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This topic has moved here: Subject: Seeking playtesters and feedback for competitive map ZUNUMIR.
  • Subject: Seeking playtesters and feedback for competitive map ZUNUMIR.
Subject: Seeking playtesters and feedback for competitive map ZUNUMIR.
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  • Veteran Legendary Member

Always up for REACH customs!

Zunumir is a competitive map I built and playtested and refined numerous times, and I'm now looking for feedback from the Reach community in general. It works best for 5v5 or 6v6 and is currently set up for Slayer, 1-Flag (lots of fun), Multi Flag, Assault, and King.


Download the map here.[/quote]


Zunumir is a symmetrical rectangular map built around The Rock[/quote] where Pinnacle is located, with nice views of the Island and the Waterfall and the ocean beyond. The map is made of the main floor, the natural form of The Rock, an upper and lower bridge on each side (orange and green upper and lower), and a rough rocky basement.

The basement is accessible via several drop down points in gaps between the main floor and The Rock, such as this one which also features a grav lift to toss you back up.
http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=250852 36&player=the%20pib

At each end of the basement is a man-cannon which can propel you up through a one-way shield door onto the main floor directly next to the flag. Clever teams can have one man drop a flag through the shield to another man waiting below.
http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=250848 95&player=the%20pib
http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=250848 83&player=the%20pib

Either basement man-cannon has a shotgun next to it that will enhance your surprise assault from below.

There's also a 2-way teleporter that connects Zunumir's far left and far right neutral midpoints, lower Orange (visible behind the Spartan)...
http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=250848 80&player=the%20pib

...and basement Green.
http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=250848 87&player=the%20pib

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There are some KNOWN PROBLEMS WITH ZUNUMIR that I'd like to resolve through playtesting and feedback.

-The map feels a bit too big for 4v4 and a bit too small for 8v8. Teams of 5 and 6 work optimally, but those are awkward numbers.

-There might be too many power weapons? Current arsenal: 2x Shotgun, 2x Grenade Launcher, 1x Fuel Rod Gun (only five rounds), 1x Spartan Laser (might replace with Sword), 1x Needler, 2x Plasma Pistol, and some DMRs, NRs, and Magnums.

-People tend to ignore the basement, or go through the entire game without even knowing it exists. I think I remedied this by making it visible in the loadout camera and putting fuel rod gun with five shots down in Orange Basement. Shotguns were put on top of columns to make them more visible. Also, the map description is "the basement is full of power weapons!"

-Anniversary gametypes don't work because the increased gravity makes the grav lifts to Upper Orange and Upper Green not powerful enough. I don't know how to remedy this.
http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=250848 79&player=the%20pib

-Some people say they don't like maps with teleporters where you can't see from one to the other. You can't in Zunumir. Is that bad?

-Jetpacking very high from either upper bridge causes severe screen lag. Otherwise, there's no screen lag.

-There might be insufficient cover for people spawning near the bases to protect them from enemies on the upper bridges.

-Some people have complained the basement looks like a mess. That was sort of my intention, building it out of random stones and blocks to make it look jumbled and rough in contrast to the smooth surfaces of the main floor and bridges above, but still just as easy to navigate and fun to fight on. Is it too messy?


Please download and try it out, and give me your feedback. I'll be online for the next hour or so running customs on it, so message "The Pib" for an invite.

Download: http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=250842 68&player=the%20pib






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  • 11.28.2011 12:53 PM PDT
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Lol.......

  • 11.28.2011 1:02 PM PDT
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  • Veteran Legendary Member

Always up for REACH customs!

I forgot just how much I love the Halo community...

  • 11.28.2011 3:28 PM PDT

BANANA B0B

7/10 people won't see the description for the map. Trying to convince people that they need to go in the basement via the description is an awful plan and screams that you don't know how to make a map. Learn to use visual cues to get people where you want them!

I'll check it out when I have time to give you some more detailed feedback.

[Edited on 11.28.2011 4:03 PM PST]

  • 11.28.2011 4:02 PM PDT

BANANA B0B

Looked at your map.

-No one goes downstairs bc the only obvious way to get there is via teleporter. When people see railing on edges they automatically assume leaping off the side will result in death so they don't use those routes down.

-Your bases for both teams are far too exposed. Anyone with a brain will be able to spawn trap the other team. Way too large for a 4v4. Would work for an 8v8 if the level was split up a little better.

-Too many blocks for the floor where you could have used a coliseum wall instead.

-Some of your lifts from the lower floor to the top injure the player when they go through them at certain angles.

-The higher ground on the side of the map can overlook everything! This makes anyone who's capable with the DMR a support fire king!

TBH the only thing I really thought was appealing about this map was the neat use of glass sails in the middle, but then you screwed that up with the green lighting you added. If you make some changes PM with the new version. I'd like to see where you go with it!

  • 11.28.2011 4:19 PM PDT

I like pie, and halo. Uhm nom nom Halo pie ^.^

need work

  • 11.28.2011 4:20 PM PDT