v2 Updates:v3 Updates:
Made the wall better. (More Escape-proof) ~I'm 99.9% sure you can't escape this one
Changed the SMG's to AR's.
Removed the Plasma Pistol and replaced it with two spikers.
Brief Description: High Impact is basically a symmetrical map, but the camo box is "Off-set" with the middle top area, only because it makes it easier for the defenders to get it. (It doesn't change game play at all) The attackers spawn up High, and the defenders spawn down low.
The making of High Impact: I started High Impact about a month ago. It took me about a week to get the first layout down. After I got the layout down I spent a day or two placing spawns and weapons. I also set up objectives, but I forgot to delete the default ones. (Which I do later, after having it tested) The next week was spent messing around with spawns, adding a few things, and testing the weapon layout. All of it was alright, but I still felt I could do more with it. I had the Marvel Map Crew check it out and HLG Viper wrote out a report (which I'll have for your viewing eyes later in this post). I read it and got some more ideas to make High Impact better. So after that I went back on. At first I thought I was good with the added things, but I ran into a little accident. (I grabbed a double box interlocked into something and messed it all up ~The bad thing was I forgot to save the changes before I did that) ~Since I got really mad about my mess up I went on a rampage (20 kills) in Social Slayer and felt much better. So I went back into forge the next day and fixed everything up again. I left it alone knowing that I had more things to take care of. A few days had gone by and I went back into High Impact. Unable to geomold the four fence boxes into the ground a step down perfectly I decided to just throw some fence walls on top where you (before they were there) couldn't walk onto the fence boxes. I also at that time changed up how to get to the overshield and also added more blockades in the defenders base and on one side of the camo single open box, I also added two more single open boxes to the defenders base 2nd floor and placed carbines in them. (I also did some more readjusting with weapons) Thats when I ran into the same accident I did before. (clicked on the double box interlocked by accident) I was oh so angry, but instead of storming off to Social Slayer, I decided to just fix the double box this time. It came out all right too. Relieved, I saved changes and ended forging. I figured I was done with High Impact, but since I changed a lot about it from the first version, I wanted to re-test it. I didn't get the chance for a long time. (nearly a whole week) ~Within that week I did go into High Impact a few times to make sure everything was ok. (Which a few things weren't ~Like something being on 'respawn at start: no' still, weapons being on the wrong respawn time, etc. etc.~ But after all that, I had almost had High Impact finalized... But after finally testing I was ready to make it public. But before I could, I had to change a minor spawning error in FFA Slayer. So after fixing that, and one other thing, taking screenshots and putting them onto my computer and photoshoping the one above... I was finally fully ready to make this post.
Without further waiting, here's the layout screen shots:
A some what overview of High Impact.
The Wall on A Side.
The Wall on B Side.
The Sniper Spawn.
The Defenders B Side.
The Attackers B Side.
The Attackers base A side.
The middle under the Attackers base.
The Camo Spawn.
The Overshield Spawn.
The Defenders A side.
Now for some action screen shots. (NOTE: These action shots were taken in v1, so some things in v3 you will not see, and you'll see what the map looked like in v1 ~not much change, really~)
Ok, now for the part where I tell you what weapons/equipment are on High Impact.
Weapons on High Impact:
x9 Battle Rifles: 45 sec. respawns; 2 clips.
x1 Shotgun: 120 sec. respawn; 2 clips.
x1 Sniper Rifle: 120 sec. respawn; 2 clips.
x2 Assualt Rifles: 30 sec. respawns; 2 clips.
x4 Spikers: 30 sec. respawns; 2 clips.
x1 Needler: 60 sec. respawn; 2 clips.
x1 Brute Shot: 60 sec. respawn; 2 clips.
x1 Carbines: 45 sec. respawn; 2 clips.
x2 Maulers: 90 sec. respawn; 1 clip.
~~
Equipment on High Impact:
x4 Frag Grenades: 10 sec. respawn.
x5 Spike Grenades: 20 sec. respawn.
x1 Bubble Shield: 60 sec. respawn.
x1 Regenerator: 60 sec. respawn.
x1 Overshield: 120 sec. respawn.
x1 Active Camo: 120 sec. respawn.
As for gametypes, I will recommend the top ten that I think would play best on High Impact.
One Flag; 2v2 - 4v4.
Neutral Assault; 4v4.
Team Slayer; 2v2 - 4v4 or 2v2v2v2.
FFA Slayer; 4 - 8 players.
Territories; 4v4.
Land Grab; 4v4 or 2v2v2v2.
Team Oddball; 4v4 or 2v2v2v2.
I should note that High Impact is set up for all game variants (excluding Juggernaut).
Here's HLG Viper's Review:
Quote:
Originally Posted by HLG Viper
High Impact
by: Vorpal Saint
The spawnpoints works as they seem to work, as they are positioned on different levels, they are great. We never checked it in forge, but the spawn areas are very usefull in there kind of maps (i'm guessing you used them). We played capture the flag on it, and even though you had flag spawn, and capture-points, the default flags were in the bases.
Gameplaywise, it was completely awesome according to me. The tension just kept on rolling, and no über-domination happened. The thing i would like to see fixed though is the map boundaries. You don't do anything in the bases, why have them open? if you have resources to do it, then do it. The map was friggin' sweet otherwise, The aesthetics was fantastic, a lot of interlocking that fitted well into the map. This map has great potentials, i think yo should keep improving it and post it with a sweet introduction, who knows, maybe you'll get a feature =D Oh and one bad thing though. you should geomeld those fenceboxes at the teleporters one step, since it requires a jump to get on top of those, and the floor would look a lot nicer too.
Overall, the map played very well. Even CTF 2v2 worked good. There's not much to say about this map, other than, finish it so i can download it.
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I hope you enjoy High Impact if you download it, even if you don't play any actual games on it and with that, I'll end this crazy long post. @_@