Map Name: Reactor 9 Map Canvas:
Forge World Map Size:
Large Player Count:
2-10 Supported Gametypes:
Assault, Capture the Flag, King of the Hill, Slayer, Team Slayer, Head Hunter, Stockpile
Description:
Please feel free to download, play test, and critique my map. Your feedback is highly important to any development process.
Map Breakdown:
Reactor 9 is designed to support Slayer (Team and FFA); KOTH; Oddball; Stockpile; Assault; Head Hunter and CTF. The map is two team based with equal weapon distribution, and weighted respawn zones to deter spawn killing. Intended for team sizes 2-5; however 8v8 is accommodated quite well.
Boom is the theme on map with specific areas to take advantage of an unwitting enemy. Cross mapping is greatly encouraged on this facility, which allows for expectional game play on sniper game types.
Reactor 9 is constructed upon forge world and is comprising of 2 levels, supported by 3 parallel routes which greatly influences game flow towards the center.
Back Story:
Reactor 9 is an ONI testing facility where the UNSC has authorized testing of alternative energy sources, and worm hole technology. Download & Enjoy:
I have tons of maps that I have worked on since reach has been released, just have never posted them all. You can find my map Meridian here in the community creations forum, also on forge hub and xforgery.
Actually this is a map that i have been working for a while, which is finally done. I have already tested the heck out the this map. But I would love to run a 5v5 on this map. Im in the works of getting a capture card to post game play.
I took a quick look at your map and there are a few things that I do like and quite a few that you need to work on.
The things I like are some of the floor patterns and the concept you have for the area you used it in. But the things I don’t like are the excessive use of glass objects, and 4x4 objects, there’s no particular rule saying not to use these pieces but I encourage people to use more creative designs, something that makes the structure unique. I’ve seen quite a few customs and I can tell you of more than a handful of people have used those 4x4 on the buildings the exact same way. Another issue that I saw is it’s all long hallways and tight turns, there is no definitive dance floor, which can make a map confusing or hard to gain kills on, and the cross mapping influence is a bad one, people do not like to be killed from across the map, it’s considered by the majority unfair and unjust, so it’s better to limit the sight lines so it’s not the only objective of the individual to snipe with a dmr.
The floor pattern I was talking about early is the 4x4 turning pieces mixed with the 2x2 pieces along with another I can’t identify. If I can’t tell what forge piece you used, or how it’s made than it’s definitely a unique structure.
Here’s your checklist.
Uniqueness
Sightlines
Dance Floor
I didn’t mention this but better weapon placement.
Avoid 4x4 at all cost, brace larges are a little costlier but preform better in most situations.
Oh never mind i downloaded it, the link below the Map name doesn’t link u to your File share…I will check out your map. I like the formula you written for this map. I really wanna see what it looks like!
Thanks to the guys over at Game Over Studios for the hilarious machinima, where they reviewed reactor 9. Please checkout and subcribe to their channel on youtube for more great machinima.
> I took a quick look at your map and there are a few things that I do like and quite a few that you need to work on.
>
> The things I like are some of the floor patterns and the concept you have for the area you used it in. But the things I don’t like are the excessive use of glass objects, and 4x4 objects, there’s no particular rule saying not to use these pieces but I encourage people to use more creative designs, something that makes the structure unique. I’ve seen quite a few customs and I can tell you of more than a handful of people have used those 4x4 on the buildings the exact same way. Another issue that I saw is it’s all long hallways and tight turns, there is no definitive dance floor, which can make a map confusing or hard to gain kills on, and the cross mapping influence is a bad one, people do not like to be killed from across the map, it’s considered by the majority unfair and unjust, so it’s better to limit the sight lines so it’s not the only objective of the individual to snipe with a dmr.
>
> The floor pattern I was talking about early is the 4x4 turning pieces mixed with the 2x2 pieces along with another I can’t identify. If I can’t tell what forge piece you used, or how it’s made than it’s definitely a unique structure.
>
> Here’s your checklist.
>
> Uniqueness
> Sightlines
> Dance Floor
> I didn’t mention this but better weapon placement.
> Avoid 4x4 at all cost, brace larges are a little costlier but preform better in most situations.
