This map is for anyone who has ever felt a little let down by their Star Wars “Death Star Trench Run” video game experiences. I have been waiting for an oficially licensed Star Wars video game to deliver a truly exciting trench run level ever since 1993 (X-Wing), almost as long as have been waiting for them to give me a truly great light-saber battle (never). While I still can’t do anything about the light-saber battle, the trench run is now a somewhat different story.
I knew going in that I would never be able to forge a perfectly accurate Death Star surface (cover the entire forge world in c-walls?) using the $10,000 budget and the piece limits. Instead I decided to embrace the difference and take on a little creative license. This isn’t a Star Wars trench run. It is a Halo Trench Run. With that in mind, I set out to make it play, and look as incredible as possible. I even threw in a vague Tower of Mordor look alike for good measure.
The most important thing to me while forging this map was to make sure that the trench was a functioning, strategic, and necessary passage way to the thermal exhaust port. You always have the option to fly around, above, or outside of the trench. It will just be much more difficult to stay alive out there. Also, if you leave the “Death Ship’s” surface area entirely, you will explode.
Another absolutely imperative goal for me was making sure that this map was as fun on defense (if not more fun) than it is on offense. In order to accomplish that, I made up a specialized teleporter/observation tower system.
The main defense tower has 6 two-way teleporters along its inner walls. The three on the right side walls will transport you to the three right side gun towers. They go in order from front to back. The same goes for the left side wall’s teleporters.
Using the “observe and move” system you can always be in the proper tower at the proper time. When it’s done well, it is almost as if all of the towers are automated.
Finally the custom game type is a one-bomb assault variant. It is set up to give you the feeling that Yavin 4 is just about to come into range, and there is no time to spare. Each round is 3 minuets long, and there are 6 of them. This gives each team more chances to employ different strategies, yet keeps the game moving along quickly. If you are having an unusually difficult time on offense, or defense, you can always add or drop a minuet.
The bomb carrier has 100% mobility, along with full vehicle use. In addition to the normal movement, his ability to “use the force” gives him two slight advantages. He has a 75m radar, and will inflict 110% damage on his enemies.
May the force be with you…