The Omega Invasion

Discussion in 'Reach Casual Maps' started by ReZinatetor, Jun 25, 2011.

  1. ReZinatetor

    ReZinatetor Forerunner

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    OVERVIEW

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    This is a large invasion map. It contains 3 massive sections that span the entire hemorrhage area and leads into the "cave" part. Each section feels like a new map which gives it the style of the new Battlefield games.

    Section 1: (Territories) The humans spawn on a large "stealth" landing ship which deploys a Scorpion, 2 Falcons, 2 Rocket Hogs, and 2 Mongoose. The objective is to storm a giant Covenant wall which is surrounded by land mines and defensive walls that are protecting the base. Atop the wall is a Wraith that fires plasma all over the battlefield. Capturing this will turn off the gate and allow your vehicles to proceed into the base. . .

    Section 2: (Assault) The humans can now spawn on the wall top and there the bomb spawns as well, the humans must take the bomb the a shield generator that is powering a massive shield wall. Only the bomb can detonate the cores inside and this will cause a blue explosion and white out effect. Now the shield wall is powerless. . .

    Section 3: (Territories) The humans have now made there way to the back of the base and must power down the large "ANTI-MATTER BOMB". . . before it's too late. . .

    ! ! ! MAP PICTURES ! ! !​

    THE WALL

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    STEALTH LANDER


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    MIDDLE ​


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    MIDDLE 2​


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    SHIELD WALL​


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    SHIELD WALL BOMBED​


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    COVENANT WAREHOUSE​


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    COVENANT WAREHOUSE 2 ​


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    ANTIMATTER BOMB


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    ! COMMENT !

    ! SHARE !

    ! ENJOY !
     
    #1 ReZinatetor, Jun 25, 2011
    Last edited: Jul 1, 2011
  2. mich012

    mich012 Ancient
    Senior Member

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    I believe you have already posted this map twice already, why have you posted it again instead of editing the original post?
     
  3. ReZinatetor

    ReZinatetor Forerunner

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    This is my only Forge Hub map for awhile and it fits into a couple different categories.
     
  4. ringOFtones

    ringOFtones Ancient

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    Choose the most apropriate one and post it once maybe? (sarcasm)

    But yeah anyway I think your kinda missing the point of invasion. It's not supposed to be 3 different maps into one with a bunch of unbalanced vehicles and huge tall buildings. It plays a lot better when you think about balance and routes to the objective and aesthetics. Also an overall theme is helpful too. such as a factory, outpost, prison, supply depot, shipyard, etc. I'm pretty sure your new to invasion so im not particularly critisizing you, just trying to make you become better at invasion forging. I'll give you props for using more than the "buildings" category though and this is a lot better compared to many invasion maps out there.
     
  5. ReZinatetor

    ReZinatetor Forerunner

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    Yeah I know, I'm trying to get this one taken down and have it just on Competitive. . . I'm new to the site. My bad guys don't hate on me plz lol. It is more balanced then you'd think, and the "huge tall buildings" give it a cool feel without making it too hard to get around.

    [br][/br]
    Edited by merge:


    This map is large and asymmetric which in (most) cases lead to an unbalanced and unfair game, however, this map is still very balanced because I spent 3 months play testing it.

    For example, the Covenant base will produce 3 wraiths, 1 banshee, and 1 revenant. The humans have 1 scorpion, 2 rocket hogs, 2 falcons, and 2 mongoose. The wraiths stand no chance to the human's scorpion and falcons. This creates a need for the humans to spawn at the beginning in order to bring vehicles to the battlefield. This will not feel like "backtracking", because as large as the map is, it is still only the size of hemorrhage.

    On the other hand, the Covenant are defending and can hide in cover from the falcons, the large number of wall and buildings create a lot of cover. A lot of cover and the lay out of the Covenant base creates depth. So that it is not just a completely open, chaotic mosh pit.

    The biggest problem with most invasion maps is the poor choice of spawn points. A lot of time was put into finding spawn points that were not too close and not to far away. If the spawns are too close, then it feels impossible. Like the dead are just coming back to life, instead of feeling like you cleared the area and are now fighting off reinforcements.
     
    #5 ReZinatetor, Jul 6, 2011
    Last edited: Jul 6, 2011

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