Skyquest | Conquest V3 | Conquest V4
Description:
Skyquest is a long, narrow map built on the skybubble floor. Featuring only minimal interlocking (and no geomerging), it relies more heavily on layout and gameplay to make it a great map. It was built from the blue grid up, and was left intentionally narrow to force players to watch their step and add a new dimension of strategy to the intense head-to-head gameplay it requires.
The original plan was to make the map playable with the already intense Conquest gametype, but I wanted to put a special twist on things. Due to the fact that the map is incredibly narrow, I wanted to be able to make it so players would be in even more peril. This is where the custom gametype comes into play.
Conquest Brawl was derived from Conquest V3. The main difference is that you spawn with hammers and swords, move a bit quicker, and that the power-up makes you slower and heavier (thereby making it harder to knock you off with the walkway). There are also no weapons on the map in Brawl, which means your best bet is hammering your opponents off the map.
A design feature that I tried to incorporate into the map was an increase in difficulty of capturing territories as you got closer to the center. Tests have shown that my endeavors were successful, which means that the closer to the center players get, the harrier the combat combat gets. Even in a 2v2 round, this made for some pretty epic battles for the center platform.
While functioning primarily as a Conquest map, it has also been set up for Assault and Capture the Flag, and functions as a decent slayer map as well.
Layout:

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NO LONGER ACCURATE - click for DA-hosted HUGE image)
There are seven territories on the map, breaking at the joints and becoming increasingly more difficult to control as you approach the center. As you'll see in screenshots below, most battles center around this territory. Along the pathway, Obelisks and gold columns provide cover from the enemy, but can also be construed as obstacles that make the pathway even thinner. The map boasts (near) perfect symmetry: the only differences between the sides being the color of the luminescent pieces and the odd angle of the sunset.
Each team spawns in their "hive," away from any direct threat. Around the first join rests a Brute Shot and a single frag grenades. A walkway of Double Boxes with balanced Obelisks on alternating sides connects to the next territory, and holds a Sniper Rifle with no extra rounds and two Battle Rifles. At the end of this walkway, just before the drop to the next turn in the path, a Needler with one extra round rests on a weapon holder. Going down the ramp reveals two Plasma Rifles against the wall, and rounding the corner leads to the next section of the map.
Golden columns line a walkway of Stone Bridges, which sport shorter gold columns for cover and for weapon-holding. One Spike Grenade and one Carbine reside here along with the Custom Powerup at the end before the next territory.A Fusion Coil rests in this corner to make the pivotal corner area even more dangerous. From here, a broken walkway leads to the center platform and territory, sporting nothing but a Mauler before reaching the center territory.
And again, due to the length of the map and to expedite gameplay, Man Cannons have been incorporated that will launch players down the main path after thirty seconds. They're safe to take to about halfway down the territory, and if you're skilled, you can slide-bounce straight to the next joint (though do so only at your own risk, as in my testing I hit the obelisk several times and was thrown out into the night sky).
Pictures:
A long-distance overview of the map, including both sniper boxes.
The view of the red side of the map, with the sun in the background. Yes, it's from a previous version of the map.
Scoped in on the center platform from the walkway with the golden columns.
M.A.D. = Mutually Assured Destruction. It's what happens when two people get really good at sticks.
The token "Pink Mist" shot.
Nothing you can do if you're hit with that hammer.
Hammer Redux, only this time it's on the center platform.
Storming the hill with a Brute Shot can tend to produce some pretty epic screens.
This time it's AceOfSpades0707 who manages to look badass jumping into the hill with the Brute Shot.
And the money shot. I think I might just set this one as my trophy 'cause I like it so much...
Version History:- 1.1 - Adjusted spawn points and edited weapons to a more Conquest-Oriented set (though kept Hammers). Pulled obelisks farther outward on the main path to ensure ease of play. Adjusted territories to cover map.
- 1.2 - Removed Sniper Boxes and returned certain aesthetic pieces into play. Moved weapons into full compliance with Conquest guidelines (removed hammers). Adjusted weapon placement as well.
- 1.3 - Slightly adjusted weapon spawns. Added Man-Cannons that spawn at 30 seconds to launch players directly from the first territory straight to the third.
- 1.4 - Moved Needler to a more recognizable location. Moved Man-Cannons so that they launch players down the main path instead of cutting corners.
Credits
Inspiration: God, the source of my being; Bungie
Conceptual Consultation: Casey; Chris; Daniel; Tommy; AZN FTW
Testers: AceOfSpades0707; evanessary; iRaynne; dylman36; xIOMx Soldier J; Debo37; Static13254; stickmanmeyhem; K1lleRDaRkNeSS; dV Forsaken; x iTz Kr0niK; my friend Carlos; and many more
Fin.
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