Trinity

Discussion in 'Reach Competitive Maps' started by SilentJacket, Jun 20, 2012.

  1. SilentJacket

    SilentJacket Forerunner
    Senior Member

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    Trinity was Inspired by a Halo CE map, Requiem

    Weapons/equipment list
    {1} rocket launcher
    {1} gravity hammer
    {1} needle rifle
    {1} sniper rifle
    {2} DMRs
    {2} plasma rifles
    {2} shotguns
    {1} Active Camo

    so far, this is version 3 of the map, and I will continue to update it as needed

    [​IMG]
    Centre

    [​IMG]
    Centre viewed from the rear

    [​IMG]
    Upper level and Sniper rifle spawn

    [​IMG]
    Tele hallway (rear)

    [​IMG]
    Teleporter room to sniper spawn

    [​IMG]
    Another View of the Teleporter room
     
    #1 SilentJacket, Jun 20, 2012
    Last edited: Jun 20, 2012
  2. Skyward Shoe

    Skyward Shoe BTB Legend
    Forge Critic Senior Member

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    That central courtyard looks very interesting, it definitely gives off that early Halo vibe. From the pictures I would worry that rocket spawn is a complete death trap however, as both sides look down on it from a protected position. How have you countered this?
     
  3. SilentJacket

    SilentJacket Forerunner
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    I am actually not sure, I could include an overshield to counter it, or I could restrict the LOS of the upper platform, what do you think?
     
  4. Skyward Shoe

    Skyward Shoe BTB Legend
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    It would be better to ask someone who knows competitive 4 v. 4, but I know that you need to be able to move through this area and be in cover faster. It's good to make rockets hard to get, but this is too much. Limiting LOS from up top will help you, but players need to be able to get out of the area fast.
     
  5. EpicChief117

    EpicChief117 Forerunner

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    I really love how you pulled off the covenant theme by adding so many curves. I could never do that. I usually stick to the forerunner style. But this looks simply amazing. The next chance I get, i'll have a game on this map and tell you what I think of the gameplay.
     
  6. Waterfall

    Waterfall Forerunner
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    Ohh this looks nice there are however some spots(picture 4) where forging could be more smooth and look more professional but that's no big deal.
     
  7. SilentJacket

    SilentJacket Forerunner
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    I can fix that in the next update
     
  8. Shik

    Shik Forerunner

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    Ok, I'm back with a bit of feedback. The map is really fun, theres a little bit of FRL in the middle, but not so much to be a problem. I like the idea with the lift in the teleporter room to let people know someone teleported, but it's pretty annoying when you get stuck in it. I like the circular flow, but I don't like how you can fall off map so easily in the tunnel long areas if you try to run for escape.
     
  9. RoboArtist

    RoboArtist Forerunner
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    This was a little rough around the edges but it played pretty well and had a good consistency. Also I like that grav lift above the reciever node, because it informs someone that a person used the teleporter.
     

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