MLG mlg segmentation

Discussion in 'Reach Competitive Maps' started by allnamesrtakent, Mar 1, 2011.

  1. allnamesrtakent

    allnamesrtakent Ancient
    Senior Member

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    download here

    my latest shot at a room based asymmetrical, a major design goal was to keep it open enough to accommodate reach's long gun killtimes, yet enclose it enough to allow for meaningful flanking opportunities and all the individual mind games that can get neglected in open arenas.


    red courtyard. a medpack spawns slightly off camera.
    [​IMG]

    lift hall. the lifts offer a shortcut to the elevated walkway
    [​IMG]

    middle courtyard. snipe spawns leaning against the central rock in the curved hall.
    [​IMG]

    blue room. offers access to rocket hall (behind jump up rock), lift hall, the central atrium, and blue courtyard's medpack(not pictured)
    [​IMG]

    grassy courtyard/teleporter room. a sender is located at the top of the ramp.
    [​IMG]

    central atrium. the receiver node is located atop the wall.
    [​IMG]

    blue courtyard.
    [​IMG]

    weapons:
    1 magnum, 45 sec
    1 pp, 45 sec
    1 needle rifle, 45 sec
    4 dmrs, 20 sec
    6 stickies
    4 frags

    1 snipe drop spawn, 2 min
    1 gl, drop spawn 2 min
    1 rocket drop spawn 3 min

    1 evade
    1 jetpack
    3 medpacks

    thus far, ive mostly ran hill and slayer on it, but it is set up for anything. so download, add me for customs, and thanks in advance for any feedback you might have.
     

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