Warehouse 27

Discussion in 'Reach Competitive Maps' started by Tedium, Oct 8, 2010.

  1. Tedium

    Tedium Lead Writer
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    Warehouse 27

    "This storage facility bodes great misfortune for any who step inside..."

    Yo.

    This is my first submitted Forge map which has become the manifestation of several hours' work. Pretty much this level was what I imagined from the footage of the first Reach promo video of the beta. And from that, it kinda feels like the level made itself. Anyway, its an original, asymmetric map ready for almost all gametypes based in a storage facility called Warehouse 27.

    Weapons
    3x Assault Rifle
    3x DMR
    3x Needle Rifle
    2x Magnum
    2x Sniper Rifle
    1x Grenade Launcher
    1x Shotgun
    1x Gravity Hammer
    1x Needler
    1x Spiker (Yeah, that's right. Nobody uses those...)
    1x Plasma Repeater
    1x Plasma Launcher
    1x Plasma Pistol

    [​IMG]

    This is the main area, offering high ground and good cover. Below, you can see a small underground room containing a gravity hammer and lift, bringing you back to the top.


    [​IMG]

    This is opposite the area in the first picture. Some man made gardens provide cover and contain a grenade launcher between the rocks. Gravity lifts bring you to the top level and where the blue team spawns (pictured below).


    [​IMG]

    This is blue base with stairs leading to interconnecting tunnels bringing you to snipers' vantage points.


    [​IMG]

    This area is directly above the space shown in the first picture, viewing most of the lower area. The stairs on the bottom left lead to a shotgun, or you could continue down that path to the snipers' nest.


    [​IMG]

    This is that snipers' nest! Have fun. The gun's on a rack against the wall.


    [​IMG]

    This is the garden area and the place where the red team will spawn. Here you can relax, have a bit of fresh air and take refuge from the smell of blood and decay permeating from the main building.


    Any and all advice, reviews or comments are graciously welcomed! Thanks for checking it out!

    Warehouse 27​


    Extra! Extra!
    At the time of writing, it has been a few weeks after I put this out into the world, and since then I've revisited it and made some improvements. I've taken some advice from people who have cared to give it, and tweaked some small aspects of my Warehouse. It's not all small stuff, however. I looked at the two least visited areas in the map, and I've tried to improve the circulation between them. So the main point of this update... is that there is now A BASEMENT! WOO!

    Pictures!

    This is the basement mentioned above. It links what was simply a gravity hammer room to the invisibility room. Therefore, people would use this route in order to gain access to the upper level from the lower level. Over all, it makes objective games such as CTF or Assault flow much better than before. Plus the place houses more hills/Points of Interest for other gametypes.
    [​IMG]

    The invisibility room mentioned before now has a vertical twin. Where the bottom parallel corridor had a side door leading to the sneaky power-up, the room how has a grav lift leading to an identical room a little higher, giving a player much easier access to the blue base without ruining the balance.
    [​IMG]

    Thanks again for checking it out!
     
    #1 Tedium, Oct 8, 2010
    Last edited: Dec 18, 2010
  2. Lazerfish

    Lazerfish Forerunner

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    looks pretty cool
     
  3. JDiggin

    JDiggin Forerunner
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    I ran through your map and thought wow! There is a lot going on here, but it is very nicely done. I haven't played an actual game on it yet, although I would really like to because I want to see how it plays out in actual combat scenarios. I especially like the hand rail you gave the ramp between the Red and Blue base, that was very clever. It's also very cool that your map incorporates some actual grassy land in it as well. I like that your map is relatively small, but it feels very big. There are many levels to it and that adds the feel of a bigger base, when it isn't really that big. My main concern is the Blue base may have a slight advantage. They have the high ground and can get to the sniper pretty quickly. There is also a ledge you can stand on near the sniper spawn that overlooks the red teams initial spawn, so they might be able to get spawn trapped. I haven't been able to thoroughly check that because I haven't played an actual game on it yet, but in my run through it was cause for concern. I also noticed there is a respawn point right next to the active camo. That, I am torn between because it's nice to give a player that just died a little gift, but power ups are usually points of interest that are fought for and a respawn point right next to it may tone down it's importance.

    All in all, very nice map and I look forward to playing on it.

    Keep forging and thanks for checking out my map Platform 51!
     
    #3 JDiggin, Oct 25, 2010
    Last edited: Oct 25, 2010
  4. Tedium

    Tedium Lead Writer
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    I think you have a point. Honestly it hardly occurred to me. I think I'll adjust the respawn density according to the importance of areas around the map. For example, people will respawn less in the snipers' nest, and more so around it instead.

    I think you will find that upon playing an actual game, this is no issue. The sniper's blind spot caused by the railing is quite substantial and if under fire a person could simply move slightly towards the wall to avoid fire. Of course if the sniper is skilful enough and the victim is forgetful enough, there could be some good kills going on. Also I think the 360 degrees of vision that the area provides also means that the back of the sniper is often to one of the main entrances to the snipers' nest. If the camper does notice a red dot sneaking up on them, a sniper rifle is no good up close in the close-quarters area.

    As to the blues' having a slight advantage, I think that this advantage is outweighed by the advantages of the reds. You may not have noticed this (and in the upcoming updated version I'll make this more clear) but there is a sniper rifle up the ramp roughly 5 seconds away from the reds' spawn. This second gun has a slightly shorter respawn time than the other and is much closer. Secondly, the red team gets other weapons which are slightly closer to them. All in all, I think that the map is actually quite balanced.
     
    #4 Tedium, Nov 6, 2010
    Last edited: Nov 12, 2010

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