Thanks for the feedback papercraft I’ll definitely take that info into consideration.
well i took a look at it but didn’t get a chance to have a game on it, all the customs that i got into where full of screaming kids who wanted to play nothing but infection.
anyhow, i kind of like it in an odd way, 1 side is symmetrical while the other is asymmetrical and the aesthetics to it where pretty nice as well.
i did spot something with your spawns though, you have regular respawn zones that cover a very small amount of spawns with no label or settings to them, they are just there saying to the game “hey, they can spawn here”, from all the spawn zones i could find it looked like the majority of the spawns are going to go unused because of your use of respawn zones, i did find the team respawn zones but they are confining the players to a very small area on the map and along with the other respawn zones placed out around the map is going to cause chaotic and bad spawns, i did spot a view disorienting placed spawns but the majority are fine, though there positions is questionable.
the other thing is lack of cover on the map, you can see a lot of the map from just being on the top sides of the map and there is no real incentive to move around, any team or person that can hold down these spots is effectively controlling the map, i suggest adding some additional cover around these areas, you could also raise those walls that you are using as railings to provide more cover and to mark where they will fall off of the map.
the kill boundaries looked pretty good but i did find a few spots that you could hide outside of the map, actually, i think it was just a couple… the walkway cover used on the side with all the ramp circular’s doesn’t have a kill boundary in it but does around it, the other spot that you did try to block of with a hard kill is on hemorrhage side, all you have to do is fly up and over the hard kill you put in place then hug the 4x4 on the floor and you’re safe.
> well i took a look at it but didn’t get a chance to have a game on it, all the customs that i got into where full of screaming kids who wanted to play nothing but infection.
>
> anyhow, i kind of like it in an odd way, 1 side is symmetrical while the other is asymmetrical and the aesthetics to it where pretty nice as well.
>
> i did spot something with your spawns though, you have regular respawn zones that cover a very small amount of spawns with no label or settings to them, they are just there saying to the game “hey, they can spawn here”, from all the spawn zones i could find it looked like the majority of the spawns are going to go unused because of your use of respawn zones, i did find the team respawn zones but they are confining the players to a very small area on the map and along with the other respawn zones placed out around the map is going to cause chaotic and bad spawns, i did spot a view disorienting placed spawns but the majority are fine, though there positions is questionable.
>
> the other thing is lack of cover on the map, you can see a lot of the map from just being on the top sides of the map and there is no real incentive to move around, any team or person that can hold down these spots is effectively controlling the map, i suggest adding some additional cover around these areas, you could also raise those walls that you are using as railings to provide more cover and to mark where they will fall off of the map.
>
> the kill boundaries looked pretty good but i did find a few spots that you could hide outside of the map, actually, i think it was just a couple… the walkway cover used on the side with all the ramp circular’s doesn’t have a kill boundary in it but does around it, the other spot that you did try to block of with a hard kill is on hemorrhage side, all you have to do is fly up and over the hard kill you put in place then hug the 4x4 on the floor and you’re safe.
There is a safe boundary placed to encompass the entire map, which limits play field height(jetpacking out is not possible). The smaller kill zones to control exit wholes and hiding areas effectively. On the other side and top of the blue base has additional kill boundaries outside.
The smaller zones I think you were referring to are respwan zones weak and anti-spawn zones. These prevent spawning in a specific areas and encourage spawning a smaller neutral areas if all others are danger occupied.
Im always will to run a game with anyone for fun. If anything this map provides a ton of escape routes.
I walked around this in forge, haven’t been able to play it yet.
Nice ideas, quite original, I like the circ. strucutres.
The main tp cannon is very fun, love the idea.
My concern with this map :
Way too many pieces for the size of the map, almost no budget.Perhaps you could “replace 2 by 1” in some locations…
Some structures that are not useful, accesible to all AAs, only to jetpackers.
Maybe a little jetpack exploitable.
Otherwise, nice navigation, great aesthetics.
Hope to play this soon
> I walked around this in forge, haven’t been able to play it yet.
> Nice ideas, quite original, I like the circ. strucutres.
> The main tp cannon is very fun, love the idea.
> My concern with this map :
> Way too many pieces for the size of the map, almost no budget.Perhaps you could “replace 2 by 1” in some locations…
> Some structures that are not useful, accesible to all AAs, only to jetpackers.
> Maybe a little jetpack exploitable.
> Otherwise, nice navigation, great aesthetics.
> Hope to play this soon
Thanks for the review, you should definitely run CTF of it. FYI the reactor is not active during objective game types only slayer. A version 2 of Reactor 9 is in the pipe, as for right now I have two projects on tap. I’m actively working on a narrows remake, and a 4-16 player map Ilmenite of which I’m most excited about.
> > Are we going to test this map too?
>
> Actually this is a map that i have been working for a while, which is finally done. I have already tested the heck out the this map. But I would love to run a 5v5 on this map. Im in the works of getting a capture card to post game play.