343i / Cartographers / all: map incl.

After a lengthy process of level design, testing & adjustments, my map is finally complete!

This map offers two bases symmetrical on either side, an open area with key cover points follows providing three separate routes to the enemies base. A central core is positioned in the middle provoking a hot spot for on foot combat while vehicular combat dominates the outer routes.

A lot of this design process went into making sure that from any position there is always a point of cover/escape route, I had to also make sure that this map is balanced in multiple game modes.

It plays best on 6-6 objective/slayer game types

Size: Medium - Large.

This map was inspired by Blood Gluch & Narrows

Due to lack of people wanting to play custom games I haven’t had a chance to test this map out further, If you like what you see please add my gamerTag [listed below] and I’ll invite you to a few matches.

Download via: fileshare.

Map Variant: Impact
Map Name: Sunburn
Game types supported [team based]: CTF, Oddball, KOTH, Slayer, Infinity Slayer

GamerTag: Deadboltt

Description: This variant of Impact is a two base symmetrical map offering competitive balance between multiple game modes.

P.S
Please provide me with some feedback or any suggestions.
I’m not sure exactly what it takes to be recognised by the Cartographers/343i but I believe this may have potential to make it into MM…

Reserved.

Ill see if i can get a party together and check it out tonight. if not ill play it by tue (12/04/12) at the latest.

Appreciated!

If im on hit me up Tuck0rz

Question: what are the man cannons for? as far as i can tell they just launch you into a soft kill zone O.o.

i havent played on it yet but it looks promising. you must not like jet packs though, i would take out most of those kill zones lol

> Question: what are the man cannons for? as far as i can tell they just launch you into a soft kill zone O.o.
>
> i havent played on it yet but it looks promising. you must not like jet packs though, i would take out most of those kill zones lol

While playing CTF the flags are located on the long platforms at the back of the base, they act as a quick escape and are positioned to launch you over or onto the brace, it is pretty harmless to land on these, the 10 seconds allows you to assess the battlefield prior to making your escape.

The softkill zones prevent camping and keep the flow of the game more fast paced.
While testing with a couple of people they favoured jetpacks, it seemed too overpowered that they had access to the top of the base or would camp the outer edges making it hard to locate the enemies.
Although removing some softkill zones may be a good idea, it would ruin the balance/flow of the game.

The softkill isn’t too bad though, there’s still 10 seconds you have to fly on top of the corridors and surprise enemies like drop bears.

> > Question: what are the man cannons for? as far as i can tell they just launch you into a soft kill zone O.o.
> >
> > i havent played on it yet but it looks promising. you must not like jet packs though, i would take out most of those kill zones lol
>
> While playing CTF the flags are located on the long platforms at the back of the base, they act as a quick escape and are positioned to launch you over or onto the brace, it is pretty harmless to land on these, the 10 seconds allows you to assess the battlefield prior to making your escape.
>
> The softkill zones prevent camping and keep the flow of the game more fast paced.
> While testing with a couple of people they favoured jetpacks, it seemed too overpowered that they had access to the top of the base or would camp the outer edges making it hard to locate the enemies.
> Although removing some softkill zones may be a good idea, it would ruin the balance/flow of the game.
>
> The softkill isn’t too bad though, there’s still 10 seconds you have to fly on top of the corridors and surprise enemies like drop bears.

fair enough… the kill zones make sense in most places but the ones on top of the tunnels don’t seem necessary. like you said you still have ten seconds to drop through the air locks, but i don’t think camping up there would be a huge advantage.

I really like the map over all. It almost reminds me of the pit for some reason? And the attention to detail s impressive, like the chairs under the ramp and set pieces in the backgound.

