Plexus Competitive Symmetrical Map Created by BORG k79 With news of the recent Title Update it has given me hope that the Reach Community will see a large return of players who had turned away from the game. Forge is one of my favorite creative outlets and I am happy to share my latest creation with everyone. Plexus is a map I have been working on for a very long time and has gone through several iterations, none of which have ever been posted. I have had many run throughs with this map gaining valuable feedback on weapons and flow. The map has a basic design with multiple routes leading into and away from the major base structures. On either side of the map you can find the power weapon platforms. Sniper(Green) is opposite to the Rocket Launcher(Orange). Centrally on the map you will find a Concussion Rifle on the Central Platform with the Sword below in the grass located against the Orange Side Rock Spire. I tried to make the map have the cycling feeling of a Foundation / Midship. Where the center of the map is very open but most of the action cycles around the outer raised areas of the map. The map is designed for regular Assault Rifle/Magnum starts but MLG and DMR starts work well too. OVERVIEW Weapons List x6 - DMR x4 - Needle Rifle x4 - Magnum x2 - Assault Rifle x2 - Needler x2 - Plasma Repeater x2 - Plasma Pistol x2 - Shotgun x1 - Concussion Rifle x1 - Sniper (150 - 1 clip) x1 - Rocket Launcher (120 - no clip) x1 - Sword (150) x4 - Frag Grenades x6 - Plasma Grenades Rendered Walkthrough [bungievid]24179622[/bungievid] More Pictures Sniper Side (Green) Central Platform Rocket Side (Orange) I have set Plexus up for just the most common gametypes. They are listed at the top in the description. Flags and Bomb areas are located at the top of each bases Main Ramp. Plexus I hope you enjoy this map, I have plenty more in the works. Please leave feedback and link me to any game files that you make playing the map. -BORG k79
Very interesting usage of the pyramids. However, I imagine the abundance of LOS blockers you have on this map could become a bit of an issue. It seems like most fighting will happen in short to mid range.
For a map as open as this, I'd prefer the lines of sight to be few rather than far. If he removes some to make it more open, he'll have to do this on each part around the map which in turn would reveal a very large amount of open space within the map and thus would hinder the gameplay. I can't help but feel the weapon set should remain at a concussion rifle and a sword at most but I'll see how this plays out after my initial expectations.
i love the LOS on this map. for being a open map it has a good balance of long and short range shots. there are areas you can see across the map but can escape quick if you are under fire.
Thanks man. I worked really hard to get the LOS to not be too cluttered. Plexus originally had two opposing Sniper Rifles but when one team had both it just broke the gameplay, big time. I tried to make the map have the cycling feeling of a Foundation / Midship. Where the center of the map is very open but most of the action cycles around the outer raised areas of the map. The map is designed for regular Assault Rifle/Magnum starts but MLG and DMR starts work well too. If you like this map and if anyone is interested in sending me a FR (GT: BORG k79) I always enjoy playtesting custom maps. It is the best way to get inspired for the maps I make. Plus I have a bunch of maps that are getting close to being finished and a few more run throughs would really help. -BORG
it seems plenty openspaced with plenty of cover also. But the problem is that you have way to many pillars obstructing the view and fighting environment. If you're looking for a good dmr/sniper match, that could get a little annoying. but other than that, the map looks pretty clean. You gave it that forunnerish look to it