Escalation

Discussion in 'Reach Competitive Maps' started by EpicChief117, Jun 3, 2011.

  1. EpicChief117

    EpicChief117 Forerunner

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    Escalation 1.1

    Update 1.1!
    • Power Weapons replaced and respawn timers tweaked.​
    • Slight aesthetic changes.​
    [​IMG]
    Base interior


    Escalation is a Elongation-based map. The inspiration comes from the wide open areas between bases that are close quarters.

    [​IMG]
    Base Exterior


    Here is the weapons list:

    DMR x2- 45 second respawn, 2 extra mags
    Plasma Rifle x2- 50 second respawn
    Plasma Repeater x2- 70 second respawn
    Shotgun- 140 second respawn, 1 extra mag
    Grenade Launcher- 170 second respawn, 3 extra mags
    Needler x2- 60 second respawn, 2 extra mags
    Needle Rifle x2- 45 second respawn, 2 extra mags

    There is one more thing. A hidden cone on my map. I won't tell!

    [​IMG]

    Please give feedback and enjoy.
     
    #1 EpicChief117, Jun 3, 2011
    Last edited: Sep 26, 2011
  2. Marcass2021

    Marcass2021 Forerunner
    Senior Member

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    we could use soem more pictures to see the rest of the map.. but in the pictures that you have it looks like a fun map, very neat forging... (also, the cone is mine!.. its in all of my maps, lol)
     
  3. Knight Of 0rder

    Knight Of 0rder Forerunner
    Senior Member

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    Oh my gosh you stole Marcass's Signature piece, the cone.
    Like Marcass had said you really need to add more pics to give us an idea of the map before downloading. From the pics that you have it looks nice.
     
  4. LegitAssassin

    LegitAssassin Forerunner

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    you might wanna add more pics so we can see how big the map really is,
     
  5. EpicChief117

    EpicChief117 Forerunner

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    sorry :( i got bored with having nothing hidden...

    [br][/br]
    Edited by merge:


    all of these pictures show just about the entire map but i'll make a video walkthrough.
     
    #5 EpicChief117, Jun 4, 2011
    Last edited: Jun 4, 2011
  6. Frozenlynx

    Frozenlynx Forerunner

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    That's why I hide a die on my maps. Anyways, a few more pics would be nice. I like the Elongation inspiration and the criss-crossed doors are neat as well.
     
  7. EpicChief117

    EpicChief117 Forerunner

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    i think dies are too big to hide. thats why i chose a cone.

    Anyway thanks for the comments.
     
  8. EpicChief117

    EpicChief117 Forerunner

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    that is the entire map including the bulletin picture. I have included almost every single nook and cranny in these pictures.
     
  9. Tedium

    Tedium Lead Writer
    Senior Member

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    Edited slightly.

    [​IMG]

    Map Name



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    While players start in plain view of their enemies, and vice versa, cover is close enough so that a healthy firefight can be established immediately. However as time goes on, gameplay delves into a monotonous pattern that can be achieved on any other platform.

    The map is particularly small, and its square shape is both plain and restricting. There are no hallways or rooms to split up the gameplay or provide alternative fighting areas. As a result, dying and killing in the same general space without reprieve leads the gameplay becoming rapidly stale.

    While nothing in particular goes wrong for the map, there's little that works well either. Escalation doesn’t do anything that any other map can not do equally well. For the custom game enthusiast, this is one to stay clear of.

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    For such a small area, four power weapons/objects is too many. Despite the lengthy respawn times, either team can easily gain control by obtaining the majority of these power weapons.

    That being said, a clear effort towards balance has been made. This is most evident in the map's symmetry, which is a surefire way to ensure decent balance.

    However, complete symmetry has little balancing effect when a slight difference in skill is magnified by overinflated rewards for success. When someone pulls a grenade launcher from the stiff grasp of a fallen foe, kills become all too easy in the map’s confined space.

    Durability issues with the spawning also compromise the balance of power. As is always the case with spawn killing, players who are already alive have a clear advantage over those who have yet to return.

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    As they should, all gametypes work fine and without unexpected side-effects.

    Spawn zones have been placed to influence the respawn system, but in the crowded environment it is difficult for them to have a decent effect. All too often, players will be caught spawning in the inappropriate 4v4 gametype that is recommended.

    The fact that players engage immediately is not always a desired beginning. Better initial spawns would improve this panic-inducing factor and could give players a choice between initial battle or the search for weapons. As it is, many spawns force players into combat almost immediately.

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    A clear effort has been made to improve the overall aesthetics through enhancing the smaller areas. For example, the transition of height variations in the center is kept clean and smooth with a consistently colored piece. While some forgers may choose their pieces solely on their physical function, Escalation does a good job at also utilizing their visual properties so that the map doesn’t get a patchy effect of different textures here and there.

    Throughout the map are small platforms that hold weapons. This is a nice touch that doubles as a clear marker for the locations of weaponry.

    On either side of the map, there are merged building pieces that act as an interesting pillar shape along the sides of opposite walls. These have a pleasant effect on the surrounding scenery.

    While there is nothing fantastic in the map that sticks out aesthetically, there is a consistent atmosphere of well thought out construction. However, in places it tends to border on messiness, occasionally spilling over and overcomplicating the map’s visuals.

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    It is hard to think of anything from Escalation that gives it that extra bit of specialty or even a unique characteristic or nuance to separate it from the average map. Quite simply, nothing is new at all. There are platforms, weapons, cover, pillars and a quite plain square-shaped map shape; properties of nearly every map out there. Nothing more.

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    Rating Multipliers

    [floatleft]Enjoyment:
    Balance:
    Durability:
    Aesthetic :
    Originality:[/floatleft]3 x 3.0 = 9 out of 30
    4 x 3.0 = 12 out of 30
    4 x 1.5 = 6 out of 15
    6 x 1.5 = 9 out of 15
    0 x 1.0 = 0 out of 10

    Final Score

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    Understanding the Review Hub's Ratings
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    #9 Tedium, Aug 14, 2011
    Last edited: Aug 15, 2011
  10. EpicChief117

    EpicChief117 Forerunner

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    Sorry it was a disapointment. I'll try to fix it as soon as possible.
     

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