Description: This map is a small-to-medium sized symmetric map resembling a boat or a ship. The blue and red sides of the map are divided long-ways from front to back. The sides are divided by a large wall in the center, but there are numerous ways to get around: there are two walkways around the front, a hop-through at the top and an opening in the back. Situated over the back of the ship is a set of three rooms accessed either by rocket, bridge, or gravity lift. Atop the three rooms is another platform holding the coveted Energy Sword. Walkthrough: I made a quick walkthrough of my map, showing briefly each of the rooms and a few of the vantage points. As I limit myself to the included 5 video credits on Bungie Pro, it's a very short video and doesn't show a whole lot, but it should give you a general feel for the map: YouTube - Mutiny Walkthrough - Halo Reach Design: I am relatively new to map creation, and have never done so for large-scale consumption (e.g. you all!), so my designs may be naive or simply wrong. With that said: This map was designed to have many ways to get around, but to still funnel players together in order to precipitate fighting. There are many long sightlines, but not many which will be fruitful enough to encourage camping. Lots of windows and glass cover provides the ability to see enemies and provide intelligence to teammates and more easily locate your targets. High powered weapons increase the pace of battles, and draw players together to fight over them. The map was designed to have a relatively shallow learning curve, but to still reward players who have taken the time to get to know the best ways to travel the map. Bow The front of the boat is divided into two levels. The upper level is a platform suspended between the wall in the center and a support on the outside. Each level has a walkway around the very front of the boat and each walkway has a platform. The upper platform also has a nearby hop-through providing access to the matching platform on the other side of the boat. Each team spawns at the Bow of the boat (when in Red vs Blue... other team color spawns are spread around the stern), and have the option of running around the front of the boat to immediately engage the enemy, to run through the tunnel and toward the heavier weapons and the strategic hideouts, or scooting up a ramp and taking the grav lift to the top of the boat. Stern The stern of the boat is comprised of five bunkers. Two on the lower level provide some shelter with a vantage of the most open part of the map, while the three connected rooms above have many access routes and promise to be very unsafe. Atop the three rooms (accessible by either of another pair of gravity lifts) reside the sniper rifle and the energy sword. The port and starboard rooms have an unobstructed view (though not necessarily line-of-fire) of the corresponding side of the boat. Nestled between the two rooms is the rocket launcher. Weapons: 8x DMR - Hanging on the walls outside the two lower bunkers and the two tunnels 2x Needler - In the hallway on the lower levels 2x Concussion Rifle - On the bridges above each side 2x Plasma Pistol - On the platforms above each side 1x Shotgun - At the stern end of the dividng wall 1x Rocket Launcher - Below the center window in the stern 3room 1x Sniper Rifle - Atop the highest platform at the stern 1x Energy Sword - On a pedestal from the platform at the stern 1x Focus Rifle - Hanging near the lower stern gravity lift Objectives: The map has all objectives except those for Invasion and Race added. These have been tested only sporadically, especially spawning. They basically break down like so: Capture objectives and delivery objectives terminate somewhere in each base. If necessary, the lowest front walkway is blocked off to force players to take a longer route and make it fair. Neutral objectives are either in the middle room at the stern or atop the set of rooms at the stern. Occupation objectives are either located along the spine of the boat where it would take both teams an equal amount of time to get to them, or are symmetrically distributed when random objective choice won't cause a lopsided game. Comments? Be as brutal as you have to be, but I would like as many eyes on this as possible. I'm really new at this, and would like to get better. Constructive criticism is the only thing that'll help me do that! If you see me online, let me know and I'd love to play test it with you or let you point out some particularly poor aspects of the map.