Crypt

Discussion in 'Reach Casual Maps' started by WhiteSammy, Jan 27, 2012.

  1. WhiteSammy

    WhiteSammy Forerunner

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    Crypt


    This map thrives off of the feeling of claustrophobia by providing fast paced disorientating CQC in a layout that will either having you going in circles or masterfully flanking your opponent. With sight lines far and few between you have to make shots that count or you will lose. You can watch the virtual tour or check out the file set for more gametypes specifically for the map.

    Corridors:
    Where the vast majority of the fighting will occur. The corridors are much wider and taller than the Catacombs but getting a line of sight is quite difficult. There are five main rooms(one in each corner and the center room) that will serve as breaks in the action due to most of the focus being on the circular hallways. The corner rooms each have a hole in the floor with a step that lets you easily drop down into the Catacombs and back up. The main room, where the "tomb"(raised platform surrounded by ramps) resides, is rather meaningless except that its the fastest way to get from one end to the other.

    On opposite ends of the map are the power weapons. On one end you have the Pro Pipe(2 spare 150 respawn) and on the other wall is a Concussion Rifle(6 rounds 150 respawn). The respawn on these weapons is fairly long to spur more movement around the map and attempt to promote less stagnation. There are 4 DMR's(2 spare 120 respawn), two plasma pistols(90 respawn), two needlers(1 spare 90 respawn), and a needler rifle(2 spare 120 respawn).

    [​IMG]


    Catacombs:
    The fastest way to move unhindered from place to place around the map. There are two lifts up to the power weapons(Pro Pipe and Concussion Rifle) and in each corner of the map a hole in the floor to jump up to corridors. In the center of the catacombs is the only weapon on this level, a shotgun(6 rounds 150 respawn). Most people never see a reason to go down into them but you if use them correctly the Catacombs WILL win you the game.

    [​IMG]


    Background​


    This map was originally intended to be be three levels with the catacombs below, hallways in the middle, a Titanic main staircase-esk atrium up to the third level of ghost town buildings. However, as many of you are familiar, forge lacks the volume of pieces needed to properly design what i had envisioned and therefore i was forced to settle with what i could properly make and put together.

    The tomb is what remains of the staircase idea. I like the way that the rise in the floor cut sight lines and maintained the feel of in your face action while at the same time opening up a big section of the middle of the map to something the rest of the map lacks.....breathing room. The map was designed around a sense of claustrophobia that i had tried to make back in H3. However, i was not very well versed in the art of forging back then and did not know many of the tricks to merge pieces together.

    Since i scratched the plan for more than 2 levels it allowed me to be much more detailed with the catacombs and make them much more intricate than i originally planned. The amount of passageways was nearly doubled due to the increase in available funds and i think that the expansion of this level greatly adds to the sense of claustrophobia that i wanted.


    Please leave feedback regardless of your opinions on the map but i do ask that you actually play on
    the map before leaving critiques since the map plays very differently from what you might think.

    Thanks,
    WhiteSammy
     
    #1 WhiteSammy, Jan 27, 2012
    Last edited: Jan 27, 2012

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