hello all, i need some advice if possible on where to take my newest map "Siege" it's an invasion map that follows the classic invasion path of, 2 capture points - single capture point - collect core and take to capture plate. the above picture is of the first battleground. attacking team spawns from the left and right of screen and makes it way to the defending teams position on the shore line. Quite straight forward and I've tested it and it makes for a fairly balanced fight. next bit i'm not so sure about.... once the Attacking team has taken the beach they must cross the shallow water to the other side and hold the position at the gate. this is ok so far, i need to test it more to make sure it offers a balanced fight. my issue is the last section of the game. i'm not sure how to finish it! at the moment once the 2nd position is taken the gate opens up and the core is at the end of the tunnel. You then take the core back out the way you came and up on the platform you can see on the right of the 2nd picture. I've tried it out and i'm not convinced it plays well. Was wondering if anybody would like to take a look at it or if i could draw upon the infinite wisdom of the forum..... thanks MZ
Use something as a kind of marker along the edges of the underwater walkway to help people stay on, and turn all the barricades around so they face the attackers.
good advice i'll revise the beach section of the game. I agree about marking the edges of shallow area actually. easy for me as i made the map but people may frown on falling to their death at regular intervals! thanks for the advice. I'll repost some time with a revised version.
Right, the map has been revised! first section is pretty much the same, just added in weapons and tweaked spawns to make the game play a bit more sportingly. i've completely changed the 2nd phase of gameplay into trenches with various cover as opposed to what i previously had before. Seems to add a few extra dynamics to the game. Also added in a machinegun nest that the attackers can get hold of quite easily to balance the heavier fortification that the defenders have. in the 2nd phase the defence can start off to the left of the shot near the tower or inside the gate house. At this stage in the game the gate is closed so you can only exit the gate house. no-one can get back in. 3rd phase the gate opens and its a dash to grab the core and return it to the gate. the map is available to download on my fileshare. Bungie.net : Halo Reach : File Details let me know what you think of the changes.
This is looking much better. The giant rocks on the edge of the land-bridge will prevent defenders from just sniping attackers from far back, and they open an entirely new option; you could add some more heavy firepower for the defenders on the second tier.
i'm sorry i misunderstood this :s do you mean it is looking better or not? and as for the extra firepower for the 2nd phase i am inclined to agree with you. On the picture you can see there are 2 machine gun nests looking out onto the trenches, and also a raised platform. I initially had DMR's etc around that area but i think i might put a couple of grenade launchers in there to mix things up a bit for the defending team. Would make for some great theatre shots with grenades flying one way and concussion rifle and plasma flying the other. thanks for the advice
Stupid typo, I meant that it is now looking like a really fun map. I actually have no idea how that got there. Or how it was double posted. If the lightening here stops, I plug in my xbox and try it out. --- Apparently I accidentally type 'not' when I mean 'now' and screwed that up in this post too. *face connects with palm* --- After going through the map: The trenches seemed a bit cramped. Four turrets might be overpowering, just one in front and one to the side should be plenty. If you widen the trenches enough, a ghost could fit through, which would merit heavier weapons for the defenders. Together those would add some epicness. Add some pathways into the cliff for defenders so there's a bit of verticality involved, and they can walk directly between the sniper tower and other platforms
i actually love al those ideas! i was just thinking last night how cool it would be to have a couple of revenants behind the rocks on the land bridge firing over as a sort of mortor crew! but putting a couple of ghosts in the mix aswell would be a lot of fun. ill rework it today and upload some new screenies. thanks for the advice!
Ok then! 2nd phase has been completely reworked! the trenches are wider in places for the ghosts to get through and i have also added in a couple of extra heavy weapons for the defending team to balance this. also added some further platforms for the defending team to access and defend from. would be great if you could give it another go and let me know if you think it has improved since the 2nd model. oh and maybe just as importantly the map name has been changed to something a little more interesting! Gatechrasher is the name that has been decided on! (thanks Weters) thanks for the help. MZ