Flag Snatchers Created by Heffcrew VIDEO POSTED BELOW Background Information: After making a series of slayer and invasion type maps in Reach, I wanted to make a laid back/minigame like map. This map's concept was inspired off RPAL's featured map Stealin' Your Flags. One attacking team trying to steal some flags against the defending team. Don't get me wrong, I didn't copy this great map, rather I made a map with a similar objective, but an entirely different experience. This map was completed some time ago and was tested and perfected during the last couple of months. Description: Attackers: will spawn at the start of the track at the top of the quarry. Their goal: drive either mongooses or warthogs through the course until they reach the finish. Once at the finish, drivers will exit their vehicles and pick up flags at the flag station, which is located under the course. Once an attacker grabs a flag they will be pushed through a shield door and teleported back to the start of the course where they can drop the flag for points. Defenders: main goal is to use rocket hogs, reverents, explosive weapons, and a stationary wraith to try and impede the efforts of the attacking team. Defenders have a long straight away that cuts through the middle of the course that they can utilize to stop the attackers. The most effective way to go about this by either knocking an attacker off the track, or knocking an attacker off their vehicle. If an attacker falls of their vehicle, they will be instantly teleported to a death barrier outside of the map. General: After four minutes, the round ends, and the two teams switch sides. At the end of four rounds (two rounds of attacking and defending for each team) whoever captured the most flags wins the game. This map also includes a lot of traps and jumps to add further difficulty to the attackers. Such things include Kill Ball traps, rolling landmines, flying fusion coils, tilted paths, and much more. Pictures: Action Pic Attackers Spawn Defender Spawn Middle Path that Defenders use to stop Attackers Attackers coming down first ramp where they are met by attackers and a kill ball Once attackers make it down the first hill they will have the option of taking one of the three paths shown. Be warned the middle path is the path where a kill ball will sometimes spawn. (See below) Attacker about to be destroyed by kill ball No matter which path you choose, all will eventually converge at the end of the path, but the two bottom paths both have traps, and the upper path has the risk of getting hit by the kill ball. All three paths meet at this spot where a Kill Ball flies back and forth. Attackers must now make their way past another Kill Ball trap and a hill that releases a constant flow of land mines. Closer View of the Land Mines Attackers must now make it through the curvy road. The curvy road will lead attackers to this little spot that is prone to heavy fire. Attackers must now navigate through the banked road Once past the banked road, attackers will reach the finish where it is safe to exit the vehicle The Flag Station: Attackers will exit their vehicles and pick up the flags Attackers will be pushed through the shield door... And will be teleported back to start where they can drop the flag for points and run the course again. Video showing the course YouTube - reach20023433 65805908 1‏ Final Thoughts: Thanks to all the following testers who helped me perfect this map TheClubhouse Nooooooch Twiebs7 EWok6132 Sven Nietzsche Locke087 Sixty3Zero II TR1BAL II WolfpackDragon COdereader Thank you for reading and please leave some constructive comments. Thank You!
I overall like the map except for two things: 1- Snipers are way too powerfull, some hits and every vehicule are destroyed, plus they are easy to use and have plenty ammo. 2- I find the end too close to the defender, what we did was to simply "camp" the end and shoot with concussion and all explosive weapons when someone was near, nobody reached the end by doing this.