Highroller 2.0

Discussion in 'Reach Competitive Maps' started by Skyward Shoe, Jan 3, 2011.

  1. Skyward Shoe

    Skyward Shoe BTB Legend
    Forge Critic Senior Member

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    Highroller 2.2

    Highroller
    [​IMG]
    Welcome to the new and improved version of Highroller! After days of reworking, and a very helpful review from Bones (Thanks for that!), I have re-released my map with some needed changes. Highroller is designed to be a 4 v. 4 Team Slayer and other team games map that supports up to 4 teams. There are about 4 ways between the bases for a variety of capture routes and lines of sight, and weapons have been carefully balanced so that neither team will be overpowered by sheer power weapon usage.
    The map was designed to make you feel like you are playing in a real Las Vegas casino. With a grand piano on stage, slots and card tables by the bases, and even a resteraunt and a bar overlooking the main stage, the map will draw you in and never disorient you because of its symmetric flow yet asymmetric aesthetics.
    Also, spawns have been updated to allow for team spawning, instead of leaving you alone and facing a wall like in other maps. Lag should be gone, but leave a message if you have any or if you find any missed z-fighting. Have fun!
    Weapons/Placement: 2-Grenade launchers-3 shots-near bases
    1 sniper-1 spare clip-on stage
    2 shotguns-0 spare clips-on bridges near bar/restraunt second floor
    1 sword-in lobby
    4 DMR's-2 spare clips
    2 Needle Rifles-2 spare clips
    2 Assault Rifles-2 spare clips
    1 Spiker-2 spare clips
    1 hammer-Unusable (display)
    6 frag grenades
    3 plasma grenades
    Changes from V1: -central stairs replaced with elevator
    -top floor top of stairs area made much larger
    -platforms at Needle Rifle spawn added, replacing ramp
    -snipers by needle rifle spawn on first floor, not on floor 2 bridges
    -shotguns on floor 2 bridges, not in base
    -soft kill zones added to large walls near center to stop jetpacking snipers
    -weapon spawn times and clip amounts tweaked
    -Team Respawn zones made to encompass half the map, anti respawn zones for each side as well
    -Z-fighting worked on (mostly gone now)
    -Plasma grenades moved from tables to stop explosions during DMR fights by the stage
    -moved initial spawn cameras to show more of the map
    -Fixed capture the flag and moved assault goals to bases
    -Added Stockpile, neutral bomb, and neutral flag
    -Wall in lobby that disappears during FFA games is fixed, as are all roof pieces
    -sarcasm in posts has been updated (mostly through the use of jokes in parenthesis)
    Changes from V 2.0
    -Spawns are now clustered and work much better!
    -Blue base structure has been changed!
    -All spawn settings ready to go!
    -Added aesthetic things to fountain (may be removed due to lag...)
    -lowered tables near stage
    -Blocked holes on top floor near bar/restaurant
    -Finally got a 2 v. 2 game in on team slayer and multi-flag!
    -blocked view to outside parking lot because of lag issues
    -also removed security cameras, reciever nodes in fountain, and other small details to fight lag. Curse you Lag!
    -Territories is up and running! Figured out what was wrong so it is fixed on all of my maps!
    -Download link is fixed!
    -strut now looks more like a table
    -light over stage removed to stop lag
    -added a DMR, got rid of magnums, messed with spawn times
    -added more headhunter drop points
    -reciever nodes removed from fountain
    -spawns worked on for green/orange base
    -4 player free for all oddball game works great! Thanks guys!
    -Now only 1 sniper and 2 g-launchers in opposite positions
    Working on:
    -Maybe some lag, most of the rest is done!

    The map is being worked on still, so tell me if there is a problem and re-download in a day.

    Pictures
    [​IMG]
    Overview of map with no roof (red is left, blue is right((blue team is always right. Always.))
    [​IMG]
    Lobby near bottom of map, sword by front desk
    [​IMG]
    Slots near Red Base
    [​IMG]
    Card and dice tables near Blue base
    [​IMG]
    Stage with piano and tables. Fountain is not an actual teleport but the active camo in it works.
    [​IMG]
    Elevator that replaced the stairs in the old version. No more climbing ridiculous inclines!
    [​IMG]
    New paths between the bar and resteraunt on the second floor
    [​IMG]
    Path from the red side elevator to the bar (old sniper position new shotgun position.)

    Thanks to:
    -Bones 153
    -Mazz
    -unhh
    -other testers I don't know the names of
    - and T0astman for the inspiration to make a really bad(blam!) map!
    I can always use more testing, so contact me if you want to play some customs! I am open to testing others maps as well. Once again, thanks everyone!
     
    #1 Skyward Shoe, Jan 3, 2011
    Last edited: Jan 21, 2011
  2. Soul Slasher

    Soul Slasher Forerunner

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    Very cool map based on a casino. One of the things i really like are the slot machines. I also like the fact aesthetically that there is a gravity hammer that is unusable. However, i believe that 2 shotguns with a spare clip each is a little too much ammo. If its to counter the sword, I recommend using no spare clips.
    Other than that, it seems solid, downloading now to look at it. Nice post!
     
  3. GenOrangaChang

    GenOrangaChang Forerunner

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    Hey there flying shoe, thought i return the favor. i downloaded this map along with all your others. ill post when i have a chance to play the others but thought i'd give this one a try first. Great map, it is obviously very ascetically pleasing. I notice i'm not the only one that puts vehicles on the map that no one can seem to reach (no pun intended). I like it's kept in two levels but and that the second is high enough for sniper to pick people off. You put a lot of game types into this and I know thats lots of work and much appreciated. Ill write more feedback once i get some more people to play the map with me. Though i think we come from slightly two different schools of thought. My friends love a large variety of weapons and you dont seem to, which is cool. Id be real tempted with such a large map to overload it with weapons and nades but like i said different play styles and philosophy. But overall it's great work of art. I look forward to playing more of your maps.
     
    #3 GenOrangaChang, Jan 13, 2011
    Last edited: Jan 13, 2011
  4. Skyward Shoe

    Skyward Shoe BTB Legend
    Forge Critic Senior Member

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    Thanks for commenting, I'd thought this one was buried forever. To Soul Slasher X I haven't gotten a lot of tests on the map, but in one 2 v. 2 the shotguns weren't overpowereing, and actually were not even overly used after the first few minutes. Maybe I'll take off one clip and increase spawn times and see where that goes. To GenOrangaChang, There have actually been a few changes because of lag, and the outside view is unfortunately gone :( The map is not very large, so instead of 1 of each type of weapon I opted to give mostly headshot weapons an just a few others. You should like my next map though, it's on my file share as a preview right now called First Tracks. That one will have some variety. Thanks all for the comments, I will try to post the new versions of my maps soon!
    First Tracks is ready for testing on my File hare Now!
     
    #4 Skyward Shoe, Jan 15, 2011
    Last edited: Feb 1, 2011

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