The Gallery
This topic has moved here: Subject: Armory v3 (and Pro Variants of GameTypes!)
  • Subject: Armory v3 (and Pro Variants of GameTypes!)
Subject: Armory v3 (and Pro Variants of GameTypes!)

Links:

File Sets
File Share
Map


Hey guys, me and a buddy of mine have been busy creating a TON of new maps (primarily focused on MLG / Pro gametype play)

My newest creation - Armory, is what I consider the "Pandora's Box" of 4v4 and 8playerFFA maps. Check my reach fileshare for this simple and exciting map. Well placed grenades could mean the difference between life and death. Keep your DMR at the ready.


INFO:

Name: Armory v3
Style: 4-Way Symmetrical Indoor Arena
Recommended Gametypes: MLG / Slayer Pro / CTF Pro



Supported Game Variants:

8 Player FFA:
Slayer Pro
FFA Ball Pro*
Headhunter Pro
FFA KoTH Pro*

4v4 (Red & Blue - ONLY):
Bomb Pro*
Neutral Bomb Pro*
Team Slayer Pro
Team HeadHunter Pro
Team Ball Pro*
Team KoTH Pro*
CTF Pro*
Neutral CTF Pro*
Stockpile Pro*
3-Plot Pro*

MLG (All Variants)

*=Check Fileshare / File Set



Weapons:

DMR (Right Side of EVERY area - side areas also)
Needler Rifle (EVERY Corner pit = Link between EVERY base)
Magnum (Far outer Corners of Map)
Sniper (4v4 ONLY - Left pocket of Red and Blue areas.)
Grenade Launcher (FFA ONLY - Mid 3 = Top Mid)



Grenades:

Frag (Right Side of EVERY area == Opposite of DMR)
Sticky (Far outer corners, INSIDE == opposite side of pillars near magnums)



Special:

Hologram (Orange Area / MLG ONLY)
Invis (Green Area / MLG ONLY)
Health Packs (FFA ONLY - Every Right Pocket of every Base / Team ONLY - Right Pocket of Red and Blue areas)



CTF/Stockpile:

Shield Doors Block from players going from the center to the Red or Blue bases. Also, block players from going from the outside to the center on Green and Orange bases (The latter is on CTF ONLY).



It isn't that I have anything against "regular" Slayer or Team Slayer, but after numerous play-tests many of the AA's are just unnecessary (Jetpack/Invis/Evade) except for Sprint, which comes with layouts in Pro variants. Radar is not necessary as a decent player will notice that every player really has only 2 options of movement around the outside and if a player is in the middle they are seen by every side.

Spawns:

In Team Slayer, teams spawn in their designated area (Red or Blue area appropriately), FFA no spawn areas are present, other Team Games Teams will spawn further from where they died and closer to their team (in either Red or Blue base - not according to what team you belong to. Simple right? Good, because it has been tested and plays very well this way.

Spawn Examples (Taken directly from play-testing situations):
For example, if a group of players are playing Team Ball, and blue team gets killed in their base, they will spawn close to their teammates (unless teammates are on the side areas) they will spawn at the opposite base, requiring teamwork to take down the team holding the Ball. In Team Slayer, skilled players who know how the map plays will know where teams will spawn and how each area works. If a team spawned on one side of their area and got spawn killed, they will spawn on the other side of their area. If all spawns are blocked in their area, they will spawn at the orange or green neutral spawns. Skilled teams need to work together to take the team out so they don't continue to get spawn killed. This system may be revamped as necessary. But this just about covers the jest of the ENTIRE Halo: Reach spawn system.

If you have any questions or comments, please feel free to MSG me on Bnet or XBL (iTz Kriptonyte)

[Edited on 10.25.2010 3:12 AM PDT]

  • 10.25.2010 3:11 AM PDT

I'm really trying to get support to see how my map stands with others, and what the community feels. If you have any feedback I'd love to hear what you think. I will be posting screenys A.S.A.P.

  • 10.25.2010 2:41 PM PDT