Mystified 2.0

Discussion in 'Reach Competitive Maps' started by randycoxhaase, Nov 9, 2010.

  1. randycoxhaase

    randycoxhaase Forerunner

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    Mystified 2.0:

    Hey guys, this is my first post on forgehub. Love what you guys been doing. I just downloaded like every halo 3 map I could from the remake contest. If something is amiss with this post, let me know and I'll try to figure out how to remedy it.

    So... This map is a symmetrical SLAYER map I built back in the foundry, then again in sandbox, and now in forgeworld. It's compact, fast, and leaves very little time between combat encounters. It is essentially a rectangle with two floors. There's a hall around the outside of the rectangle, and a hollow center courtyard you can look down upon from an interior catwalk on the 2nd floor. On either side of the rectangle are bases connecting the two floors.
    Here's an overlay with roof removed:
    [​IMG]

    Now this picture is slightly off, as the bases have been remade in v2.0 to be far more interesting and defensible, but due to the original having been submitted to the bungie contest, and me only having like 5 file share options, etc you get the gist.
    All other features are the same. Here's some more pics:
    [​IMG]
    downstairs rockside/rocketside looking into courtyard
    [​IMG]
    upstairs rockside
    [​IMG]
    Up & Downstairs teleporter side (opposite of rockside)

    )))So not only is this map small but there are also myriad ways to get everywhere.

    _There are the two bases, which sport stairways to get up and downstairs.
    _There are two ramps in the very center courtyard which go directly up to platforms you can reach the 2nd floor from with a small hop.
    _There is a one way teleporter opposite the rock wall, which goes from downstairs to up, directly over it. (under glass shelter in last image)
    _There are even more ways to get downstairs, via lots of overlooks and bridge drop offs and whatnot.
    _every side of the rectangle on both floors has a door, allowing for tons of escape routes and close quarters surprise attacks.

    )))I tried to make this "box" as interesting and varied for combat as possible, and every hallway and space is a very different encounter experience.
    The type and amount of cover in each space is very different. The most dynamic combat happens in the middle of the map, where the big ramps provide very dynamic cover from top and side to side, since they criss-cross.

    )))Weapons:
    This is something that needs playtesting, but it's looking pretty good.
    4x assault rifles
    6x dmr's (2 in each base +2 in a hallway)
    2x pistol (1x in each base)
    4x plasma pistol
    2x plasma repeater (new plasma machine gun thing)
    2x spiker
    2x needler
    1x rocket launcher (max spawn w/1 extra clip)
    1x shotgun (max spawn w/1 extra clip)
    1x concussion rifle (150 respawn w/1 extra clip)
    1x ghostbuster focus rifle (max respawn)
    10x hand grenades
    8x plasma grenades
    6x health packs (2 in each base, 1 on each perpendicular side)

    Rocket launcher spawns on a ramped platform on bottom rock side.
    Shotgun spawns in dead center bottom rectangle under the ramps.
    Ghostbuster spawns on top rockside
    Concussion rifle spawns opposite ghostbuster on top teleporter side.

    Now one concern I have is whether or not I have too many weapons and grenades on such a small map. I personally love having options. Cause weapons are fun to use and assault rifle battles are boring. Having four power weapons means there's a good chance one team won't wind up empty handed right off the bat though.
    I could use some feedback for sure on this if you've downloaded and tried it out.
    In my countless 4 person home games on previous iterations of this map though, it was a blast and made combat very unpredictable.

    (((Last thing: Treatment

    I've treated the map with a certain aesthetic, meant to be visually pleasing and slightly useful as well. There are little 5x1 platforms, jutting out in twisted and random ways around the ceilings of the map, meant to provide a break up from the mundane ambiance of the big gray pieces, and to provide tiny ambush points for someone who's sneaky with a jetpack. Also, I built the whole thing against a rock wall to allow for easy determination of where you are. Lights and colored objects differentiate blue from red sides as well.

    This map is only set up so far for FFA slayer and Team slayer. If anyone thinks it should go further, please let me know.. I'm not familiar with MLG very much but if someone wants a MLG version, Ill do my best to make one.
    Mostly I just want to share it and get feedback, and hopefully pull a custom game with some people on it sometime.

    Thanks

    randycoxhaase

    EDIT: not sure why, but the thumbnail function keeps giving me some cookie error...sorry bout that
     
    #1 randycoxhaase, Nov 9, 2010
    Last edited: Nov 9, 2010

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