The Lunar Republic

Discussion in 'Reach Competitive Maps' started by used man, Sep 4, 2012.

  1. used man

    used man Ancient
    Senior Member

    Messages:
    322
    Likes Received:
    0
    This is likely to be my last post here, and will definitely the most unusual. I left ForgeHub over a year ago, leaving what I would consider a few good maps, and a lot of **** maps behind me. I came back here about an hour ago to revisit some of the stuff I had done in the past. I looked through the created threads tab on my profile, only to notice that something was missing. Since I had ended my time here by posting the most memorable maps I had saved to my HDD, I quickly realized that something was missing. This happened to be the last legitimate map I had made, and probably the best as well.

    I rushed over to the image host that I've used for a long time, and looked through the screenshots folder to see if I had bothered to take any of the map before I sold my Xbox. Luckily I had, and I also saved it to my fileshare. As Halo: Reach doesn't have a constantly changing metagame, I'm confident that the map should play just as well now as it did back while I was testing it. So, before I write 6 more paragraphs of irrelevant bullshit; I'll get on and post the screenshots/writeup to my forgotten map.

    The Lunar Republic is an asymmetrical Team Slayer/Squad Battle/Big Team Battle map. It features an unusually large number of vehicles for a map of its size, however, the constricted terrain limits their effectiveness against players. The asymmetry of the map is limited, as to allow for a functioning game of 1flag/1bomb in addition to working well for standard CTF/Assault.


    [​IMG]
    Overview from the side of the map. The structure on the left is the offense base; the one on the right is the defense base.

    [​IMG]
    Overview of the defense base from the other side.

    [​IMG]
    Thumbnail image: A shot from the center bridge towards the defense base.

    [​IMG]
    The inside of the offense base.

    [​IMG]
    A shot of the outer path from the offense base to the island.

    [​IMG]
    From the middle of the map: showing the underside of the main bridge.

    [​IMG]
    The left side of the defense base. The Scorpion platform is connected to the crane that's visible in the overview screenshots.

    Links to the other reach maps I made are in my sig if anyone is interested.
     
  2. Minion

    Minion Forerunner
    Senior Member

    Messages:
    288
    Likes Received:
    25
    I loved the closest bridge in picture 5 and I love picture 7, but the rest looks a little bit sloppy and bland. Also, there are too many op vehicles. A version 2 for this map would be a great idea. Also, the base on the right looks a little sloppy.
     
  3. CosmicJosh

    CosmicJosh Forerunner

    Messages:
    129
    Likes Received:
    0
    So, it took a little bit of digging, but I found the actual link.

    Actual Map

    This map has some original ideas, but the vehicles are just too much. The banshee is useless with a scorpion on the map, and same with the warthogs.

    Sad to see that you're not forging anymore.
     
  4. Skyward Shoe

    Skyward Shoe BTB Legend
    Forge Critic Senior Member

    Messages:
    1,497
    Likes Received:
    195
    This looks interesting, but one of the biggest problems I would have with the map is how bridge based the combat is on the one side. While one side has a lot of good infantry patching the water side offers 3 bridges, bridges that by their very nature will be able to be made into bottlenecks. Another thing that I tend to not like in BTB is large base areas, such as where the tank, banshee, and hogs all have their own building, turning that area into something almost impenetrable be the enemy team. It tends to work better to spread vehicles out more and give smaller spawning areas with more neutral areas between them instead of one giant base. When I first looked I was under the impression that the large buildings were neutral in a somewhat headlong style with spawn areas around them, an idea I think would work really well if implemented right.

    I have not played the map yet, so this is only speculation, but I still like the concept some if not the execution.
     

Share This Page