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CoverReachTeamSlayer11_zpsec281c17.jpg

 
This map was designed to be of a 'simple' arena style and was built to function with smaller parties. 2v2 Infinity Slayer stands out strongly as the main gametype for this map. Due to the rather simplistic layout, there was significant room for some aesthetic touches and the addition of a theme. The theme is that of a futuristic, urban city environment and that comes across strongly. 
 
 
March 27th Update

  • Initial spawns moved to under respective towers
  • Weapons changed from ordnance drops to spawning on the map
  • Rocket launcher added
  • Spawn points removed from top towers
  • Tower heights lowered
  • Line of sight through central sky scraper added in for more balanced gameplay
  • Colour added to second and third sky scrapers for easier map orientation and call outs.
  • Overall aesthetic details tweaked
 
 
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At first glance New Valentina is a symmetrical map however technically it is inversely symmetrical due to some areas inside that differ in locations on both sides. Essentially this is an arena style map with significant verticality. Coupled with a mixture of long lines of sight and close quarters areas, this map proves it's worth in allowing for versatile gameplay and play styles. 
 
Games on New Valentina tend to be very fast paced due to the circular and close quarters nature of the map. There is no one area where combat is localized, rather combat tends to occur evenly throughout the maps different locations.
 

Weapons and Equipment

 

  • Railgun x 1 (150 Seconds)
  • Sniper Rifle x 1 (150 Seconds)
  • Rocket Launcher x 1 (180 Seconds)
  • DMR x 2 (60 Seconds)
  • BR x 2 (60 Seconds)
  • Covenant Carbine x 2 (60 Seconds)
  • Assault Riffle x 2 (60 Seconds)
  • Pulse Grenade x 2
  • Frag Grenade x 2
 
 

 

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ReachTeamSlayer8_zps66a6a8d2.jpg
 
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ReachTeamSlayer3_zps9f5f6b8c.jpg
 

ReachTeamSlayer_zps27876a33.jpg

 

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Loving the aesthetics, I'll take a look.  Please tell me it doesn't have framerate issues?

You will be happy to hear that it does not, i repeat, does NOT have any framerate issues. Not even in forge :P Please download the latest version though, I had to alter ordnance drop placements and colour a few pieces to make orientation a bit easier.

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Guest Psychoduck

Well, I played a game of 2v2 on here the other day.  I like the elements behind this map, however in it's current state it has some problems.  Essentially the top-lift platforms saw 100% of the action, largely due to pretty much every single player spawning at one of them over and over again.  Also, these platforms are so vertical that they are a bit detached from everything else.  My suggestion?  Lower the platforms and make the ramps less steep to arrive at the top, make sure ordnance drops are not on the platforms encouraging players to risk losing the height advantage for the reward of a power weapon.  Also, adding a cut-through in the central tower between the tops of these platforms would go a long way towards connecting them better.  Simply a hallway through the tower at a 45 degree angle to the platforms (this way you can't see through the tower between the platforms) which can be reached by jumping would allow fights between the platforms to play out much better.  Also, players need to spawn in other locations around the map and spawns at these powerful positions should be minimal.  

 

Other than that, your theme is well-executed and the map looks beautiful.  Think you could try some of the aforementioned changes?

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Well, I played a game of 2v2 on here the other day.  I like the elements behind this map, however in it's current state it has some problems.  Essentially the top-lift platforms saw 100% of the action, largely due to pretty much every single player spawning at one of them over and over again.  Also, these platforms are so vertical that they are a bit detached from everything else.  My suggestion?  Lower the platforms and make the ramps less steep to arrive at the top, make sure ordnance drops are not on the platforms encouraging players to risk losing the height advantage for the reward of a power weapon.  Also, adding a cut-through in the central tower between the tops of these platforms would go a long way towards connecting them better.  Simply a hallway through the tower at a 45 degree angle to the platforms (this way you can't see through the tower between the platforms) which can be reached by jumping would allow fights between the platforms to play out much better.  Also, players need to spawn in other locations around the map and spawns at these powerful positions should be minimal.  

 

Other than that, your theme is well-executed and the map looks beautiful.  Think you could try some of the aforementioned changes?

I have edited the map to have all the above changes. Download the latest version when you can and hopefully it plays a lot better

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