Caveside

Discussion in 'Reach Competitive Maps' started by MjB Shrapnel, Mar 6, 2011.

  1. MjB Shrapnel

    MjB Shrapnel Forerunner

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    [​IMG]

    Welcome to Caveside. This is a project I've had for ages, and never got round to posting it. Every so often I'd play customs with friends and we'd often play this map and I would notice small things that needed tweaking (Or got told to change things).

    Truth is, this is a V2, the original one was posted last year around a month after reach came out, and one of the main comments was to allow it to support team games, so I did that, and here it is :D

    For those of you who like backstory:

    Scientists had been studying nearby solar activity for decades, with the intention of warning when natural occurrences such as solar flares would strike. However, they only monitored select stars, those most likely to affect the halo rings and nearby planets. This solar flare came without warning, people had barely an hour to react before this radiation reached them. Many fled to nearby caves, hoping they would be saved... Those who couldn't get far enough away stayed here, protected by the electromagnetic shield created by a nearby research station. The survivors have moved on, the station fallen into a state of disrepair, and the shield is weakening. Whatever you're doing here, make it quick.


    Alright, for this map I decided to go with one of (my) default weapon layouts, this is as follows

    6x DMRs on 60 second respawn --- 3 at either base --- 2 spare clips
    2x Snipers on 90 second respawn --- 1 at either base --- 1 spare clip
    1x Grenade Launcher on 90 second respawn --- Equal distance between bases --- 4 shots
    1x Shotgun on 90 second respawn --- Equal distance between bases --- 1 spare clip
    [FFA Only] 1x Plasma Launcher spawned 180s into a game

    6x Plasma grenades on 60 second respawns
    2x Magnums, one at either base

    4x Health packs, 1 at either base, others weighted towards either base


    In an effort to balance the gameplay, I have completely reworked the red base's tower, I have also added extra cover on the rocks near to the floor which also aids in objective based games such as king of the hill. To be certain of a balanced game, the one sided objective games work like a charm :D

    Pictures:

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    Video flythrough:
    YouTube - Caveside V2 - A halo reach map flythrough

    I really hope you enjoy this map as much as I have, its about time I posted it :p

    Here's the download link, and special thanks go to xXx Wrek xXx for being a complete tool helping me by telling me where I'm going wrong, and what doesn't flow right.

    Download Clicky :D

    By the way, kudos if you got the reference in the last picture :D
     
    #1 MjB Shrapnel, Mar 6, 2011
    Last edited: Mar 6, 2011
  2. II6clique jxIxj

    II6clique jxIxj Ancient
    Senior Member

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    I like how you designed it with jetpack in mind. This map is an open, natural feeling map and it is really difficult to design a terrace map that people can't escape out of.

    Congradulations on building a aesthetically pleasing map that doesn't break the game by getting on top. The only issue I can see with this map is a lack of routes for moving up and down the map. Without a jetpack I can see people becoming very frustrated with this map.

    Besides that I believe this is a very solid map. Nice job!
     
  3. Birdy22

    Birdy22 Forerunner

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    Awesome map, very nice aesthetics as well as map design and layout. I hope to see more from you.
     
  4. MjB Shrapnel

    MjB Shrapnel Forerunner

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    Hey, I have to tell you that while there's a jetpack in the last image, the map was actually created with ground based armour abilities in mind. It works really well with sprint since there are so many jump sequences that are possible to clear the map rather quickly. Also, with any armour ability, the flow is really well... Wherever you go, you are very close to a path up to the top or to another walkway. The struts for the ballistic walkway image can be ran up to add to flow.

    There's also many ramps so not many jumps are needed and the map flows really smoothly.

    (This map hasn't done the first 1000+ download caveside justice. Damn)
     

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