Cargo

Discussion in 'Reach Competitive Maps' started by Maztor, Feb 18, 2011.

  1. Maztor

    Maztor Forerunner

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    Hello all, this is my 2nd fully completed map. I borrowed heavily from midships design from halo 2.
    Midship had to be the most hectic competitive CTF map I enjoyed, and having a regular remake wouldnt be as fun since it was done in halo 3.

    Instead i went about taking elements from midship and creating a new map that still had the feel of midship.
    I tried to use the same theme, inside a ship with windows looking out, but rather than a covenant vessel, you are instead in the cargo area of a UNSC ship looking out over the island of forgeworld.

    the map is symmetrical with two bases across from eachother just like midship however rather than a pit with a shotgun in it there is now a wall seperating which will prevent base to base killing right off the bat of gameplay, there is however windows on the sides looking into each base.

    The floating platform has now become a bridge/covered hallway to a control room that houses the sword.

    There is a teleporter on the far side on the bottom level that brings you up to the platform. I did this because midships platform has ramps up to it on both ends but my bridge only has ramps from each base on one end so the teleporter provides another easy way up there.

    The bottom level of the bases are the cargo hold areas rather than hologram rooms.
    The ceiling is just high enough for a spartan and crates to fit in, so no jumping in here, there are the supply crates to fight around though so there is cover.
    Getting up to the top level of the base should be easy with a grav lift on one end and a ramp on the other.

    Lastly there is a ledge that also has a bridge from base to base.

    This map is rather small so I am not sure how my spawning works as i do not have enough people to play with for a playtest. The gameplay is meant to be fast and crazy and midship always had. It is set up for pretty much any gametype as well.

    Again due to lack of playtesting I'm not sure how the sheild doors will play out at the control room, I had some concern and debate over whether to remove or not but left them there, if you feel it would play better without, let me know.

    Weapons:
    DMR x3
    Grenade Launcher x2
    Magnum x2
    Shotgun x1
    Needler x1
    plasma pistol x1
    Sword x1
    Plasma grenade x6

    The outside of the bases:
    [​IMG]
    [​IMG]
    The bridge between the bases:
    [​IMG]
    The supply room for blue base:
    [​IMG]
    Ramp coming up from blue base supply room:
    [​IMG]
    opposite the bridge is a platform/bunker that houses the teleporter:
    [​IMG]
    [​IMG]
    The top of the ramps from the bases and teleporter head to a raised platform good for view of most of the map:
    [​IMG]
    Connecting it to the control room is a bridge with cover and holes for spartans to shoot or jump from:
    [​IMG]
    Inside the control room is the sword and two plasma grenades:
    [​IMG]


    This shows most of the important features of my map and should give you a good idea of how it is designed

    [​IMG]

    Please test it out and see how it is, its the first time i used respawn zones so i hope I have done so correctly.
     
    #1 Maztor, Feb 18, 2011
    Last edited: Feb 18, 2011
  2. xDTx Kaos

    xDTx Kaos Forerunner
    Senior Member

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    Looks very cool from the pics I'll dl and see how it really is
     
  3. Maztor

    Maztor Forerunner

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    Hope you like it, anybody have feedback for improvements?
     

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