ACACIA (Throwdown)

Discussion in 'Reach Competitive Maps' started by Zombievillan, Oct 4, 2011.

  1. Zombievillan

    Zombievillan Ancient
    Forge Critic Senior Member

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    ACACIA

    Created by zombievillan
    Designed and built for Forgehub's 'Throwdown' 2v2 Toernament

    Acacia: 2v2 Throwdown - Round 10 - YouTube

    Well guys I know this has a featured thread but I wanted to post it here so I could give more depth and detail from the map. I spent alot of time on creating Acacia due to the fact that it was going to be in the competetive competition, and I felt I could show that more in my own post, not that Sarge didnt give a good write up.

    4 DMRs------------------------30 sec-------------1 spare
    4 NRs--------------------------30 sec-------------1 spare
    2 ARs--------------------------30 sec-------------1 spare
    2 Plasma Rifles---------------60 sec---------2 spares (?)
    2 Needlers--------------------60 sec------------2 spares
    1 Plama Repeater------------90 sec------------2 spares
    2 Grenade Launchers------120 sec--------------1 spare
    1 Sniper---------------------120 sec-------------1 spare
    1 Rocket Launcher---------180 sec------------0 spares

    4 Stickies-----------------15 sec
    2 Frags-------------------15 sec

    1 Camo Powerup----------150 sec
    1 Hologram----------------90 sec

    2 Healthpacks-------------30 sec



    At first the weapon layout seems awkward and overpowered but after a few games with the custom gametype you can really see the reasons for the weapons in what they can counter and how they can be used. But before I get too far into it lets see an overview to get started on the layout.

    [​IMG]

    We will start out with the Orange Tower, located at the bottom end of the Layout pic.
    [​IMG]

    [​IMG]
    The Sniper spawns in bottom Orange on the glass for easy sight. There is a stairwell on either side of the tower with a fusion coil in each room. Also notice the two dropdown holes from top to bottom on either side of the recieving Tele. The Sender node is at Bottom Green. You may also see the water-death pit in front of it.

    Moving out from the Orange Tower are the Red and Blue tunnels opposit of each other
    [​IMG]

    Even further are the ramps up to Purple (Top mid)
    [​IMG]
    Purple houses the Oddbal spawn. From Top Orange, there is a LoS to the Rocket spawn which is a good counter with the Sniper

    Blue tunnel from Blue Base
    [​IMG]

    Top level of the base
    [​IMG]

    [​IMG]
    A Grenade launcher spawns with 2 shots on the right up against the Collum

    Bottom level housing the Health pack and a DMR
    [​IMG]

    Green side from Blue base
    [​IMG]

    Rocket Spawn on the green side of the bridge
    [​IMG]

    Camo spawns top green
    [​IMG]
    This will cause the most flaming being so close to the Rockets, but they spawn on different timers and they are a good counter for the sniper holding up at the Orange tower

    Sexy Teleporter at bottom dreen that leads to top Orange
    [​IMG]

    Here is top purple from the Rocket spawn
    [​IMG]

    Now in CTF, I blocked off the paths from the top bases to top mid (purple)
    [​IMG]

    [​IMG]
    I know it isnt super sexy, but its gameplay over graphics right?

    Here is the Hologram at bottom mid, which really only matters in the Throwdown gametype
    [​IMG]
    This is also where the nuetral bomb and flag spawn

    So I know it was designed for Throwdown which was Slayer 2v2 only, but I did set it up for many other games and it will hold up in Multi team with 2 players on each team as well as 6 man ffa but it gets a little laggy with too many people. I reccomend 2v2 competetive games to be played for the map to offer its main potential.

    So thats the map guys, if you want a link, go back up to the top and get it, lazy.
    Let me know what you think guys.
     
    #1 Zombievillan, Oct 4, 2011
    Last edited: Oct 4, 2011
  2. CyborgAnthro

    CyborgAnthro Forerunner

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    This looks like an even cooler version of arbor pointe. The geometry is atypical and very flowy as are your other maps. There seem to be all the right measures to deter camping which is nice. Because the map is well broken up, the frame rate is solid, but I do have some suggestions for improving it if you feel it necessary. First, the shield doors: I’m not sure why you chose these since the LOS they break up appear not to be that integral. Unless you are trying to prevent the top mid from being too dominant, in which case I would recommend just wall that off instead. Some of the railings (b/c of the lights) could always be removed here and there, especially on the areas away from the water. Hopefully I can get a game on it and come back with more helpful feedback. Otherwise great job and congrats on the throwdown feature. As always I look forward to your next project.​
     
  3. SPL4TTERMAN

    SPL4TTERMAN Forerunner
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    I really like your use of ramps and catwalks, gives the map a different feeling.
     
  4. Zombievillan

    Zombievillan Ancient
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    That was precisely the reason for the shield doors. To keep top mid from being so overpowered yet you could still have the view and make the jump from the rail to the bridge in the initial rocket rush.

    Thanks for the compliments guys.
     

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