Mordia v2

Discussion in 'Reach Competitive Maps' started by WhackyGordon, Mar 26, 2012.

  1. WhackyGordon

    WhackyGordon Forerunner

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    [​IMG]

    Mordia (v2) is an asymmetrical map forged around the pre-existing structures on High Noon, such as the Construct of Mordia, from which it takes it's name.

    Power Weapons
    Sniper Rifle (+1 clip, 180 s)
    Rocket Launcher (+1 clip, 180 s)
    Grenade Launcher (+2 clips, 120 s)

    Screenshots
    Overview
    [​IMG]

    Orange Center
    Rocket spawn / Center Mid
    [​IMG]

    Center Approach / Lift
    [​IMG]
    [​IMG]
    [​IMG]

    Blue Bunker
    [​IMG]

    Blue Mid Entrance / Sniper Nest
    [​IMG]

    Blue Mid Entrance
    [​IMG]

    Red Mid/Top Catwalk Entrances
    [​IMG]
    More screenshots of this area coming soon. (just realized several of them didn't upload)
    Blue Tunnels
    Blue Bunker
    [​IMG]

    Bunker Back Door
    [​IMG]

    Blue Tunnels
    [​IMG]
    [​IMG]
    [​IMG]

    Blue Tunnels / Sniper Spawn / Entrance to Blue Tunnel Mid and Ramp to Orange Approach
    [​IMG]

    Blue Tunnel Mid
    [​IMG]
    [​IMG]
    Red Tunnels
    Red Tunnel Low (moving toward exit)
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

    GL Spawn
    [​IMG]

    Red Tunnels Back Section
    [​IMG]

    Red Top Junction
    [​IMG]

    Red Top Bunker
    [​IMG]

    Feedback very much appreciated.

    Until fileshares are available via web again, go to File Browser, New Custom Search, Filtered Search, select Tag, type "WhackyGordon" and then click Search to find my files.
     
    #1 WhackyGordon, Mar 26, 2012
    Last edited: Mar 28, 2012
  2. serumembryo

    serumembryo Forerunner

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    I love your maps. They revolve around Anniversary maps and not that dull forgeworld. This map looks pretty nice for a High Noon forge. I downloaded and ill give my thoughts later after playing.
     
  3. WhackyGordon

    WhackyGordon Forerunner

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    Oh, *blushes* I'm flattered! I'm trying to get my maps up to a decent standard so I have a shot at getting them in MM. That was the one thing I loved about Halo 3 - the aesthetics were all very different. The spawns still need work and objectives need to be placed, but I've been trying to get feedback on the general flow and basically if the maps are worth putting the energy into or if they're unplayable for structural reasons. In my previous revision I had a lot of complaints about the tunnels being too long, so I reworked them considerably. I'm still concerned they might be a bit large, but I'm hoping the extra lines of sight I've included will help mitigate that.
     

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