Access Grant Created by David White "You are not permitted to access this sector. Please try again later or contact the staff on duty." Supported Gametypes: Capture the Flag Slayer Assault Infection Oddball VIP Juggernaut http://www.youtube.com/watch?v=MBjDGVcvw5o Access Grant is set in a warehouse or storage facility, much like Foundry. I thought, we've been provided with boxes, crates and items which look like they should be in a warehouse, why not just set the map in a warehouse? Access Grant uses the whole area, even the rooms on the original Foundry which barely get used. They are now... rooms which barely get used, but they are still there, still accessible and usable if you wish to. I decided to use the scenery as it is, boxes are boxes, walls are walls (with a few exceptions), I wanted it too look good, which is rather difficult when you have random UNSC emblems pasted upside down on the ceiling, as well as being a good map to play on. That is why it has an urban/warehouse setting. One of the main features of Access Grant is the wall along the middle of the map, splitting it in two. The whole map was built around me wanting to have a wall, a gate and a switch, which I built successfully. I actually built 2 gates and 2 switches. I'll come back to them later. ---- Firstly, the map has been divided in to 4 sections. Attacker's Base: This is the smallest section. It is on the 01 side and is where one of the bases is on the default Foundry, the scenery is set up similarly as well. Defender's Base: Like the attacker's base, it is where the 02 base is on the default Foundry. It also has similar scenery set to the default Foundry. Neutral Zone: This area will always be officially neutral but it will be controlled mostly by the attacker's in asymmetrical gametypes. It takes up the all the space which isn't the Attacker's Base on 01 side. The other side of the wall: In asymmetrical gametypes it becomes an extension to the Defender's Base, switches appear and gates fill up the holes in the wall. In symmetrical gametypes it becomes an extension of the Neutral Zone, so you effectively only have one Neutal Zone, there's just a huge wall down the middle of it. ---- ---- The switches! I can't remember who's video I saw this on. I thought it was Iguana117, I was wrong. The video showed a gate being made and to activate it you had to throw a grav-lift under the dumpster. These gates a based on that. There are 2 gates on this map which will only spawn on asymmetrical gametypes, like on High Ground. The first gate is one dumpster wide, the second is two. The dumpsters cannot be moved, you cannot jump over them, crouch between any gaps. You can only get through by activating the switches. The swithes are not linked to a specific gates, all I can say is to make sure you open the gate you want, its best to activate both switches. Each switch is a grav-lift facing a wall. If you get too close you get stuck to the wall, but thats only if you get really close. To activate the switch you have to destroy the grav-lift. Chucking grenades at it is a good idea, the grav-lift will keep the stuck to the wall, shooting it works too. The switches have been set to never respawn and the grav-lifts at the gate will not spawn at the start. Unfortunately, they will spawn eventually without the switches being activated. This is why I recommend setting round times to 3 minutes, so the gates only open on their own at the end of each round. ---- ---- There is something about this map you may also notice, or rather, the lack of something. There is not much merging, interlocking or geo-merging. I didn't want to recreate geometry using scenery objects, I wanted to use the scenery... as scenery! That is why you may also see some similarities between this map and the default Foundry, such as the Spikers in front of the A and B signs. _________________________________________________ The Attacker's Base. There's a bridge on top of the fence box to the platform behind. Large gate - the 2 dumpsters. You can also see one of the several ways across the wall just right of the gate The large gate and the small gate. They work in the same way, a gravlift spawns and pushes the dumpsters up. _________________________________________________ The video will be posted he in about 5 minutes, I'm just uploading it now Download Access Grant
The link is not working. Just letting you know. Please fix, I really want to download this map, it looks interesting.
It seems you have put alot of work in to this and personally i think it would be a brilliant slayer game also i like the mongoose idea for captuer the flag a quick get away i think it is a 8.5/10
For some reason it reminds me of the original Foundry set up. I will download. 4/5 I can't download for some reason.
I like how you interlocked only where it was needed to. I saw the vid you posted. And what does the dumpster floating up exactly do? Does it have an advantage of some sort to the gameplay of the map?
The dumpster acts as the actual gate. When the gate is 'locked' the dumpster just blocks a door way and the first gravlift is facing a wall as a switch. When the gate is unlocked, you will have destroyed the gravlift, causing another one to spawn. The other gravlifts are under the dumpsters, when the spawn the push the dumpster up. The video may be a bit misleading because at about 1:00 you can see 2 dumpsters above the gate, these are not the gate dumpsters, these dumpsters have nothing to do with the gate, they just fill up a space. There are actually 'roofs' above the dumpsters, when the gate is unlocked the dumpsters are pushed up and they hit the roof. Sometimes (because they are set to never respawn) they will disappear after the gate has been unlocked. They wont disappear before it has been unlocked though. So, yeah, the dumpster floating up is the gate unlocking and can have effect on gameplay. But its like on High Ground, you can get in, steal the flag and get out without opening the gate, its just much easier to open them so you can get vehicles through. Esquisofrenic, originally I posted that there were some forgers who thought a map had to include merging and interlocking to be a good map. There are many people who keep making threads about people thinking this. I decided to remove it to avoid people getting 'defensive'. It would appear you are one of these forgers who rates maps by the amount of interlocking.