the Forerunner Citadel. It isn't meant to be a copy of the campaign chapter so there are major differences, as such, it was inspired by that chapter. As the Spartans you will assault the bridge contols to activate the light bridge that leads to the Forerunner Data Storage Facility. Once across the bridge, you will have to assemble your team and attack the generators to power down the protective shield blocking your team from the data core. Then you will have to return the core to the awaiting Pelican to win. As Elites you must first defend the bridge controls and then you must keep the Spartans from disabling the generators. Should you fail to those two things, then you must defend the valuable data core at all costs. If you fail at doing that, then the Spartans will have gained valuable knowledge on Forerunner devices. Phase One: Attack or Defend the Bridge Controls Use the covenant barriers to hide or assemble forces for a surprise attack Phase Two: Attack or Defend the generators The crashed pelican serves as a backfield spawn for the Spartans, as well as the bunkers captured earlier The light bridge that is activated after Phase One The two generators the Spartans must capture. Use the rocks as cover from enemy fire and vehicles A close up of Red Generator. The generators are colored either red or blue. (Red is farthest form the crashed pelican) Phase Three: Seize or Defend the Core The long Core extraction route A close up of the tower being attacked (the shield door disappears after Phase 2) Loadouts: Spartans Phase 1 Corpsman-AR/Pistol Sprint Phase 2 Corpsman-AR/Pistol Armor Lock Recon-DMR/AR Sprint Phase 3 Air Assault-AR/Pistol Jetpack Recon-DMR/AR Sprint Operator-Shotgun/Pistol Hologram Grenadier-Grenade Launcher/AR Armor Lock Elites Phase 1 Warrior-Plasma Repeater/Plasma Pistol Evade Sentry-Plamsa Rifle/Plasma Pistol Sprint Phase 2 Warrior-Plasma Repeater/Plasma Pistol Armor Lock Scout-Needle Rifle/Plasma Rifle Evade Spec Ops-Needler/Plasma Pistol Active Camo Phase 3 Ranger-Plasma Repeater/Plasma Pistol Jetpack Scout-Needle Rifle/Plasma Rifle Evade Sentry-Plasma Rifle/Needler Armor Lock Guard-Energy Sword/Plasma Rifle Hologram Spec Ops-Concussion Rifle/Plasma Pistol Active Camo Weapons on Map: Phase 1: Attackers 3 x DMR (Two of them have 30sec respawn, one has 50sec) Defenders 1 x Needle Rifle 1 x Needler Phase 2: Attackers 1 x Shotgun 1 x Grenade Launcher 3 x Mongooses (Two by Warthog, other by crashed Pelican) 1 x Warthog Defenders 1 x Plasma Turret 1 x Concussion Rifle 1 x Focus Rifle 2 x Ghosts (one has a slightly longer respawn time than the other, for balancing reasons) Phase 3: Attackers 1 x Shotgun (from Phase 2) 1 x Grenade Launcher (from Phase 2) 1 x Sniper Rifle (has one spare clip, so total of 8 shots) 1 x Spartan Laser 1 x Rocket (has low ammo, and it spawns near a mongoose) 4 x Mongooses (3 from Phase 2) 1 x Standard Warthog (from Phase 2) 1 x Rocket Warthog (has 1.5 respawn time, use it wisely) 1 x Falcon Defenders 1 x Plasma Turret (from Phase 2) 1 x Concussion Rifle (from Phase 2) 1 x Focus Rifle (from Phase 2) 1 x Plasma Launcher 2 x Ghosts (from Phase 2) 1 x Revenant 2 x Banshees (One has a slightly longer respawn time than the other, like the ghosts Spawning There are multiple backfield spawns for each team as well as fireteam spawns for each phase. Note: The fireteam spawns are usually slightly ahead of the backfield spawns and may or may not give hints to ambush/flanking tactics... The first phase is completely focused on close to medium ranged infantry combat. The second phase is devoted to long, medium, and close ranged infantry combat as well as light vehicles. The third phase is centered on vehicle combat with medium vehicles coming into play. Infantry combat is included in the third pahse, but it is mostly during the part when the core is first taken out of its housing and on the trip to the extraction point. At the start of the match the Spartans are given a slight advantage by having more medium ranged weapons than the Elites, and this advantage is carried over to the second phase when the Spartans gain a Shotgun for the close ranged generator battles. This comes to an end in the last phase, however, when the two teams' equipment becomes balanced