Absolute
01-12-2008, 07:44 PM
Reflexive
Download - Slot 2 (http://www.bungie.net/stats/Halo3/FileShare.aspx?gamertag=The%20Deftness)
Another repost, for my map Reflexive. I know it's past the deadline but I figured I'd repost because of the forum errors from last night; if it doesn't count, oh, well.
Reflexive is a pretty simple map with vertical symmetry down the middle "U" shape, out from the bases. It is mostly a one level map with some walkways on the outer edge and one cutting across the middle where there is also a platform. There is also a two way teleporter that goes directly across the middle walkway. The main areas are rather wide open, by design, but there is plenty of cover that can be utilized. Most of the time you should be able to shoot right across the map but there are some structural obstructions such as walls and . The fencing that bifurcates the map is mostly for aesthetics, at least at the top. However, the segment close to the middle ensures that potential flag caps cannot be made too quickly and also creates for interesting scenarios upon the game start's initial map control rush. Every structure was placed with gameplay and shooting angles in mind. In conjunction with the location of the weapons and powerup spawns,
The rocket is on a 2:00 drop spawn and the sniper is on a 1:30 drop spawn. All other weapons are either at 30 or 60 second respawn times. The camo and custom OS are both at 60 second respawns, it provides for fast gameplay like in Halo 1 and rewards players that adjust quicker on the fly rather than the stagnation that was one of Halo 2's weaknesses. The weapons and powerups were spread out in terms of accessibility by the player as much as possible. The snipers spawn near each base (front half) but the rocket and powerups are towards the middle and the back half of the map to try and reduce choke points so you always have to make decisions as to where to roam around, regardless of the gametype.
The map was intended specifically for FFA but evolved during creation to accomodate TS and CTF play as well. Also, every other gametype was modified in forge just in case people want to try them.
Screenshots:
Overhead
http://xs123.xs.to/xs123/08020/reflexiveoverhead790.jpg (http://xs.to)
Red Base
http://xs123.xs.to/xs123/08020/reflexivered688.jpg (http://xs.to)
Rocket Platform
http://xs123.xs.to/xs123/08020/reflexiverocket613.jpg (http://xs.to)
Camo Platform
http://xs123.xs.to/xs123/08020/reflexivecamo693.jpg (http://xs.to)
Teleporters (mid walkway view)
http://xs123.xs.to/xs123/08020/reflexiveports142.jpg (http://xs.to)
P.S. Check out my other map too: Exertion (Slot 1).
Download - Slot 2 (http://www.bungie.net/stats/Halo3/FileShare.aspx?gamertag=The%20Deftness)
Another repost, for my map Reflexive. I know it's past the deadline but I figured I'd repost because of the forum errors from last night; if it doesn't count, oh, well.
Reflexive is a pretty simple map with vertical symmetry down the middle "U" shape, out from the bases. It is mostly a one level map with some walkways on the outer edge and one cutting across the middle where there is also a platform. There is also a two way teleporter that goes directly across the middle walkway. The main areas are rather wide open, by design, but there is plenty of cover that can be utilized. Most of the time you should be able to shoot right across the map but there are some structural obstructions such as walls and . The fencing that bifurcates the map is mostly for aesthetics, at least at the top. However, the segment close to the middle ensures that potential flag caps cannot be made too quickly and also creates for interesting scenarios upon the game start's initial map control rush. Every structure was placed with gameplay and shooting angles in mind. In conjunction with the location of the weapons and powerup spawns,
The rocket is on a 2:00 drop spawn and the sniper is on a 1:30 drop spawn. All other weapons are either at 30 or 60 second respawn times. The camo and custom OS are both at 60 second respawns, it provides for fast gameplay like in Halo 1 and rewards players that adjust quicker on the fly rather than the stagnation that was one of Halo 2's weaknesses. The weapons and powerups were spread out in terms of accessibility by the player as much as possible. The snipers spawn near each base (front half) but the rocket and powerups are towards the middle and the back half of the map to try and reduce choke points so you always have to make decisions as to where to roam around, regardless of the gametype.
The map was intended specifically for FFA but evolved during creation to accomodate TS and CTF play as well. Also, every other gametype was modified in forge just in case people want to try them.
Screenshots:
Overhead
http://xs123.xs.to/xs123/08020/reflexiveoverhead790.jpg (http://xs.to)
Red Base
http://xs123.xs.to/xs123/08020/reflexivered688.jpg (http://xs.to)
Rocket Platform
http://xs123.xs.to/xs123/08020/reflexiverocket613.jpg (http://xs.to)
Camo Platform
http://xs123.xs.to/xs123/08020/reflexivecamo693.jpg (http://xs.to)
Teleporters (mid walkway view)
http://xs123.xs.to/xs123/08020/reflexiveports142.jpg (http://xs.to)
P.S. Check out my other map too: Exertion (Slot 1).