Battlegroup Kilo

Discussion in 'Reach Competitive Maps' started by PirateX0r, Dec 5, 2010.

  1. PirateX0r

    PirateX0r Forerunner

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    Introduction:
    Designed as a homage to the space maps of Battlefront II, Battlegroup Kilo pits two space fleets in a brutal fight to the death above an abandoned Forerunner outpost.


    Map Description:
    The map takes place over over and around the Island on Forge. The map contains two space fleets located on opposite sides of the island. Each fleet consists of one large capital ship and two smaller escorts. The island contains four bases: Red base, Blue Base, Neutral Base, and Spire base.


    The Battle Fleets:
    One capital ship is loaded with a complement of falcons and the other with banshees, both ships have a direct one-way teleporter link to the troop deployment escort ship.

    Each fleet has a troop deployment and a fire support escort. The fire support escorts are only accessible by falcon or banshee and are stocked with a sniper rifle with several magazines. The troop deployment escort has an incoming teleporter link from its respective capital ship, a one way outgoing link to the teams respective island base and a man cannon to move players quickly to the tower.


    The Island:
    Both the Red and Blue bases have a Mongoose and a Gauss 'Hog (The Gauss 'Hog is the only truly effective anti-air vehicle when facing more than one banshee). The Neutral Base sports a Scorpion, Rocket 'Hog (to mix things up) and a rocket launcher.

    The Central spire consists of two main levels, the lower level can be reached by two ground level man cannons, two escort ship man cannons and a 2-way teleporter. The top level of the spire is reached via a 2-way teleporter or the assortment of air vehicles located around the map. Located in and around the spire are battle rifles, a Spartan Laser, and an energy sword.


    Gameplay:
    The map is configured to work with all game types EXCEPT race, rally, and Griffball. On variants where air battles don't work in gameplay, the capital ships are excluded to keep players on and around the island.

    Neutral bombs and flags spawn at the top of the spire along with the core for Invasion.

    Invasion starts on the Red team Capital ship and has the red team attacking the Red base. Second stage has the red attack the blue base and the third stage has them traveling to the top of the spire, capturing the core (hint: bring falcons or jet packs) and transporting it to the transmission array at the Neutral base. NOTE: When playing Invasion make sure to use the custom gametype or switch the attacking team to red.

    The infection game type closes off the teleporter link to the top of the spire (teleporters and shotguns are an unbalanced combination).


    Images:
    Below are some images from the map show different features and locations


    [​IMG]
    Blue Team Capital ship in foreground, fire support escort in the top left, spire and various bases on the island.


    [​IMG]
    Left to right, clockwise:
    Red Team Base, Red team troop deployment escort, Spire, Neutral base, Blue team troop deployment escort, Blue Team fire support escort (in foreground), and Blue team base at the bottom,


    [​IMG]
    The island viewed from a different angle.


    [​IMG]
    Ground level shot showing the Red Base, Spire and escorts.


    [​IMG]
    Blue Team Capital ship


    [​IMG]
    The spire in all its glory


    [​IMG]
    The island from the other side complete with the Red Team Fire support escort in the foreground, with Red, Blue, and Neutral bases visible.


    [​IMG]
    Neutral base in the foreground, Blue escorts on the left, Spire in the center, Red base on the right and the Red team capital ship on the far right.


    [​IMG]
    Red base with Red team capital ship in the background.


    [​IMG]
    The Red capital ship as viewed from above the Neutral Base.


    Conclusion:
    With so many variants supported I have been unable to thoroughly test each of them with a full complement of players so I apologize in advance for balancing issues. If you do give the map a run though and feel inclined to offer feedback, please post your reply along with your opinion (good or bad), the game type played, and the number of players who participated. I'm entirely willing to tweak and adjust the map for the community.
     
    #1 PirateX0r, Dec 5, 2010
    Last edited: Dec 7, 2010

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