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Emerald Tower v2.0Created by s90henige (gamertag: ResrgntCinerbus)Recommended Gametypes:MLG TSMLG KotHMLG BallMap DescriptionWeapon Set:BR (x4/10 sec)Covenant Carbine (x2/90sec)Mauler (x2/1 clip/120 sec)Rocket Launcher (1 clip/180 sec)Sniper Rifle (1 clip/150 sec)Plasma Grenade (x8/30 sec)Frag Grenade (x4/30 sec)Active Camo (180 sec)This is my second map posted on Forge Hub & my first asymmetric MLG map. I’ve forged off a few symmetrical maps over the past few months and was looking for a change of scenery. Shortly after completing my first Forge Hub post (MLG Diesel) I began construction on what came to be Emerald Tower (ET).During initial designing stages, Emerald Tower started with long hallway behind a large wall-like structure (much like the hallway along the back of Halo 2’s Ivory Tower). The large structure in this map is referred to as the ET or the Sniper Tower. The ET itself contains four levels through which players can navigate across the map. Level 1 (Basement Level) of the ET contains one entrance from Long Hallway and two entrances from the center of the map. The Second Level of the ET has four access points: stairs from ET 1, stairs from Long Hall Defenders side, bridge from Defenders Corner, and ledge from Long Hall Attackers’ side. ET 2 allows for movement to pretty much any point on the map. ET 3 is a small rook-like structure erected in the front center of the ET. ET 3’s main purposes are to allow quick access to ET 4 and A-Tower.ET 4 is the topmost level of the Emerald Tower, and is also where the Sniper Rifle spawns. ET 4 is reachable via three alternate routes: a ramp on either side in each Team Corner and multiple jumps from ET 3 in front. Notable elements of ET 4’s design include little to no cover (there has to be risk in order to obtain the Snipe), and an escape shaft that is located near the Sniper. The shaft was originally designed as a Man Cannon Lift, but usage of said lift was erratic and unpredictable, so the shaft is now used as an escape route for a player on ET 4 under heavy fire.Now with so much effort and thought put into only 40% of the battlefield, another tower was required to even out game play. In the A-Corner stands a Spiral Tower located directly beneath the foundry crane and opposite the Emerald Tower. A-Side Level 1 (Basement) is where Defenders spawn in most game variants. Just outside of A-Tower, near the center of the map, stands a tall box pillar with a furnace-like appearance. This “furnace” is where the Rocket Launcher spawns. A bridge between the “furnace” and A-Tower allows for jumps from A1 to A2.The two towers took about a week to complete and left me with little inspiration for completing the Team Corners. The Team Corners took the last 2 and-some-odd weeks of my life away from me over the past month. After going through 2 different structures (that’s 2 different Blue Corners and 2 different Red Corners) I was finally happy with what I had completed. Both corners are easily accessible from Basement Level, & each provides alternate routes through ramps, bridges, and jumps to every other part of the map. Now even though they are presented with simple construction, the Team Corners of Emerald Tower are essential elements to the fluid & competitive game play of the map._________________________________________________With clean interlocking and geomerges, Emerald Tower stands alone in its creativity and overall presentation. MLG Ball, TS, & KotH remain the best game variants for this map. I finalized this version first, but I’m working on a traditional Matchmaking Version that would apply to Team Objective and Team Slayer. All power weapons are drop spawned.ALTERATIONS TO v2.0:-Rockets moved to center Furnace (original location in Long Hall made Emeral Tower side too powerful).-Substitution of Invisibility to replace MLG Overshield (Invisibility serves as better counter to Sniper).-Removal of walls serving as cover on upper-levels of Emerald & A-Tower (seemed pointless as being up high is cover enough).-Addition of 2nd Mauler (one on each half evens out their effectivness).-Bridge from ET 3, across top-mid, is extended all the way across to A2.-Jump-ups added to Long Hall, A-Corner, and front of ET 4 from ET 3.-As well as several boundary limitations to prevent players from getting up to Upper Level of Foundry.DL, play, rate, and comments are greatly appreciated.
this map is too underated, one of my favorite mlg maps to play on in customs
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