Headquarters v1 Download This symmetrical map is great for long range, tactical team BR fights. After making many maps in the square section of Foundry, I decided to implement the existing map geometry and the built in bases. I wanted to create a map that demanded tactics and teamwork, and also I wanted to use buildings as cover, and not just put random boxes everywhere. When making this map, I thought more about the functionality of the buildings than whether or not there would be enough cover...and the effect was that this map feels very realistic. The map itself is in the shape of a "U", with the teams spawning in the original foundry bases, behind the cover of a garage, housing 2 mongooses (mongeese?) From there, the teams progress up the side of the map into the first, small base. This is where the first battle will take place, with the teams using the cover of their respective bases to hold back the other team. The ultimate goal of the teams is to reach the Headquarters building at the turn of the "U", as it gives a great view of the map, good cover, and has the only power weapon on the map (the sniper.) Once a team has control of the HQ, it will take tactical teamwork from the opposite team to overthrow them. Long lines of site and space in between various buildings (along with map symmetry) gives Headquarters a great feel. The only weapons on this map are: Battle Rifles (15) Carbines (4) and Sniper (1) Another change I made was to remove grenades from the map to encourage team shooting and to promote the use of the Headquarters buildings. Edit: Interlocking is used on this map. ---Set up for all gametypes, works well with TS, CTF, and KotH This shows the main base located at the end of the two streets. (This is the main HQ, and the flow of the map places heavy emphasis on control of this base.) The inside of the main HQ, showing the sniper spawn. Main street. On the left you can make out the roof of the Headquarters and the mid-bridge area. To the right you can see the back alley, and towards the back you can see the B-side spawn and garage. Helpful tip: Don't get caught alone without a teammate or two in this long, desolate street. Especially when the other team is about to respawn. X-l A view of one of the side bases, as well as mid-bridge and under bridge. This shows the A-side spawn (B-side is just the same, I didn't feel I needed to include a picture.) A view of the side base and bridge again, but you can see the main HQ. You can also begin to see the map's general "U" shape. This is my first posted map, so feedback would be greatly appreciated. Thanks. LINK to dowload Headquarters
Ha, yeah it sounds like a lot, but really it's just so that no one runs out of ammo. I didn't want to have a ton of different weapons because then it focuses more on who has the best gun rather than who has the best tactics/teamwork. 15 is a lot, but I just hate it when I'm playing a large map and run out of BR ammo. Edit: Thanks for feedback, I'm looking for ways to make it better for a v2.
The brute would also balance out the sniper And there is nothing wrong with 15 br's, it just gives you more ammo.
Yah, the only thing bad about putting in something like a brute would be the shift from 1 power weapon (which I kind of like because then it emphasizes control) to controlling the Sniper AND the two brutes. I'm def. going to try it out though.
Yeah, if one team gets all the goodies they will completely dominate but it will also put an objective in normal team slayer, first team to the brutes wins. : )
Ha yeah...well I'll just try out some different stuff and see what seems to work. I like the idea of SMG's, maybe for a close-quarters sneak attack from behind a base or something.
That seems like it would work out well...it wouldn't be too overpowering but it would add a variety in tactics.
Or you could even include some plasma pistols/rifles since these are a great way to bring a person's shields down particularly one with a power weapon and coupled with another person wielding a BR could lead to some great use of teamwork.
Thats true but most people dont even bother picking guns like that up when there are better guns on the map. I just dont think they will be used much.
True...I'll consider it. The only thing I'm worried about is that I don't want the map to feel "messy", with too much color (plasma bullets) or weapon variation. It might be just me, but I kind of like it when maps are fairly uniform and you know what to expect. With too many choices of weapons/grenades things can get kind of random. Thanks for feedback though! I'll try it out.
Thanks, tell me how that goes (this map still needs that bit extra of playtesting.) **Sorry for doublepost but I don't know how to quote someone else into an edit...or maybe I'm just lazy