MLG Avarice V2.0 Map Name:MLG Avarice Download Link (V2.2): Bungie.net : Halo Reach : File Details Game Types Supported: Team Slayer, King of the Hill, Oddball VERSION 2 UPDATE (2-9-11): -Rehashed parts of the map for better and smoother gameplay, screen lag should no long be an issue. However, aesthetics have suffered. -Several blocks were removed and replaced by other pieces to promote continuity and reduce lag. -Added a new room behind the base-hills. It extends the back hall out of the base to the higher half of the map. -Spawns slightly tweaked. -An issue with Evade spawning multiple times has been fixed. -Hill heights have been adjusted to 1.5 as opposed to the original 1.0. -Thanks to Nimbus and Hakiro for their input and assistance. VERSION 2.2 UPDATE(2-27-11): -Struts and an awning have been placed at the entrance of each base to signify base color and give a vantage point towards the rocket hill. -Cover pieces have been added to the lower blocks of the base to allow for an easier slide jump up to the base-tower ramp. -adjusted 2x2 ramp steeps which have been used for floors. They should now allow for seamless movement. -fixed a DMR spawn in blue base which spawned on the left of the door rather than the right. -a brace has been added over rocket spawn to provide additional cover to the rocket hill and affect the way rockets are picked up off spawn. -fixed a few colors on pieces which were not colored or colored incorrectly -lights added to the bases for easier identification -health packs have been set to their correct 30 second respawn time -frag grenades have been set to their correct 30 second respawn time -Oddball is now a playable gametype. The ball spawns on the lower section of the middle (low-mid). ------------------------------------------------------------ It's been a while since I've last posted a map. That's not to say I haven't been making any maps. I've been making quite a few maps and they have been tested amongst our peers. Unfortunately, I never felt any were truly worthy of posting, until now. MLG Avarice is a laterally symmetrical map divided into red and blue halves. It was designed with the King of the Hill gametype in mind. Being one of my favorite gametypes on the Pro Circuit and with the recent fix of the way hills moved I decided it was time to pay homage. It also supports MLG Team Slayer. The most important thing I noted when designing Avarice was map and hill movement. I asked myself, how will players move toward and away from the hill? How does the inevitable hill move affect that movement? Is there a way I can merge the fast-paced action of a Team Slayer game into an objective which is generally known for being slow? I only hoped to accomplish these ideals. The map presently features 4 hill locations which move on the standard 2-minute time intervals. The top hill located above Overshield and in front of Sniper spawn is the first hill in the game. While appearing to be easy to hold down at first, players will quickly discover that the back wall makes grenading the area extremely easy. Mastery of Communication will be ideal here. The second and third hills are located in the foyer of either base. Protected from cover on various sides the hills are less prone to grenades and team shots. However, due to the low-level areas in which they lie and the multiple paths to the hill, controlling them will be a challenge. The fourth and final hill in the rotation is on the stage, behind rocket spawn. With your back against a wall and minimal cover, baiting and switching is the perfect way to ensure that you control the hill. Weapons/Power-Ups/Armor Abilities: DMR x4 Needle Rifle x4 Magnum x2 Plasma Pistol x1 Rockets (1 spare clip) x1 Sniper Rifle (1 spare clip) x1 Frag Grenade x4 Plasma Grenade x4 Evade x1 Overshield (spawns 2 minutes in) x1 Health Packs x2 (one in each base) Special Thanks to: jVjason Bleuprint its Dawkins Controlix SecretSchnitzel for their excellent assistance in minor design elements and ideas. Your help is deeply appreciated. Thanks to everyone who helped me out in designing, play testing, and participating in the creation of this map. Pictures: -[DOWNLOAD AVARICE v2.2]-
Really great map and a lot of fun to play on. I'm looking forward to more games on here. The design for KOTH works perfectly and everyone that has played King on here had the same sentiments.
This map reminds me of the maps The Pit and Isolation, but not really for the aesthetics. They don't match Isolation or The Pit, but they do look amazing if you ask me! The over shield spot most reminded me of The Pit, and the multiple levels and the multiple levels and bridges somehow reminded me of isolation even though there was only one bridge (please don't correct me if I'm wrong) and only two levels. Maybe it's that bridge (if you can even call it a bridge since you can't go under it) at the top of the picture on the map layout photo. I think it is a good idea, since most people who make maps like this either make them too small and cramped to where there can't have a good gameplay IMO, but this map makes me feel that there is enough space to kind of roam and find your own enemies in slayer than to pick a path to go down to and hope to find one, which can sometimes lead to death with not enough space provided. Good job!
VERSION 2 UPDATE (2-9-11): -Rehashed parts of the map for better and smoother gameplay, screen lag should no long be an issue. However, aesthetics have suffered. -Several blocks were removed and replaced by other pieces to promote continuity and reduce lag. -Added a new room behind the base-hills. It extends the back hall out of the base to the higher half of the map. -Spawns slightly tweaked. -An issue with Evade spawning multiple times has been fixed. -Hill heights have been adjusted to 1.5 as opposed to the original 1.0. -Thanks to Nimbus and Hakiro for their input and assistance.
This map looks extremely diverse and epic. The forging is very clean and I can tell you put some real effort into this map
Version 2.2 has been uploaded with the follow changes/fixes: -Struts and an awning have been placed at the entrance of each base to signify base color and give a vantage point towards the rocket hill. -Cover pieces have been added to the lower blocks of the base to allow for an easier slide jump up to the base-tower ramp. -adjusted 2x2 ramp steeps which have been used for floors. They should now allow for seamless movement. -fixed a DMR spawn in blue base which spawned on the left of the door rather than the right. -a brace has been added over rocket spawn to provide additional cover to the rocket hill and affect the way rockets are picked up off spawn. -fixed a few colors on pieces which were not colored or colored incorrectly -lights added to the bases for easier identification -health packs have been set to their correct 30 second respawn time -frag grenades have been set to their correct 30 second respawn time -Oddball is now a playable gametype. The ball spawns on the lower section of the middle (low-mid). Download link has been replaced in original post. If a mod could please adjust the thread title. Thank you. -[DOWNLOAD AVARICE v2.2]-
I didn't play the first version but v2 is awesome, i can really tell how much effort when into creating it and improving it. Lots of great little features and it's real exciting to play on, good job
As MLG maps go this map has really good sight lines and many ways to tackle "group attacks" in objective games. I suggest no major changes.