Keon Valley

Discussion in 'Reach Casual Maps' started by SasoChicken, Oct 24, 2011.

  1. SasoChicken

    SasoChicken Forerunner

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    MOVED TO HERE: http://www.forgehub.com/forum/reach-competitive-maps/134386-keon-valley.html#post1467769

    This is a recent general-purpose type map I made. I based it slightly off the raised center strip of high ground that Park Avenue in Crysis 2 features, but took it in another direction, like some sort of mining-type area (although it by no means follows that to the letter). It's got falling Falcons that provide dynamic cover from the long sightlines in the open areas (and canonically there's supposed to be a sort of aerial fight going on overhead).

    Although it works with default versions of Slayer, King of the Hill, and One-Flag, the specialized gametypes I made have loadouts that are generally better suited for the map (eg: Keon King, linked above), among other settings. The Keon King is generally what I play on it, and it's the only 'Keon' gametype that is completely tuned.

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    #1 SasoChicken, Oct 24, 2011
    Last edited: Nov 7, 2011
  2. G0DLYP4ND4

    G0DLYP4ND4 Forerunner

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    Wow this is very cool. The way you used the pieces is just awesome. This is a very original map. Overall really good. 4.9/5 cuz 5/5 is for losers
     
  3. SasoChicken

    SasoChicken Forerunner

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    Thanks. I tried to make an asymmetric map that was fair for both sides and had good gameplay all across the map- without forming concentrated areas of focus. Like, a lot of maps center around a big area where a lot of gameplay happens and other areas are completely ignored. And example is Sword Base where the top level near the green/gold lift is a magnet for players and areas like that little control room (go across from the red lift tunnel, go up the little stairs and turn left) are never used.
     
  4. Revolver13X

    Revolver13X Forerunner

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    It's a pretty cool map I'll say though the layout looks a little confusing to me, but again it might just be me. My only question is why are there destroyed parts of falcons? Otherwise the map looks good.
     
  5. SasoChicken

    SasoChicken Forerunner

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    I used the destroyed Falcons as a dynamic way to block those long sightlines on either side of the main structure. They're more interesting than basic blocks, give the map and dangerous feel with all the smoke and fire coming up, and best of all (I think) is that the way the mines are angled, the Falcon carcasses are in different spots all the time, so the map is constantly changing somewhat.

    It does look somewhat confusing from the pictures, but once you play it a few times I think you get the hang of it. There's also a few secret ways to get around, but you'll have to find those yourself.

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    Edited by merge:


    Also, not sure if this matters, but here's a list of weapons and where they spawn:
    Sword: under the large center structure
    Repeater: main hallway of the center structure at the water side
    Shotgun: behind curve-roofed building on the Hemorrhage side
    Plasma Launcher: end of the bridge up above on the water side
    Plasma Turrets: either side of the bridge up above towards the center
    Grenade Launcher: on the side platform on the Alaska side
    Plasma Grenades: one on either side of the thing at the edge of the water
     
    #5 SasoChicken, Oct 24, 2011
    Last edited: Oct 24, 2011
  6. Southern

    Southern Forerunner

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    Trying for forgeHub Favorites early, huh? You have my vote, sir.
     
  7. SasoChicken

    SasoChicken Forerunner

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    Well I wasn't really trying for the favorites at all, just looking to get some feedback on how my map plays, since it is my first slayer-based map; most of the maps I make are more for fun and laughs (ie mongeese driving on a long road running alongside the entire FW cliff with Falcons trying to run them off the cliff or shoot them down).

    Has anyone done it with a whole team or anything? How does it play?


    Edited by merge:


    Well I've made some slight adjustments in an attempt to increase mobility around the map, such as adding a rock walkway between the backside of the Red's side and that random little upside-down platform/large so there's now a third way up onto the backside of that area. There various crates scattered around now, some in locations to provide cover or whatever and others in places to provide jumping access to higher locations. There's also a few fusion coils in some spots to make some versatile gameplay, don't know if they're affect anything too much (although I did get a random bullet off into a coil a few games ago and the explosion hit the guy as he was attempting to run around the corner).

    Anyway, that's that. I don't play very much during the week, but I'll try to upload those changes as soon as I can.


    Edited by merge:


    Ok, updated the map with the most recent modifications and put up some new pictures that hopefully show the map better at-a-glance.
     
    #7 SasoChicken, Nov 6, 2011
    Last edited: Nov 6, 2011

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