Curve

Discussion in 'Reach Competitive Maps' started by mcclintonsl, Dec 21, 2011.

  1. mcclintonsl

    mcclintonsl Forerunner

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    Curve

    Hello and welcome,
    This is my latest map named Curve.
    It is an inversely symmetrical competitive map that has a lot of height differentiation, creating interesting battles.
    The map currently works for all slayer and oddball game types, but this can be changed. The map has taken me a long time to create and set up.
    There is only one power weapon on this map, the highly contested Sniper Rifle. Don’t worry about snipers camping; to be honest at the moment they rarely make it out it’s spawn. There are also two Evade loadouts and two Magnums for Zero Bloom game types.
    Curve works fine for default settings but I prefer Classic setting on it, so there is no AA’s except the Evade pick ups, making them more crucial to control. Jet packs would probably make this map less interesting, as there are a lot of height changes.


    Anyway, on to the pictures:

    [​IMG]
    ^
    Load out camera, featuring the map’s namesake, those sexy curves, lol. You may be able to see the sniper rifle in the bottom middle of the map there. The small platform above it has a hole so you can see it and drop down. These central pillars also act as brilliant Line Of Sight blockers.
    [​IMG]
    ^
    Another view of the centre, but from red side. You can see the top central platform with sniper drop down. As one curve goes up, the other goes down. They act as natural sight blockers and encourage players to move around the map.
    [​IMG]
    ^
    A Spartan eye view of the centre. This is one of two of the highest points of the map. The other being opposite it. The brace directly to the right of this player is the exit from a lift made of one way shield doors. You’ll notice many Covenant scenery placed throughout the map, to add both cover and colour.

    [​IMG]
    ^
    Here is the red base, blue is the same. Not much here, so the players will have to compete for power weapons with there enemies rather than there teammates.
    [​IMG]
    ^
    Image the curves as the letter ‘H’ with the sniper being in the centre. Well these parts are like this –H– coming of off them.
    [​IMG]
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    Rooms at either side of that ‘H’ contain the Evade load out on top of the crate and the Magnums. (These act as power weapon in Zero Bloom)
    [​IMG]
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    How these side rooms and the pathways off the centre connect. Double Evade of the Grav lift and covenant crate down to sniper = win.
    [​IMG]
    ^
    View of the side rooms from the centre.
    [​IMG]
    The outside corridors of the map. Go to the right for the centre; go to the left for the Evade and Magnum in the one of the two opposing side rooms.


    Weapon list
    1x Sniper rifle 2 spare clips 50 sec respawn
    2x Magnem 2 spare clips 30 sec respawn
    2x Evade - 50 sec respawn
    2x Needle Rifles 2 spare clips 30 sec respawn
    2x Needler 2 spare clips 30 sec respawn
    2xStickies - 30 sec respawn
    2xFrag - 30 sec respawn





    [​IMG]
    ^
    Overview made on SM Paint, lol.

    Anyway, thank you very much for looking, any downloads, comments etc would be much appreciated.
    Thanks again,
    Mcclintonsl :)

    DOWNLOAD LINK:Bungie.net : Halo Reach : File Details





    You may remember me from my map ‘Factory’ which I posted ages ago. Just so you know...
    Thread: Conventional Factory : ) - XForgery
    [​IMG]
     
    #1 mcclintonsl, Dec 21, 2011
    Last edited: Mar 17, 2012
  2. Skyward Shoe

    Skyward Shoe BTB Legend
    Forge Critic Senior Member

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    I must say I likes the first screenshot quite a bit! This looks both very clean and also has an original feel. Nice job, I wouldn't mind playing a few games here. The only issue I see for now is that on top of the curves there are very long lines of sight.
     
  3. Alexs ftw

    Alexs ftw Promethean

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    Yeah i kinda of agree. It seems balanced out with the sniper and evades both being on the bottom though so there shouldn't be much trouble.

    If you need anyone to test it out with just send me and inv and I'll come along :)

    Dont forget to check out my new map: Relapse
     
  4. Southern

    Southern Forerunner

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    It looks so good, I almost didn't notice that the canvas map says Anchor 9. The aesthetics are near perfect, and gameplay seems pretty good, but some LoSs might be too open.
     
  5. SYLUX

    SYLUX Promethean

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    see curves in a forge map is alyays refreshing and this idea fix perfect.
    he atmosphere of the map looks very open but for that reason te curve corridors are so importants.
    i have some conflict with the totaly simetrical maps but may be im crazy.
     
  6. mcclintonsl

    mcclintonsl Forerunner

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    I must say I likes the first screenshot quite a bit! This looks both very clean and also has an original feel. Nice job, I wouldn't mind playing a few games here. The only issue I see for now is that on top of the curves there are very long lines of sight.
    Thanks alot :)
    I see what you mean though I think the lack of power weapons and cover in that area should deter players from camping there.


    It seems balanced out with the sniper and evades both being on the bottom though so there shouldn't be much trouble.
    Indeed. Thanks for the comment :)

    It looks so good, I almost didn't notice that the canvas map says Anchor 9. The aesthetics are near perfect, and gameplay seems pretty good, but some LoSs might be too open.
    Oh yeah thanks, *now changed*

    see curves in a forge map is alyays refreshing and this idea fix perfect.
    he atmosphere of the map looks very open but for that reason te curve corridors are so importants.

    Thank you very much :) Yeah, it was interesting to try out curves.
     
    #6 mcclintonsl, Dec 24, 2011
    Last edited: Dec 24, 2011
  7. Southern

    Southern Forerunner

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    I like to see curves too. Not just in Reach, if you know what I mean. All joking aside, this is definitely one of the cleanest maps I've seen in a while. And by a while I mean since Iridescence.
     

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