Drop and Chute

Discussion in 'Reach Competitive Maps' started by CORaven, May 1, 2011.

  1. CORaven

    CORaven Forerunner
    Senior Member

    Messages:
    3
    Likes Received:
    0
    Drop and Chute

    Created by CORaven


    [​IMG]

    A few words
    Hello. I would like to introduce you to a little side project I have created, influenced by the Metroid Prime Hunters map Headshot, a map developed primarily for the Headhunter gametype. It has some support for other game modes but I would like to get it to the point that it could be a serious map, yet enjoyable to play.

    Gametypes suported:
    Headhunter
    Slayer
    Oddball
    Capture the flag
    Juggernaut

    Map Description
    Drop and Chute over all is a very simple map. You spawn in an area (as you do) and you effectively have two options: stay or progress. In order to progress through the map, players must drop down through the main hubs three floors. When on the bottom, there are two gravlifts that will take you to one of two external buildings that will allow you to gravlift back onto the top floor of the hub. Of course, the Jet pack will catch people off guard if they are not expecting to 'go with the flow'.
    Straying out onto the 'arms' of the lower path will grant you a needler riffle and a good view of the map and its objective points.

    [​IMG][​IMG]

    The map looked a little bland so I added some details to make it a little more pleasing on the eye.
    [​IMG][​IMG]

    Weapons are not too extreme to keeps things fairly balanced.

    Weapons:
    Gravity Hammer x 2
    • Hub, mid section
    • Upper floor's outer path
    Needler Riffles x 4
    • One on each 'arm' on the mid section's outer path
    DMR x2
    • one on each Basement balcony
    Assualt Riffle x4
    • one by each health point lower path's corner dips.
    Plasma 'nades x2
    • Upper floor, both on centre platform

    Please check it out and let me know what you think. I will gladly adjust spawns and add reasonably support more game modes if requested. All honest feedback is welcome.
    [​IMG]
    Have fun.
     
  2. Jo351

    Jo351 Ancient
    Senior Member

    Messages:
    72
    Likes Received:
    0
    Very nice it seems to keep the feel of the original, while giving it a Halo refit. This may of been one of my most played maps on MPH. One question are there man cannons on the arms? Overall great job!
     
  3. CORaven

    CORaven Forerunner
    Senior Member

    Messages:
    3
    Likes Received:
    0
    Glad you like the look of it Jo351.
    Unfortunately the arms do not feature man cannons, but hold needler riffles instead. Unlike the original there are only two platforms compared to the four in Headshot that bring you to the top. These are the separate buildings away from the main building, which are accessible from the lowest floor.
    Thank you.
     
  4. Ratheld

    Ratheld Forerunner

    Messages:
    70
    Likes Received:
    0
    The one thing I can say is don't use prefab structures... But the map is nice overall
     
  5. CORaven

    CORaven Forerunner
    Senior Member

    Messages:
    3
    Likes Received:
    0
    Noted, I will look into an alternative. May I ask why?
     
  6. pajama dad

    pajama dad Forerunner

    Messages:
    96
    Likes Received:
    0
    prefabs don't always fit well into the design of a map. They often look odd and out of place. But if all you're going for is a functional piece of architecture I say why bother building something? I've used prefabs on some smaller maps that were put together for fun with my kids and the game doesn't play any less fun than had I built every room of every tower myself.

    But again, if you're building for aesthetics prefabs can break the theme of a map faster than you can say, "Using the sniper tower from Ascension."
     

Share This Page