Desecration By SecretSchnitzel Desecration was designed strictly as a spiritual successor to Derelict/Desolation of Halo CE/2. I had intended on keeping the design true to the original by maintaining the open atrium ring dynamic of the predecessor maps. To allow for safer spawning and flanking maneuvering, I added a series of hallways forming an out ring on the bottom level. Additionally, I increased the connectivity between the top and bottom levels by redesigning and expanding upon the ramps connecting the bottom and the top from the H2 rendition, making it four ramps in total vice the original two. This is further augmented by maintaining the lifts from the bottom center structure to the outer top ring, as well as including two Jet Packs in the hall as pick up armor abilities. Because of the addition of the bottom hallways, I replace a portion of the upper ring with a jump platform to help restrict the flow of players along the upper levels, in order to create more structured gameplay; essentially compensating for the loosening of movement constraints on the bottom level. This map started off as a casual forging exercise to experiment with different styles of architecture. There's a structural theme throughout the map of angled walls, or Flying Buttresses. This was intended to try to break away from the basic 90 degree angled structures more commonly found in forge maps that tend to wear on the eyes. It lends itself towards giving the map more of a 'true map' atmosphere vice that of a cookie-cutter forge map. As forerunner aesthetics tend to be similar in angular design as the flying buttresses, I also designed a forerunner looking structure in the backs of the bases. Weapons: Sniper x2 OS DB Conc x2 Jet Pack x2 BR x6 LR x2 DMR x2 AR x2 Carbine x2 Plasma Pistol x2 Nades (all three sets) x4 (of each) Screenshots: For the map to play as designed, set the min and max timers in Ordinance: Infinity Settings to 45/45. The DB and OS are placed using the random ordinance which allows for both weapons to be on static 90s timers and spawn at alternating intervals. This also causes them to spawn later into the game, preventing the host-dependent issues that occur from neutral placed power weapons. The map is currently in it's Beta Testing phase. There is also an EGL variant available in my fileshare with an alternative weapon layout. Download Desecration
I haven't played this map but I absolutely love it. It looks phenomenal aesthetically and it looks like it would play really well. How many players is it meant for?
This looks damn good, Schnitz. If you ever need testers, feel free to invite me;I'd really like to see this in action so I may be able to provide more feedback. So far, great job!