out. The reason for this is so the match usually gets to the final phase (unless the two teams are at completely different skill levels). Once at the final phase the truly better team will be victorious. I've had a blast creating the map. From the initial bunkers to the crashed Pelican, and finally to the large structure and extraction Pelican. The forging experience was great because I got to implement so many of my ideas into one map. This is my first Invasion map, as well as my first Forge Hub posted map, so I'm sure there are some minor (hopefully not major) flaws in my map. I did my best to balance things out and I hope you guys enjoy the map. I appreciate feedback, good or bad, and I will take any suggestion into consideration. Thanks for playing P.S. If anyone has a video of the map in play (preferabley the whole match), could you post a link to it? It doesn't have to be rendered as I'll download it to my Xbox. I'd like to see my map in action with people who haven't seen it before playing. Thanks.
Great map!! The only problem I see is the light bridge. It's a great idea but won't everyone be bouncing along seeing as it is made of one way shields? Other than that great map and I love the pelicans.
If you look closely, right under the one way shields there are block 4 x 4 flats, which when placed correctly make it look like it's completely made of one way shields. The blocks cancel out the bouncing that the shields create while still making it look like a light bridge. Vehicles don't bounce on the combination I made but unfortunately people still do, which is why I put the mancannon for quick relocation of infantry without the bouncyness. [br][/br]Edited by merge: Tomorrow I'm going to update the download link with a newer version of the map that has two more one way shields added to the bridge to make it look better as well as some minor changes with some of the rocks. So if the download link is down for a bit then there's the reasoning. I'm also going to replace the pic of the bridge with the newer version when and if possible. Alright, that's all. If you want to download it tomorrow don't hesitate, as it will probably only be down for a few minutes but this is just a warning.
Couldn't you flip the shield doors so they are blue (Or use 2-way shields)? It would still look like a holo-bridge and no one would bounce. The only part I dislike is that it has a Montana/Alaska bridge that so many maps in that area use. If anything, try to create a more unique bridge aesthetically to make it catch the eye.
I changed the bridge to a blue color, so any of my pics that show it's orange are old ones. If you want to know what I mean then take a look at the close up of the light bridge. It used to be orange, now it's blue, like the light bridges in Halo 1. People don't bounce on the bridge, only driverless vehicles. Also if anyone tests out the map, could I have a vid of the game? I'd like to see it in action with a lot of people playing. I can hardly get 6 people off of my friends list to come play it with me so that's a problem. Oh well. Any of you guys willing to play it? I'm usually on at like 11 am Central Time. So hit me up if you want a match on my map. GT is Ice Pinata [br][/br]Edited by merge: Thanks everyone who downloaded! I hope you enjoy the map
This looks like a pretty cool map but how are the power weapons spawns? I think the rocket launcher could become overpowered.
Wow... Haven't checked my thread in a while. Journey's End has over 100 downloads! @Cactus Canyon: The rocket launcher has only 2 or 4 shots (can't remember) and has around a minute and a half spawn time. I don't think it will become a problem.
It's sad when maps like this don't get very much attention or praise. I know your map has the bridge between Alaska and Montana like some other maps, but the rest is perfectly original. I can tell a lot of work went into this and it's being ignored. I mean look at those Pelicans! They add originality to the map. And the Forerunner tower you made looks fantastic! I love the use of the dishes!
Well thanks for the compliment! I've been using the twin dishes to make things look forerunner for a while now and it always looks nice. I just wish people would comment with suggestions.