Map Deluded Current version 1.5a A Halo reach map supporting all gametypes Except: Race Invasion Infection Currently v1.5a allows a better flow and experience. Added a new route from red base side to area of grenade launcher corner. Now featured in this area a sniper located on rock cave top platform. Red room is a multi exit entrance base 7 ways in and out connecting to different areas. Green Area is a outside corner area featuring a dmr and grenade launcher across from each other in different battle heights. Red has a wrap around tunnel area as well that leads to laser fire and other perch like areas as well as a wrap around into the lower part of red base from behind.. Blue bottom area has 2 different teleporters 1 that goes right into red room and the other that goes to blue base top beside red room. Watch out You might get ambushed at any time. This area also features a shotgun. Blue base bottom also allows access to green side rocket launcher area and also now to green side grenade launcher area through use of jump spots. Deluded v1.4b Head Hunter trailer Deluded Head Hunter Trailer - YouTube Deluded v1.4b KOTH Trailer Deluded Game Trailer KOTH - YouTube Download Deluded v1.5a
This one was my favorite of the bunch. Clean forging Sniper spawn was cool although not noticeable Low Ceilings Exploits in rocks Reliance on lifts to rocket spawn Sniper hall LoS (The line of sight isn't necessarily the problem but that the layout doesn't accommodate to it) Lower floor very cramped Spawns in front of walls Lack of structure in certain areas
Yea it is one of my favorites too... what exploit in the rocks? As for low ceilings lots of people used jet packs on the map so dunno. Lower floor you talking about blue area? if not which lower floor? lack of structure... Forge only lets me make so much... that budget was pushed to its limit
For the rocks, there are a couple of holes that you could squeeze into and possibly hide. They aren't necessarily advantageous, but exploitable nonetheless. The low ceilings are a problem because they prevent people from jumping to the fullest. For players such as myself who like to jump at some point during their strafe, that could become a problem. In my opinion, no area of a map should restrict a player's free-flowing movement. By lower floor, I mean that area coming out of the teleporter down there. There was some clutter and one unit wide pathways if I remember correctly. Budget can be adjusted. Do as you please though.
ah the rock hole was totally intentional. I figured itd be a good sniper spot see someone going by while crouching wham they dead. Unsure what low ceilings you might be talking about...could you be more specific?