When I see Construct, it strikes me as a map that could have so much going for it as a sort of linear map, except for the Purple lifts, and the backdoor to the sword. So I took the liberty of trying to remove those and trying to make the map more of an assault based map, attackers start on the ground floor and work their way up to the old Sniper spawn (now a rocket) to reach the objective. The new Hill is the middle level in front of the lift (now sporting a turret and bubble shield). It also works great as a Slayer map because of more cover provided on the bottom level (so it's not a suicide to try and fight down there) and limited access to the upper level, spreading battles out more due to the linear nature of the map. The Hornet and Mongeese help the attackers cover their escape, since the defense has the advantage of being higher up. The Hornet helps neutralize that, but still being balanced due to the cramped flying quarters. WEAPONS: Shotgun x2 Rocket x 1 Sniper x1 Hammer x 1 Brute Shot x 2 Needler x 1 Sentinel x 1 Sword x 1 Carbine x 4 BR x 3 Magnum x 2 SMG x 4 Plasma Pistol x 3 Plasma Rifle x 6 Mauler x 4 Spikers x 6 Turret x 1 EQUIPMENT One of everything... I just can't tell what to take out. I haven't played it enough to see what doesn't work yet. Arena Bridge Attacker Side Defender Side Below Center Top Left Top Right Top Left Basement Right Basement I do feel like the map is sporting too many power weapons/pieces of equipment though, and I am not sure about the placement. Any help with that would be greatly appreciated. My gamertag is Aiglos Y, if you want to catch me on. (It works with Slayer, CTF, and Territories so far. ) It cna actually work with a lot more people, because it doesn't bunch up as much. Here's the link to the map: Bungie.net : Community : Forum Topic Listing : Forum Reply Listing
So basically its your own version of Construct? I agree that some of these changes are good, but really Bungie's style is having multiple entrances, to make the game more hectic, unlike tactical games like COD4 or Rainbox 6 or GRAW or anyothers, with more cover and less openings (but usually still good visibility). People try to re-create the atmosphere of these tactical "more realistic" games over and over again. Personally, I think some of these maps are good, but others don't fully succeed, so the battles revert to the hectic halo-typed gameplay. By embracing halo's gamplay, we can create better maps, but still those wise enough to use tactics will have an upper hand. As for the map, I'd say a 7 or 8 out of 10.
I like what you said. I think you have a really good point there. It's nice someone decided to forge on a map other then Foundry or Avalanche for once. Good job at making it more tactical. 4/5
Basically, I loved the layout of Construct. But it seemed like all the battles would take place in the top level. By restricting those entrances, it spreads out the play more, so the battle can move around more, especially in a linear fasion, pushing from the top, around the back to the bottom, and then back up agian to the top. I like it best with CTF or King of the Hill, with a Hill placed on the middle bridge.
I know, it's not supposed to be a new map altogether. It's supposed to be a remake, changing the style from the run-and-gun of Construct to the more tactical approaches of Arial. It still will have the hectic battles you love about Halo, but to win an objective game you need to be able to move the battles where you want them. EDIT: Try getting some friends and playing on it. I want to see what works and what doesn't. Which stuff never gets used and which stuff is over-powered. Oh, and good luck figuring out the teleporters.