Pompeii

Discussion in 'Reach Competitive Maps' started by coIdFUSI0N, Jul 25, 2011.

  1. coIdFUSI0N

    coIdFUSI0N Guest

    Pompeii

    Created by coIdFUSI0N

    Map Description
    When a parasitic fungus, which bore traits resembling The Flood early in its evolution, was discovered to exist on a desolate planet near the outer rim, a team of scientists were sent to investigate. When the scientists did not return a team of Marines were ordered to find them. After losing a second team, Spartans were dispatched but even they could not have predicted the ferocity with which the indigenous population would protect their sacred temple. What is still not understood is how the natives were able to learn how to use the UNSC's weapons and equipment so quickly and lethally. The battle rages on with no victor in sight and the research on the parasitic fungus has ground to a halt.

    Small to medium sized, two base, asymmetrical but balanced map. One main level with a central volcano and a rim running the edge of the entire map. Access to the rim can only be gained from the raised tree stands. Movement around the ring is pushed in a counter clock wise direction with two "one way gates" blocking movement in the clockwise direction.

    Falling in the lava will result in death as you plummet into the superheated heart of the volcano.

    Each base has three ways to exit: the front door, the man cannon, and the teleporter. Red side uses rocks for walls and cover while blue side uses metal and glass. One of my primary goals was to create a map where, off respawn, you could quickly figure out where you were by the color of the objects around you. Another goal was to have distict objects, for use as callouts, since SWAT has no weapons (ex. "He's at shotgun"). If you are looking for a cure for the grey fever you have caught look no further. The map was designed for SWAT since I'm not going to pretend I know anything about weapon placement and balance.

    There are no weapons on the map. It was designed for SWAT.




    Overview from above Red Base
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    Overview from above Blue Base
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    View from Red Tree Stand looking towards Blue Base
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    Overview of Volcano
    [​IMG]

    Viewf from Red Base Front Door
    [​IMG]




    Thanks to Th3 W1ngman and Rorak Kuroda for being the only two people to take a look and give me their critiques. I am welcome to all feedback, positive or negative, and will update the map accordingly. Thanks to Forgehub for giving me a place to share this. I hope you enjoy it.
     
    #1 coIdFUSI0N, Jul 25, 2011
    Last edited by a moderator: Jul 25, 2011
  2. DjShiftD

    DjShiftD Forerunner

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    its nice to see maps with the tempest nature being used, but id give this map a 6 out of 10... but then again, im gonna download it, cuz it looks like it would be fun to play, so im not gonna score it until i see how it flows
     
  3. Frost Bite323

    Frost Bite323 Forerunner

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    From the pictures, it looks like a very small map, and I suppose with 8 people it would get crowded... Luckily, I'm not popular and could never get 8 people in my party on a normal day. :D The volcano looks interesting.
     
  4. coIdFUSI0N

    coIdFUSI0N Guest

    Thanks. The volcano was hard to make because the little ball inside the kill ball can't be blocked or the killball won't function. If I raised the killball up high enough for the little ball to be showing it was too high over the volcano and killed players on the rim.

    What I ended up doing was leaving the killball in the volcano inert (doesn't kill you) but placed a teleporter inside the killball that teleports you into another killball in a pitch black tunnel. The total effect feels like you fell very far into the volcano. Suicide yourself and give it a try.
     
  5. WhackyGordon

    WhackyGordon Forerunner

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    You could just use a kill zone in the volcano instead of a teleporter/2nd killball. Then players would just die when they fell in as you intended.
     

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