Preview Dust District

Discussion in 'Halo and Forge Discussion' started by RegrettedKarma6, Jan 23, 2012.

  1. RegrettedKarma6

    RegrettedKarma6 Recruit
    Senior Member

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    Invasion Dust District

    Created by RegrettedKarma6

    Map:Bungie.net : Halo Reach : File Details
    (version 2)

    Gametype: Bungie.net : Halo Reach : File Details
    (version 2)

    Description: Under the fog of dust shrouding New Mombassa, Spartans and Elites
    clash for control of an advanced power cell which is generating energy for the crumbling city's defensive systems. Designed with fireteams. Loadouts are pretty similar to ordinary invasion.

    Okay let's clear two things up first. The screenshots I've placed in this
    thread don't showcase the map very well and I ask you to ignore that (please).
    This is my first map ever but please criticise all you want but before you do
    have a game on it or go into forge with it, I would appreciate feedback but I
    ask for it to be justified.

    I built this map for two reasons, when I was playing big team on this I thought to
    myself that while it was a lot of fun it didn't really encourage teamwork and
    I could maybe organise the chaos that was going on.
    Secondly I'm not that great of a forger(don't lose confidence here), so I decided to
    use breakneck as a frame for an invasion map.

    Version 2 Update *
    - Core location moved to back, capsules deleted.
    - Core plant moved to city exit
    - Awkward looking bridge deleted, new pillar replaces it.
    - Gravity lift to hotel balcony instead of a ramp.
    - Objective raised so it is not visible from below.

    Tier 1
    Spartans spawn with the height advantage on the hotel/balcony/city exit area, their goal
    to protect the objectives(territories) in the freight hallway and the hotel. If captured they would
    release the security lockdown around the sector.
    Elites spawn down on the roadway with the goal to capture the objectives (territories).
    It's near instant action and it's really close quarters so don't rely on fireteam spawns because they're not that useful in this tier.

    Pickups
    1x DMR
    2X Needle Rifle

    Go with the flow:Connected dots are fireteam spawns, unconnected are backfield, arrows point to the objectives.

    [​IMG]




    Tier 2
    Elites attempt to capture the two objectives near the monument so as to release the core located in the back power cage. Backfield spawns open up, Elites spawn
    where the Spartans did in the first tier and the Spartans spawn in the upper terrace and construction
    building.

    In this phase the gravity lift appears and it will be a common sight seeing elites taking it to defuse
    the Spartans height advantage as well as Spartans dropping down to protect the objectives.

    Pickups-
    1x Concussion Rifle
    1x Focus Rifle
    1x Sniper Rifle
    1x Grenade Launcher

    Vehicles-
    2x Ghosts
    1x Warthog

    [​IMG]


    Tier 3
    Elites bring back the core located in the capsule to the highway for it to be
    taken away and disposed of.Spawns stay the same basically. Two mounted machine guns
    have been captured by the elites in the freight hall in an effort to cover the core
    carrier while the Spartans continue to exploit their height advantage.

    Weapons
    1x Rocket Launcher
    1x Plasma Launcher

    Vehicles
    2x Ghosts (from previous tier).
    1x Warthog (from previous tier).
    1x RocketHog
    1x Banshee

    [​IMG]



    Thanks to Kev and Corra for helping me find problems with it.
     
    #1 RegrettedKarma6, Jan 23, 2012
    Last edited: Jan 26, 2012
  2. SpartanPeter

    SpartanPeter Around the Block

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    You are ReachCustomGamer aren,t you? we are going to play this if we have enough players, i already sended you some gamertags and your site.
     
  3. RegrettedKarma6

    RegrettedKarma6 Recruit
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    Yep! I certainly am. The problem is that not everyone has anniversary content so it
    will be harder to get numbers. Also thanks for those gamertags I can't believe
    you got all those from a few comments. I'm going to reach out to people here about
    it too.
     
  4. Dobam

    Dobam Ancient
    Forge Critic Senior Member

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    Preview are supposed to be post in the Halo Reach Forge Disscusion .
     
  5. RegrettedKarma6

    RegrettedKarma6 Recruit
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    Agh sorry I didn't realise. I'll take this down and put it there tommorrow. I have to go to bed right now so please don't take it down until I copy/paste it tommorow, I don't want to make the entire thread again. I apologise.
     
  6. ♥ Sky

    ♥ Sky I Beat the old Staff!
    Senior Member

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    Message an orange or purple person to move it for you if you want. If you need testers, go post it in the Testers Guild
     
  7. xDTx Kaos

    xDTx Kaos Forerunner
    Senior Member

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    I wouldn't be telling new people to go there. The testers guild is slow as a snail lately. If you want something done quickly you'll probably have to do it yourself.
     
  8. artifact123

    artifact123 Forerunner
    Senior Member

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    *facepalm* If a Map is a Preview, show it off in the Halo: Reach Forge Discussion first.
     
  9. Oakly HiDef

    Oakly HiDef RivalMass
    Senior Member

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    It would be very hard to judge this map based off the images and description because I have yet to play an invasion game on this map and dont really have anything to compare it to. I would say that perhaps this weekend or in the days to come I can take a look at it in forge and then run some test games on it
     
  10. Skyward Shoe

    Skyward Shoe BTB Legend
    Forge Critic Senior Member

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    Unfortunately true. Then again there are what, 5 of us, and we only have so much time. I wouldn't mind testing it if I had Anniversary (as I'm partial to writing invasion feedbacks) but sadly I don't, and I know Flamingo doesn't as well. Plug, recruit, plug, recruit, blah blah blah...

    For real feedback, Breakneck is hard to make invasion work on because you can't change as much of the geometry. Often it is mistaken that invasion and 1 sided objective are the same thing, and so work on the same maps. Invasions need for three objective sets however forces you to build a much larger map. By cutting Breackneck in half you may not be giving enough room for enjoyable gameplay. Basically, if half the map can't support 6 v. 6 with room to spare, it's too small and will be cramped.
     
  11. RegrettedKarma6

    RegrettedKarma6 Recruit
    Senior Member

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    You'd actually be surprised how much of those back buildings and streets are used. I managed to get a bit of a lobby together to test it. In the second tier I noticed the far fireteam seemed to travel the long way around in an effort to flank the defenders from the side and drop down on the objectives from behind and ghosts and warthogs clash around those streets to help control that bottom objective. I was thinking of moving the core right back to the back buildings behind the construction building and this confirms that it would be a good idea to elongate the map. My only concern with with that is where to move the core plant. Thanks for the feedback.
     
    #11 RegrettedKarma6, Jan 25, 2012
    Last edited: Jan 26, 2012

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