Walkways v0.8

Discussion in 'Reach Competitive Maps' started by Scorchio17, Sep 21, 2010.

  1. Scorchio17

    Scorchio17 Ancient
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    Too many people nowadays make maps that focus primarily on lateral movement. I feel that the often-neglected vertical plane makes for far more interesting gameplay. to that end, I have created a vertical Asymetrical-Objective map.

    [​IMG]
    The Blue base, and two of the three main paths

    From the attacker's base, there are three main paths, two converging near the top. These eventually lead to three Mancannons and two ramps onto the field in front of the defender's base.

    [​IMG]
    The Red base, a lone fortress atop a field of green

    The field in front of the defender's base is quite open, making approach difficult, but not impossible. The Sniper Nest in front of the base contains a Focus Rifle. The Sniper Rifle is located closer to the attackers, making it a risky measure to attempt to get a Sniper into the perch. Covering the left side of the field is a machinegun turret, but the turret cannot see beyond the Sniper Nest, making the center and right paths less dangerous.

    [​IMG]
    Those who favor the road less traveled will find a safer passage than most.

    This map should be played with asymmetrical objective games for best results, although it can be played symmetrically. Slayer variants are also possible, but not recommended. Any supported gametype will do, although, for obvious reasons, it's best to refrain from gametypes that allow Jet Packs as a loadout option (Default One Flag and One Bomb work best)


    Note that this map is still in the process of balancing. I'll need feedback on which weapon spawns are overpowered, which are worthless, and any other possible balance changes you can come up with. Remember, every bit of input you give leads to a more fun map, and you do like fun maps, right? Right?
     
    #1 Scorchio17, Sep 21, 2010
    Last edited: Sep 21, 2010

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