Creekless 2v2

Discussion in 'Reach Competitive Maps' started by Waylander, Feb 15, 2011.

  1. Waylander

    Waylander Ancient
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    This map started out as a simple, "Hey I wonder if I could build the tunnels from Beaver Creek by memory" and pretty much moved on from there.

    I've used the basic layout of the bases and tunnels though altered them quite a bit making the tunnels wider and giving them a more open feel and thinning the walls of the bases to make them more open on the inside.

    The rest of the map is completely new and original. I've altered the layout of the map as a whole so that instead of the bases being straight across from each other they are now set in opposite corners. The rest you'll just have to download to see.

    On to the pics.

    Blue base:
    [​IMG]

    Red Base:
    [​IMG]

    Sniper tower: These are off to the side of each base and set out exactly symmetrically so only showing one.
    [​IMG]

    Tunnel entrance, ramp up to sniper tower, rock ridge up to base roof:
    [​IMG]

    Red side tunnel and shot gun spawn:
    [​IMG]
    The window to the left of the shotgun spawn is open so you can shoot through to the other base. You can also throw grenades over if you are good. I would not suggest jumping through it though as last I checked spartans can't swim.

    Weapons on the map are:
    DMR x4 : Two in each base at initial spawn and one leaning against the rock gardens beside each base.

    Assault rifle x4 : two on the roof of each base leaning up against the pillars and one leaning against each rock ramp up to the middle platform

    Shot guns x2 : one in each base tunnel

    Sniper Rifle x2 : One in each sniper tower leaning against side of the lift

    Needler x2 : Back wall of each sniper tower

    Plasma rifle x2 : On long ramps up to base roof

    Plasma pistol x2 : middle of lower section of base roof

    Grenade launcher x1 : On top of middle platform.

    There are also 8 plasma grenades set in groups of two on the bridge connecting base roof to sniper tower and in the shotgun tunnels

    And 6 frag grenades spread around the map in singles.

    Armor abilities are 2 sprints inside each base at initial spawn.

    I will also be setting this map up for objective based gametypes later on so this version of it is just for the 2v2 tournament.

    Download link
    again.

    And a big thanks to all those that helped with suggestions and pushes when I was stumped with things as well as the testing.

    Sucks bungie hasn't updated recent screenshots for me to include the action pics.
     
    #1 Waylander, Feb 15, 2011
    Last edited: Feb 23, 2011
  2. iTz Kneecap eH

    iTz Kneecap eH Ancient
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    I like this a lot, it's nostalgic, yet original and new. I also love how you changed the bases placement so it's not too much like Beaver Creek. You've got a download from me! Keep forging, don't want that talent to go to waste.
     
  3. Draw the Line

    Draw the Line Ancient
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    Okay, I did a forge-through and I've come with some solid feedback!

    First off, the layout of the map is beautiful. You've done a great job taking a well known map and making it your own. However, there are some things that need to be done to this map before it can become a Reach "classic" IMO.

    First: Now this is a huge one, but it can apply to pretty much any map you see on FH now a days. You can easily reduce your item count by simplifying certain geometry. An example would be by the side underground entrance. You have a 4x4 flat piece right next to a ramp, and you have a stunt ramp to wall off the side. Rather than use 2 pieces there, you can substitute them for a 4x4 Tall piece.

    I really, reeeeeally cannot stress item reduction enough here, especially since this map is in the run for the 2v2 tournament. 2 player split screen will cause havoc on your map unless your do some major clean up. This might mean you have to sacrifice some small details for playability, but I highly recommend simplifying things as much as possible.

    Another note, you have glass walls in the lower bunkers of the map showing grass. While it's a cool little visual, it can be confusing to whether or not it's a playable space.... and it eats up budget and item count. I'd remove the grass and replace the window double pieces with just walls.

    While we're on the topic of the lower paths, I LOVE that you can shoot from one side of the lower base to the other. That is such a HUGE game changer from the old Battle Creek. I recommend removing some walls and creating a larger opening for players to battle against one another from base to base, because that's such a cool idea I think it should be expanded upon further.

    My final problem with the map is that center structure. First, it eats up item count like no tomorrow. Simplify! (See a pattern? lol) I would also allow the front entrance of each base to be visible by one another. I suggest lowering the bridge piece, removing a good deal of the rock formations, and just adding ramps up to that mid section because climbing those rocks are just awkward and may cause problems during a competitive match.

    This map has such great potential, I hope you manage to simplify and alter the spaces a little more. As a start for simplifying geometry, try to get 2,000 back from your budget. It may seem like an impossible idea at first, but the longer you look, the more places you'll find you can save on money.
     
  4. Waylander

    Waylander Ancient
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    Gah. I hate the fact that I have to sacrifice aesthetics for pure gameplay.

    I will try and take you input into account though. I like the idea of more open windows down below. I'll have a look at it and see what I can come up with.

    As far as the windows that show the grass, they are there to give that area a more open feel. I never liked how shut off they felt in the original maps, so I put those there to open it up a bit without creating more paths that would be useless in game.

    As for the stunt ramps on the sides of my tunnel entrances. I'll see what I can come up with but that one is going to be hard to convince me it needs changed. It adds a different color to the map for one instead of just generic gray, and flows nicely with the shape of the ramp.

    I'm off to forge now.


    EDIT:

    Done the changes. Well most of them. I now have $2000 left over budget, a longer window to shoot through in the tunnels (and this one you cannot jump through) and I smoothed out the ramps up to GL spawn.

    Took your suggestion with the 4x4 tall instead of the 4x4flat and stunt ramp. Doesn't look to bad and even brightened the area up.

    I also ditched the grass windows for 2x2 tall. Managed to keep the feel of space by utilizing the different facets of that piece, so there is still glass where the windows were but less confusion about them.
    I've sent you a message on XBL with where the map is so you can look through it now. Will change the OP with new pics and link once I hear back from you.

    On a side note, while the map had no screen lag inside at all originally, it did have some when you flew above it and looked down in monitor mode. But after the changes even that is completely gone.
     
    #4 Waylander, Feb 19, 2011
    Last edited: Feb 19, 2011

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