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CHaTEAU-FORT v2

Original CTF map by Kurosaki Tensai

This UNSC training grounds is a recreationg of classic wargames that were held on Harvest, at Corbulo Academy and even at CASTLE Base on planet Reach, where the first Spartan II's got their training. It's recreation on Requiem is meant to provide new Spartan IV recruits with the best possible training. It's name is french for Stronghold, a fitting name for this fortress above the ocean.

 

Download link:

http://www.halowaypo...19-f7eaf335c1fa

 

LAYOUT

This screenshot details the various weapons and vehicles that can be found on the map:

nKtnK9s.jpg

 

Take note that on the end of each of purple and orange rocks, you can drop into a bush, which also features a shield that will take you back to top if you so wish. You only need to jump up. I figured this is helpful for flag runs and to limit abuse of this power position.

 

 

 

MAP DESIGN 

This map started out twice as big, featuring man cannons and a neutral Wraith, but it didn't feel right, and it lacked cover. I quickly decided to make a second, smaller version focusing on infantry and power positions instead. My main goal while making this map was to imagine what a UNSC CTF training grounds would look like. So I came up with a mix of buildings and natural terrain that would feature short and long sight lines, ramps, jumps and vehicles. My main concern was to provide easy access to all areas either with jumps or ramps, thus improving the flow and allowing for enjoyable flag runs and flag defense.

 

 

GAMEPLAY (CTF)

The teams start on opposing sides, and usually try to rush the neutral rockets top mid. The early stages of each match are centered around gaining control of the top level of the map, then it transitions into vehicle control of the mid, yellow and green routes, thus chanllenging players to be smart about the route they choose to use to get to the opposing team's flag base.

 

 

 

 

I made two custom gametypes for this map, both featuring three classes that most players like to use:

DMR/Mag, AR/ Mag and BR/Mag. All three use Resupply, Dexterity, frag grenades and no armor ability.

 

The gametypes I made for this map can be found here on my fileshare:

CTF CSTM

http://www.halowaypo...67-d594cdb18b22

 

SLAYER CSTM

 

http://www.halowaypo...0a-9360f7f23fe2

 

 

I tested the map with various MLG gametypes but they were too limiting, so I figured I'd make my own small changes.

These are meant to provide player favorites and insuring skill is rewarded more than luck: No POD, friendly fire ON. Vehicles are allowed .

 

 

Initial weapons drop:

Sniper rifle: 2X (120s)

Rockets: 2X (150s)

Plasma pistol: 2X (20s)

SAW: 2X (150s i believe)

Boltshots: 2X (120s)

Battle Rifles: 2X on each base. (30s)

Frag 'nades: 2X at yellow, green window. (Not seen on these older screenshots). (30s)

 

 

Initial vehicles:

Mongoose: 4X (30s)

Warthog: 2X (120s)

Ghost: 2X (150s)

 

SCREENSHOTS

 

Detailed views of the Red side of the map (Anti symetrical with the blue side):

er0WWZU.jpg

The Sniper alley is large enough for vehicles to drive through (Although it is hella risky).

GY2HYj8.png

Sniper alley to red base. (Added ramp to the right of the jump up to red base 2. See changelog below).

vTk87Rp.jpg

Jump-up to top mid form red bunker.

OFkQ4yW.jpg

Top mid and red bunker.

 

 

For more screenshots:

http://www.halowaypo...alo4/fileshare#

 

Changelog:

-After a couple games with larger lobbies, I found that the map is better suited to 6v6. It still supports 16 players for BTB Slayer, but I recommand not going over 12 fot CTF.

 

-Changed jump-ups to ramp in each of the team's base to allow easier navigation. Players responded positively

 

-Increased the respawn timer of Warthog and Ghost. There were too much vehicles present at one time, I hope 2 minutes will help. Will need more feedback to finetune.

 

-Made the middle part of the map even. It was not centered, thus leaving blue team more exposed than red team. Simple fix. In the same idea of evening thigs out, I made the yellow and green flat rocks smoother for the ghost and wharthog. They used to feature a ramp-like jump. Now smoother.

 

-Added Weak kill zones on all 4 walls to prevent abuse.

 

-Added 2 BRs in each base so players don't run out of ammo. 

 

-Changed Green and Yellow ledge layouts, added windows on ground level, added frags in this area.

 

-Will add bushes in front of red and blue bases for aesthetics and gameplay improvements.

 

-Have to watch budget, it's pretty tight. (Still, no framerate issues at all, even in big parties).

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