Hello, everyone. The map I've been working on is finally complete! Combat Training Combat Training is a map designed with military realism in mind with the purpose of introducing new players to Reach, as well as providing additional training opportunities for veterans. Using Forgeworld as a base, the training facility is a multi-station compound linked by teleporters. Players are divided into 4 teams: Red and Blue 5-man trainee teams, Green 5-man instructors, and 1 Orange Senior Instructor. Flags are posted in the main hangar to indicate which teams are present. The complex includes a number of stations each with a set purpose. The main hangar features the movement station, a shooting range and armory, long-range weapons range, and melee "soccer field." Linked to the main hangar are the sniper's qualification range, motor pool, and killhouse. -Overview of the main training hangar -Triage: any personnel incapacitated will redeploy here (unless the flags are off their bases, which is the point). Additional medikits are installed at all other ranges-except Killhouse -Armory: all UNSC weapons are secured safely inside the Armory. The Armory provides teleporters to the Motor Pool and Killhouse -Flags: the flags' positions determine where teams respawn. If they're in place, Triage will be active. If they're off their bases, Killhouse will be active (most of the time) -The movement station is designed to teach trainees how to move properly around corners (i.e., sidestep instead of simply turning). The first half is straightforward-the second half is a maze. An instructor's catwalk allows senior personnel to observe the trainees. Kill barriers have been installed along the tops of the walls outside the catwalks to prevent "wall-walking" -The Shooting Range allows recruits to test out various UNSC weapons. Lanes are separated by shield barriers. Targets respawn within seconds. Anyone who crosses into the range will be warned to vacate it or face punishment for their own safety -The Sniper Range allows recruits to test out various long-range weapons. A teleporter atop the armory provides access to the Sniper's Qualification Course. Typically, the standard to be met is for recruits to destroy all 3 targets in 4 shots in 4 seconds (at the instructor's discretion-targets respawn within seconds) -The Sniper's Qualification Course tests candidates to meet the standard of engaging and destroying 6 Covenant Plasma Batteries in 40 seconds. Plasma batteries are located on the island which the sniper towers overlook -The melee "soccer field" allows recruits to practice their melee techniques. A gravity cannon propels the soccer ball back towards the recruits -The Motor Pool provides access to all UNSC ground vehicles. Fusion coils have been scattered across the course as targets. Recruits are encouraged to crew different vehicles and move as a platoon (i.e. 2 or more vehicles at once) -The killball tower at the end of the Motor Pool marks the dismount point. A teleporter tunnel on the other side of the mountain returns personnel to the main hangar. -Killhouse serves as the culmination of training. Flags must be off their bases for personnel to respawn in the killhouse. Killhouse is designed to test recruits' abilities to engage each other in live-fire training. -Killhouse is a multi-story arena featuring 2 symmetrical "towers" on a speedball-like course. The upper floor features walkways rounding the entire level. Kill barriers are installed along the tops of the perimeter walls to prevent "wall-walking" Gametypes Technically, the map can be played with Slayer and Multiflag CTF types, but it is recommended that the aptly named "Combat Training" gametype be downloaded and played with this map as well. This will remove any game-ending timers and prevent flags from returning to their bases automatically. The game can technically end when 5 captures have been executed or at the discretion of the instructor. Elites can be used on this map as well! Classes are defined by various instructors roles and recruits (i.e., FNG) Notice One can play this map alone or with a full group of 16...as long as the Senior Instructor position (Orange) is limited to 1 person only. Admittedly, the map requires a bit more "human interaction" on the part of the instructors and the trainees. In this case, the instructors should actively be teaching the recruits on the standards to be met for each range. Also, the flags are designed to control respawn locations. If they're in place, players will respawn at Triage. If not, they'll respawn at Killhouse. Even then, sometimes players will respawn at Triage-but this can be interpreted as the trainees wounds were extremely severe, and it allows them the opportunity to bring additional weapons into the Killhouse from the armory. If nothing else, I hope this map will serve all you Machinima directors well! Upcoming Killhouse is to be released as its own map. Statistics This map took 8 months to build, test, and refine and used all but $5 of the Forge budget.
Im completely honored to be the first visitor on this, and I'm surprised no one looked at this yet. The map looks excellent, and I am in the process of downloading. This will be great to train new clan members and new players entirely, such as my friends. Unless you are trying to let this be a UNSC Training area, add all weapons/vehicles in the game so we can test all of them. Otherwise, excellent job. EDIT: you should remove some of the ground vehicles and unnecessary items to create an air training station, to help people fly.
I really was considering adding aircraft and Covenant weapons...but considering the recruits might already be blown away with so much information at once, I decided to start them off with more simplistic weaponry (i.e., UNSC weapons). Also, on the part of the aircraft, my concern was that somehow the aircraft would evade kill barriers or other preventative measures and cross into other training ranges (such as the sniper's qualification range and Killhouse) and thereby disrupt training for other stations (which is why Killhouse and the Sniper's range are walled-off...in case some recruit goes rogue and starts sniping people in the motor pool). Sure, an honor system is required, but such measures can only go so far...so I put up walls. You're perfectly welcome to remove some crates or fighting defenses in the armory (which were added to make it look more like an armory in the first place) and add in some covenant weapons. I used "normal" setting for the weapons and lined them up so they'd be "falling" against the wall. "Fixed" or "Phased" causes them to float in mid-air if they're dropped. Could make an aircraft or "advanced" training map...
If possible, I'd love to create a Covenant Based training map with you. For an aircraft training map, I'd use my aircraft carrier that I created.