The Complex

Discussion in 'Reach Casual Maps' started by The Abhorrent, Jul 3, 2011.

  1. The Abhorrent

    The Abhorrent Forerunner

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    The Complex
    By The Abhorrent

    The Story

    A mysterious structure floats above the canyon in Forgeworld, a fragment of a much larger object; possibly a much larger space-faring vessel. It's ancient, abandonned long ago by whomever built it; despite the robust design, it shows clear signs of disrepair... and the scars of a battle from eons ago. Due to it's arcane design, onlookers have labeled it "The Complex".

    It was only a matter of time before both the UNSC and Covenant became curious enough; both factions each dispatched an expedition to determine all they could concerning the structure, particularly if it contained any information or technology which would allow them to gain the upper hand in their decades-long war. Neither expedition ever returned.

    As a part of the second expedition, you and your team are tasked with discovering what happened to the previous groups. The hypothesis was that the two original expeditions encountered eachother within The Complex, and no one from either side survived the conflict. However, your observations suggest something altogether very different. The expeditions did indeed meet, but what they left behind suggests that both factions decided to work together against a common foe. It was powerful, cunning, and unbelievably tough; something so terrible that the resentment brought upon by years of war were cast aside for the sake of survival.

    And why are there no bodies?

    You and your team are not alone, whatever thing did this is still here. You have called for evac, and it will arrive within a few short minutes. The monstrosity which now stalks you needs to be destroyed; no, The Complex itself needs to be destroyed to ensure it never gets out. Your message needs to be heard, but you need to alive in order to deliver it; a task which is easier said than done.

    Good luck.




    The Map -- The Complex

    The Complex (v0.3) is a large and labyrinthe structure, and could easily be described as a "thinking man's map"; while getting lost is not an issue, you can easily go in circles if you don't pay attention to where you're going. The primary structure itself is composed of numerous walkways arranged into a multi-layered design. Moving up and down these levels is facilitated by teleporters, gravity lifts, and even some of the debris itself.

    Throughout the map, you'll find the remains of many hastily built holdouts (from the expeditions mentioned in the story); these will hold small caches of weapons & grenades for your use. They should be used wisely, as everything has a lengthy respawn timer (and some of the more potent weapons don't respawn at all, same goes for health packs) and most weapons have less spare ammo than usual (if any at all).




    The Custom Gametype -- The Complex: Stone-Like

    In the default Infection gametypes, the zombies are about as tough as a wet paper bag. The intent is for the stronger humans to go up against an increasingly larger horde of relatively weaker zombies, in classic zombie-apocalypse style. Frequently the best approach for the living is to find a spot where there is only one entrance (should there be any on the map), an easily defended holdout, and kill the zombies until the cows come hope. Not very fun for either side, to be perfectly honest.

    While playing The Complex: Stone-Like, holdouts are quite simply a bad idea. As the name suggests, the Infected are as tough as stone; they can and will overwhelm any holdout with ease. The living have to outrun and outwit the horde, and the Infected aren't reduced to simple tactics either. Your skills as a marksman aren't going to save you, it's going to be your razor-sharp wits which do.

    Basic Gametype Rules
    - Three rounds, lasting five minutes each
    - Suicides become zombies
    - Team changing, friendly fire, and betrayal booting all disabled
    - Respawn time set to three seconds, no penalties for suicides or betrayals

    Player Traits

    The Living
    - 25% Shield Recharge Rate, no health recharge
    - Deal only 50% normal damage, melee attacks do no damage at all
    - Spawn with DMR, Magnum, and Sprint AA
    - Unable to drive any vehicles (not that there are any on the map)
    - Perpetual waypoint on their heads
    - Radar range set at 10m
    - Otherwise normal player traits

    Last Man Standing
    - Damage Resistance boosted to 110%
    - Shield Recharge Rate boosted to 50%
    - Unlimited AA use granted
    - Run speed increased to 110%
    - Radar range increased to 25m

    The Infected
    - 300% Damage Resistance
    - No shields, no health recharge
    - Immune to headshots & assassination
    - 200% melee damage (normal weapon damage)
    - Armed with Gravity Hammer and Spartan Laser, has infinite ammo
    - Has Hologram AA, with unlimited use
    - Unable to pickup weapons
    - 110% run speed, 150% jump height, 75% gravity
    - Enhanced Radar at 25m
    - Forced colour is black

    The Alpha (only one spawns at start of round)
    - 500% Damage Resistance
    - 125% Weapon Damage, 300% Melee Damage
    - Bottomless Clip, his SpLaser doesn't need to cooldown
    - Active Camo AA, unlimited use
    - Otherwise identical to other Infected




    Images

    Aerial View of The Complex
    [​IMG]

    The lower region of the interior, showcasing the debris seen within the structure
    [​IMG]

    View of the Rooftop area
    [​IMG]

    The upper area of the Interior, Spartan in the foreground
    [​IMG]




    Thanks to the Testers' Guild for their feedback on the initial version of the map. If anyone finds any hiding spots I may have missed, please mention it; I'm planning to update the map should any come to light.

    Enjoy the battle of wits!
     
    #1 The Abhorrent, Jul 3, 2011
    Last edited: Jul 3, 2011

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