Valkyrie v1.4 :: (MLG) [Slayer, CTF, Oddball, King of the Hill, *Assault*] Players: 2-8, FFA or 2v2, 3v3, 4v4 Download *NEW* v1.4:: http://www.bungie.net/forums/posts.aspx?h3fileid=38114302 Made by :: Jump4h ------------------------ New for v1.4: -Added a dumpster at each main base for another entrance option -Ledge on side of "A House" for entry via jumping -Small aesthetic and cover changes -Fixed CTF and other objectives -Modified spawns -ADDED ASSAULT support Grab the Valkyrie v1.4 Gametypes: Valk OneBomb: http://www.bungie.net/forums/posts.aspx?h3fileid=38104770 Valk MultiBomb: http://www.bungie.net/forums/posts.aspx?h3fileid=38104792 CTF Valk v1.4 (Multiflag): http://www.bungie.net/forums/posts.aspx?h3fileid=38105169 CTF Valk v1.4 (Single flag): ~comming soon~ Brief description: A medium sized, asymetrical map with a balance of open area and tight spots. Great for Slayer and either single or multiflag CTF. King and Oddball are also supported. Pictures do not reflect changes made for v1.4. Read changes above or just DL to see. The map has not undergone major layout changes. Based around four major areas: (These are the names I gave them, you can call them whatever) ["Base B"; 1-flag defenders, elevated at the cost of slightly less cover | Hill Location 2 @ center of Base B] ["Big Base"; 1-flag attackers, low level with good cover, as well as elevated catwalk w/ sniper] ["A House"/"Snipe Hut"; Contains sniper, accessible basement ("A1"), main floor ("A2"), and roof ("A3")] ["Middle"; Mostly open with useful cover] The map plays very well. It's navigable and competitive while still asymetric. Weapons include BRs, Carbines, 1 Mauler, 2 Snipers, plasma nades, and frag nades. Weapons will of course be modified if it causes unbalanced play, but I haven't had any problems in testing so far. More Screens: ["A1" - Basement of A House (very fun to play in ;]) | Hill Location 1 ] ["A3" - From the roof of A House] [Bottom left: Mauler niche, Right side: behind "Big Base"] [Inside "Big Base", Sniper on top catwalk | Hill Location 3 @ Barrels] Please leave comments, questions, and suggestions, and DL! This is my second released map, I hope you all like it! Download NEW v1.4: http://www.bungie.net/forums/posts.aspx?h3fileid=38114302
wow, B-base looks awesome! The map is kind of open, but i suppose it doesn't really matter since it was designed for single sided objective games (or that's how it appears). Great use of interlocking.
The hill in the first pic really blew me away, but the rest of the map looked thrown together, or maybe rushed. Still looks like a good map and good thread...
Might look thrown together but it actually took much longer to do than the B base. It plays well, trust me. It's not as fancy and interlocked but its practical and navigable.
It must have taken a long time for you to make this because it is very good and in my opinion better than some of my maps. Happy Forging! -Eli =-)
Thanks for the feedback, guys! I hope you all get around to playing some games on it and telling my what you thought after seeing how actual games went. I'm always open to suggestions and would even like to hear some problems if you have any. IMO, a map can never be perfect.
I always wanted to make a 1 flag map in foundry where the flag is on top of a hill. This was what I was dreaming of all along grr
well look at these options: -you DL my map in place of your idea and enjoy playing it -you see what i did right and wrong and make your own similar map (but not so similar that it's not unique) that's possibly better. -do both of those ^^ right? well I hope I didn't crush any dreams... I just wanted to make a map that people enjoy playing on... by all means make your own "flag on a hill" map and I'll check it out!
For a CTF/KOTH map with a good amount of people, this seems like a lot of fun. Although the catwalk is very well forged, it seems like it could use more. If you added some to the catwalk, it would make a better reason to head up there.
I'd say the sniper rifle is a good enough reason to head up there but really it may not seem like it from the screens but when on the catwalk it can prove very difficult for others to get a good shot at you, especially if they're on ground level. Any more cover up there and it would make it an overpowered position. I actually decided to reduce starting clips for the sniper because of this spot, as well as the fact that there is a second sniper rifle on the map and it's not a terribly huge level.