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Map Name: Gotengo Outpost


Map Canvas: Forge Island


Recommended Players: 8 - 16


Recommended Gametypes: Infinity Rumble, Infinity Slayer, SWAT, Slayer Pro, Flood, Hivemind


http://343i.org/1aa - Click here for Halo Waypoint page


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As you can see here, things look isolated from up top. It's no wonder this outdoor, expansive map is so balanced; each team has there own pros and cons. Blue team is closest but not entitled to the vehicles. Meanwhile, Red team will drop down like hawks and will ambush the Blues if caught moving forward. Both teams have the option to immediately flank from the base. Blue teams base can be entered entirely on foot, while Red team's base is either reached by Jet Pack or Gravity Lift.


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As you can see, the good ol' dog t-bone side is the Blue base, with passageways on left and right. The main way in, however, is not a smart choice for professional gamers.


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Red base, on the other hand, is directly attached to the wall, and it would be expected that you would want to drop down to face towards the Blue base, however, if you jump off the ledges, you will be closer to the ordnance.


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Just one look at that asymmetrical nature and you will faint. It is usually a fear of mine to go asymmetric with maps, but I thought, "hey, this is good time to change" as a matter of fact, this is the map that got me back on 343i.org. Don't get me started with the upper rooms. It's a chamber where in order to make the jump up to the platform, I had to work several kinks out to make the flow stronger. The gravity is based on elevation. My original plan was to make movement very weak when the player was out of the map, so that they would die before they escaped. However, over time, the plans were lowered of their intensity, so now you move at 90% speed when out of bounds, which seems fair.


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The FX orbs set the lighting and mood. A warm dawn with early fireflies and an incoming force.


Here we see how open the map is, open enough to support two ghosts and a gauss warthog.


There was plans to include mounted turrets, but too many sacrifices to the fluency were being made.


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Here, we can see where both bases connect. I took a note from Solari's spawn system, and I placed dynamic team spawns with separated universal respawns.


 


If you enjoyed my overview, just check out the map yourself or do a flight demo in theater mode. All of the film, photo and map files are on my File Share, so what are you waiting for?


Man, you mods are so understanding, thanks! :wub:


Edited by Mecha Death Rhino
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