Long Shot is a symmetrical based map with a reminding mixture of the pit and of the odst firefight map, Windward. I spent many hours in making it look pretty but balanced and fun. In size, I would say it fits the size of The Cage or Guardion. I always enjoy classical maps that are simple, yet difficult and creative with a mixture of artistic and also fun to look around. This to me is exactly that. Weapons: 1 Shotgun-Spawn Time: 65 seconds. Spare clips: 2. 1 Sword-Spawn Time: 75 Seconds. Full energy capacity. 1 Grenade Launcher- Spawn Time: 60 Seconds. Spare Clips: 4. 2 Sniper Rifles- Spawn Time: 80 Seconds. Spare clips: 1. 4 DMRs- Spawn Time: 30 Seconds for 1 Spare Clip and 45 seconds for 2 spare clips. 2 Needle Rifles- Spawn Time: 40 seconds. Spare clips: 2. 1 Needler- Spawn Time: 50 seconds. Spare clips: 1. 2 Plasma Pistols- Spawn time: 20 Seconds. Full energy capacity. 2 Assault Rifles- Spawn time: 30 seconds. Spare clips: 2 2 Magnums- Spawn Time: 25 seconds. Spare clips: 2 2 Plasma repeaters- Spawn time: 20 seconds. Full energy capacity. 9 Frag Grenades- Spawn time: 15 seconds. 5 Plasma Grenades- Spawn time: 25 Seconds. Other: Health Pack- 5 Health Packs. Spawn times: 15 on the bridge, 20 on the natural wall, and 25 in the hallway. The lower section leads to two gravity lifts to ambush the middle building. The hallways are mostly meant for long range combat since most of the map is close quarters itself. Both sides are built up as staircase defensive styles, with 3 levels. I have tested the map constantly to make gameplay as neat and as comfortable as i could. This map is only meant for slayer, multi team slayer, and team slayer. Sorry guys, I never knew how to set other gametypes on this map. The map can handle as many as 10 players without the map becoming too unbalanced. If you find any mistakes or want to give me any opinions on the map that may need to be informed, please tell me because this is my first blog post on the map and I am still new to forging. Click below for a link to the map. Enjoy. Bungie.net : Halo Reach : File Details
wow very cool! I can really tell where you get your inspiration from Honestly i have no complaints, great job.
Just from the pictures, the orange and green team have an instant advantage over the reds and blues in multi-team. Something to consider. The top seems very open. This is one of the problems with a map that dips in the middle, not enough cover in the center giving long lines of sight. Also I don't like that long corridor in the last picture, not enough exits. Your weapon respawn rates may be a bit low as well, especially the snipers. I recommend at least 150secs for them. Finally, in both the the maps you used as inspirations, there is a neutral central building that blocks LOS tremendously (rocket spawn to sword spawn in the Pit and the human spawn in Windward) this map is missing that element. I haven't played this map ad I haven't downloaded it, but I hope you consider my opinion.
I could put a soft kill on the top where the orange and green spawns are to keep them off the area and also I could set another opening to the hallways in the back to set it more easy to enter the area. Even though the map is symmetrical, I was considering not trying to make the map too dominate with cover to force players to move around. I agree with the spawns for the sniper rifle and I will change it to 120 seconds. I will change the shotgun to 90 seconds and the sword to 105 seconds. Other weapons will remain the same.
I figured i would comment because me and my friends had a lot of fun here. I just like the way the bases are set up, and the size and openness fits good with bigger team matches. All in all i like it a lot 8/10
Clear Shot or Long Shot V2 coming soon! Will support all gametypes, will include a elite slayer version, will include new spawns for power weapons, new tweaks to the map, and new spawn points. My guess is that Clear Shot will be finished by Friday.