My only real problem is with the grav-lifts in the transitions. For one they throw you to high and its not as smooth as it should be. a player trait zone to increase jump height could work. my first idea was to weaken the lifts some how but that wouldn’t solve the second issue though. its hard to explain exactly what happened so i uploaded a vid to my file share named “fail” lol… I failed not the map but if that happens mid game it makes the lift unusable until you destroy the vehicle and it happened to me twice. but like the kill zones, this something you just kind of have to play with and way the pros and cons in a real game.

hopefully i can get some proper games going to get a feel for the weapon placement and such. So if any one is going to be on tomorrow and wants to play some custom games send me a FR. But i think the layout is cool, the map looks great and i would love to help you spread the word on it.

> > > Question: what are the man cannons for? as far as i can tell they just launch you into a soft kill zone O.o.
> > >
> > > i havent played on it yet but it looks promising. you must not like jet packs though, i would take out most of those kill zones lol
> >
> > While playing CTF the flags are located on the long platforms at the back of the base, they act as a quick escape and are positioned to launch you over or onto the brace, it is pretty harmless to land on these, the 10 seconds allows you to assess the battlefield prior to making your escape.
> >
> > The softkill zones prevent camping and keep the flow of the game more fast paced.
> > While testing with a couple of people they favoured jetpacks, it seemed too overpowered that they had access to the top of the base or would camp the outer edges making it hard to locate the enemies.
> > Although removing some softkill zones may be a good idea, it would ruin the balance/flow of the game.
> >
> > The softkill isn’t too bad though, there’s still 10 seconds you have to fly on top of the corridors and surprise enemies like drop bears.
>
> fair enough… the kill zones make sense in most places but the ones on top of the tunnels don’t seem necessary. like you said you still have ten seconds to drop through the air locks, but i don’t think camping up there would be a huge advantage.
>
> I really like the map over all. It almost reminds me of the pit for some reason? And the attention to detail s impressive, like the chairs under the ramp and set pieces in the backgound.
>
> My only real problem is with the grav-lifts in the transitions. For one they throw you to high and its not as smooth as it should be. a player trait zone to increase jump height could work. my first idea was to weaken the lifts some how but that wouldn’t solve the second issue though. its hard to explain exactly what happened so i uploaded a vid to my file share named “fail” lol… I failed not the map but if that happens mid game it makes the lift unusable until you destroy the vehicle and it happened to me twice. but like the kill zones, this something you just kind of have to play with and way the pros and cons in a real game.
>
> hopefully i can get some proper games going to get a feel for the weapon placement and such. So if any one is going to be on tomorrow and wants to play some custom games send me a FR. But i think the layout is cool, the map looks great and i would love to help you spread the word on it.

Thanks for the feedback, I appreciate it so much!

I’ve always had issues with those stupid grav lifts and you’re so right about them, when playing with a couple of people they would always get a ghost or something stuck in them.
I tested with a jump zone which worked fine, and I think that’s the only other possibility I could use, I also tried placing the gravity zones but they don’t allow you to jump high enough, my only issue is how would people know that they can jump high in that specific area without any visible indicator?.

I’m going on now and will change a few things including removing the kill zones ontop the corridors, If I do so though this unbalances other armour abilities. But with some testing it could work.

If you like, please redownload the map later today, There will be a few changes in there.

Also I’ll send you a friend request.

I have not played a full game on the map so you may be rite about the corridors, i just think we should try it both ways. I know i for one would use that space a lot, the question is does it break the map?

If any thing you could make some kind of indicator that you need to jump, but i think they will figure it out. Or maybe increase player gravity so the lifts work properly… idk it that will even work lol. the only thing is you have a hill marker there that you may want to move if you go with a trait zone. gavity volumes slow you down when droping(i think) so that wont work…

This is actually my favorite part of forging, fine tuning maps and finding creative solutions to unforseen problems. so no need to thank me.

OK changes have been made and I’ve re-uploaded the file to my file share.

I went with something completely different adding a bunker ramp to fill the gaps, I believe this should work as it provides further cover, works great with KOTH/oddball, also provides cover for the flag carrier if they decide to take the middle route.

Need some testers, if your keen add my gamertag