Pristine Created by Mr David White Even the newest relics have memorials for those who fall in battle. Base Map - Avalanche Supported Gametypes: Assault Capture the Flag Infection King of the Hill Territories Pristine is set on the newly constructed Installation 04, this chilly map is an asymmetrical 'storm the base' style map. With the attacker's spawning at one end of the map with a makeshift base; the defender's in their permanent, raised base and an assortment of weapons between them, Pristine does bare some resemblance to the Halo 2 map, Relic. This is not a remake of Relic but I did use Bungie's description as a guide, mainly focusing on allowing the map to support vehicles well but to supply enough cover so that the players do not become dependant on them. The attacker's spawn at the cliff edge with a Warthog, Mongoose and, in asymmetrical games, a turret. They also have a short route to a sniper rifle. Their main base consists of crates, not the greatest cover but attacker's do get cover on their way to the defender's base. The Defender's base is the defualt Avalanche base plus an extension of ramps leading all the way out to the man cannons. Their flag is situated at the end of this extension, just above the man cannons. As the crow flies, its closer to attacker's than it would be if it was in the base but attacker's need to get in to the base before they can get up on to the platforms to the flag. Its just that little bit further to travel. The defender's spawn a bit closer to power weapons such as a beam rifle and the rocket launcher as well as close range weapon's like the shotgun in and around the base. Getting out of the base is much easier than getting out. The best tactic is to have a mongoose (the defenders have to and a ghost to balance out the attacker's single mongoose and warthog) or warthog waiting below the flag spawn and have the flag carrier drop down in to the vehicle. ---- Finer Details - The base extension over the man cannons is probably the part that took the most work eventhough you probably won't really notice. I wanted to make the man cannons useless for getting in to the base. My best idea was to have wall blocking them (the underside of the platform. Unfortunately, if you put immovable objects in front of man cannons (I needed to overload the map several times to get all the objects in the right places), players and vehicles will often just get stuck to the wall, they will be held there by the man cannons. There are a number of man cannon's embedded within the platform, this pushes anything from the default man cannons back to the ground. The different sections are colour coded slightly, the base has green boxes and the neutral zone has red boxes. The attacker's have no boxes. The map has a slight Covie/Human split. The main difference is the plasma grenades are found mainly towards the base, frags are all over the place; the ghost vs warthog; BRs are found mainly around the attacker's area, Carbines around the Defender's. Defender's Base View of attacker's base from the Defender's base Defener's Base More base Use of geomerging and over-loading during forge. You can jump over the man cannon stright on the platform or use the man cannon from either side, Mid section and Attacker's Mid section and Defender's Base Did I forget to mention that this map only uses half of Avalanche? The one and only in-cannon. It is possible to get a wathog on to the platforms, its just easier said than done. Download Pristine --- This map was designed for Shiska's map making group. It does not use the budget glitch. Before I can submit this map to his Bnet group I need 3 videos of full gameplay. I've posted a Custom Game
GREAT job on the merging with the man-cannons, its very smooth looking mister! I like your structures for the upper part of the flag caps, and I'd improve the box, so that it is smoother to walk through. Basically, level the box with the walking area on the bridges. I'd like to see some asymmetrical structures in the middle, since from what I can see, there is little-no cover. BR guys at the top vs a runner at the bottom is no match. I'd also put in some other ways to get to the flag cap point.
Adding any new objects isn't too easy because I'm very close to the object limit (maybe one or 2 objects away). And to get in to the base you can up the left hand side (along the cliff path), through the front door or on the man cannon to the right.
NIce This is a nice map. I would however like to see more scenery and the Attackers side needs more stuff. I like the geommerging though. Overall I give it a 4/5 if you just put more scenery it will be a 5/5.
I don't think the attacker's really need any more. They spawn near a sniper rifle, SMGs, plasma pistol, bubble shield, BRs and ARs. The defender's spawn near a shotgun, spikers and carbines. The beam rifle, rockets, other ARs and BRs are between them. I did make some modifications to the map, though. Weapon changes: the beam rifle is now more centralised. That's about it. Scenery changes: *The second stack of crates (towards the middle of the map) is away from the cliff face. *The central boxes - removed Interesting looking cover/scenery - add to replace the central boxes. *Green box on the defender's platforms - removed Dipping platform added to replace the green box. *In-Cannon - modified. It is now easier to get a mongoose on to the platforms, rather than a warthog. The pictures and download like have been changed to show the modifications.