New map and vehicle for the game

Recently I had an idea about making a new map but as the idea developed and I thought about the details it became clear to me that making this is far beyond my forge ability to make and almost certainly straight up not possible to do in forge.

Due to it’s size the best game type for it would be big team battle how ever a objective game type with increased number of people would also be good. The map would feature a cove with a peninsular (that’s an island connected to the mainland by a thin strip of land) going through the centre such as that the sea facing side of the peninsular is roughly level with the mouth resulting in the mouth being reduced to two narrow passages. The main land opposite the peninsular slopes generally down to the sea and strip of land which connects the peninsula to the main land with around a third of the peninsula that is facing this sloping area do the same. The rest of the edge of the cove and the peninsular is simple non scalable cliffs. One team starts on the mainland facing the peninsular and the other is on the peninsular. The strip of land between them features a light scattering of fairly small buildings which should range in size from ruined single rooms to one or two, two with accessible roofs or three story tower like buildings. The buildings should be thick enough so that a sensible person can avoid sniper fire from the far end but there should be enough space between them to use vehicle. The land here slopes down as you get to the middle length ways and highest in the centre width ways. Along the ridge like area that goes from one end of the strip to the other single story buildings with accessible roofs should be placed so that the buildings either connect, have arches over the gaps between them or it is possible to jump between them. Cover in on the roofs should be fairly sparse and largely made up of chest high boxes and walls. Through out the match the tide should begin rising slowly narrowing the strip as the goes on submerging the small buildings (especially those near the edge) and leaving the taller ones as islands. By the end of the time limit the water has risen so far that only the roofs of the buildings running along the ridge are left showing.

The Vehicles I suggest would be types of boats, one Covenant (Elite/Sangheili style rather than Brute) and one UNSC. The UNSC one would be pretty standard. A power boat capable of carrying four people (Helm/driver gunner and 2 passenger), with high health between that of a Warthog and Scorpion fairly slow, and armed with a turret (I recommend Gauss Cannon). The passengers would be well protected with the helm reasonably protected and the gunner exposed. The Covenant vessel would be a amphibious vehicle very similar to the Revenant, it would be fast, quite agile armed with a similar but slightly less powerful plasma mortar and has slightly less health than it’s inspiration. The downgrades are to balance out the it’s ability to move more flexibly.

These vessels would be used on my map and as the game goes on more would begin spawning and their spawn timer would reduce, the same would apply to air craft on the map (which would be very valuable late game due to their ability to transport troops to the island buildings and their ability to shoot down on troops on the bridge which with only chest high cover would be exposed) and land vehicles would work the opposite way round with less spawning and spawning slower as time goes on starting with Scorpions and continuing on down as there is less and less space to move with ghosts and Mongooses starting to drop in number last due to their ability to move across the fairly narrow roof tops that will remain.

I think this would make a good map because of the amount it varies through out the time. At the start of the game land vehicle and infantry will be the most important and the range of environments for them will be large (range of buildings and open spaces between them with the ability to work your way along the narrower corridors of centre ridge. However the players will be forced into new environments as the game changes, where once infantry and land vehicle moved now the vessels I suggested do. Later ion the game players will be forced into combat either in air craft vessels or on open ground in a choke point. The rising tide will also create a sense of urgency for players and that and the changing environment will make very good watching material for competitions.

The ideas don’t have to both be used or used at the same time but I do think they complement each other well. Sorry it took so long.