|
 |
 |
 |
 |
04-26-2009
|
#1 (permalink)
|
|
Conquest Master
Join Date: Feb 2009
Location: Snowflake, AZ
Posts: 507
|
Gold Rush
Gold Rush
"Fight for your share of loot in this crowded gold mine. Conquest. 4-8 players. By Gunnergrunt."
-By Gunnergrunt
Download
Gunnergrunt's Conquest Guide
The Book of Conquest
Complete Gametype description: Conquest
Conquest Featured Library
Description
Gold Rush is my entry into Xforgery's April Forgery Challenge. The contest is XF's version of a Conquest Forgeoff, like the one seen on Forgehub. So this is obviously a Conquest map, but this one is unique. It is designed specifically to eliminate assassinations during the game. It is also smaller than most Conquest maps. Gold Rush is best for those days when a large party is difficult to pull together. This map plays well with 4-8 players, but I recommend 3v3. Gold Rush is also my first Conquest map to follow a strong theme.
Weapons
2 Bruteshots (1 spare clip, 90 seconds)
2 Battle Rifles (30 seconds)
4 Spikers (10 seconds)
4 Plasma Rifles (10 seconds)
4 SMGs (10 seconds)
2 Frag Grenades (30 seconds)
The weapons placed on Gold Rush were chosen for the maps design. The bruteshot is perfect for damaging enemies around the curves turns in the map. The plasma rifles compliment the push and pull style of gameplay, because they are used as a sheild breaker. Plasma weilders rely on their teammates for cover. When their cover is eliminated, they get pushed back until their team arrives again. The SMGs and Spikers are the standard support weapons. The large clip sizes encourage longer charges and fights. They are the core of the gameplay. The Battle Rifles, when paired with the Frag, is great for the curves turns in the mine. Just throw a grenage at the wall to bounce it into the next territory, then follow it up with some headshots. The weapons on Gold Rush can be used for strategic plans and gameplay.
Gameplay
Gold Rush, as already mentioned, is best played with 4-8 players. I recommend 3v3, but the number of players will depend on your style of Conquest games. Larger parties make the game faster, but also more crowded. Set the party up according to your personal preference.
Gold Rush features an unusual layout, but it still plays like Conquest. Because there are no corners along the main path, assassinations are nearly impossible. If you are someone who gets frustrated with the assassinations found in many Conquest maps, Gold Rush is for you. Territories will only be captured by bruteforce and strategy, so put away your ninjas.
Most 5-territory Conquest maps utilize all 5 territories, but the first territories on each side are rarely captured. In this map, the starting territories are even harder to capture. For this reason, only the middle three territories will be fought for. But if you think your team can capture all five, you will need to use some of the strategies mentions later on.
Gameplay on Gold Rush is fast-paced and simple. Because of the rounded turns, the push and pull affect is very strong. When sheilds break, players retreat around the turns, just out of sight to let their teammates advance. This keeps the center of action in constant motion. Most fights take place between each door, or choke point.
Process
Gold Rush was built in only three sittings. Because the map was well planned before the forging began, it was only a matter of placing the objects in their correct locations. The layout of the map was built first using large and tall blocks. Then the grass floor of the map was added using tin cups (this was the most time consuming step, because I had to get rid of all the flickering lines and keep the floor smooth at the same time). Next, I built the roof and inserted territories markers. Once I was sure that the territories worked with the layout, I began the details. I used columns for the gold pieces protruding from the walls, and I interlocked bridges to make the ceiling more mine-like. After that, I placed my weapons and spawn points. I included respawn areas to eliminate any spawning problems due to the small map size. Then I ran it through some test, made adjustments to the map, and tested it some more!
Strategy and Tips
Gold Rush involves more strategy than most Conquest maps. For the first battle, I recommend grabbing the frag grenade and battle rifle. Throw the frag against the wall in the center territory before you engage the enemy with the battle rifle. This is a good way to obtain control the enemy's second territory ealy in the game.
You can also "cycle" your team to maintain control in the tunnels. When the sheilds of the players on the front lines break, order then to retreat to the rear of the group to recharge. Then have the undamaged players get into the direct action. Repeat the cycle to keep your team alive.
When capturing the second territory on each side, it is a good idea to send at least one player into the starting area as a distraction. This will buy the other team members a few seconds to capture this tricky territory. This trick is especially useful in the final seconds of the game.
Pictures
A sketch of the map's layout. The blue shapes are the territories.

Here it is again, now forged. The territories are represented by the arches over the grass.

Red side starting territory

Red side entrance into the tunnel


From the second territory into red starting area

Same tunnel, further back

The central territory


Blue side (notice the eye-catching weapon placement)



Second territory on blue side


Action Shots
Fight at the second territory choke point

5v5 is fun too!

Gold Rush
Conquest
Last edited by Gunnergrunt; 04-27-2009 at 09:50 PM.
|
|
|
04-26-2009
|
#2 (permalink)
|
|
Senior Member
Join Date: Apr 2008
Posts: 705
|
This map looks beautiful, and I know from your previous maps that you certainly have a good grasp on Conquest and how it worked. Queued, and expect this to come up in my next custom. I'm also glad to see that this is your first map to follow a distinct theme: themes can be very slight, but they give your map some meaning and give them a reason to be played. I'd much prefer a map with a distinct purpose than a map that's just for the sake of playing some bland default games on.
In my critiques, I focus on the bad, because that is how a map is improved. Don't take it harshly. Ratings mean nothing: don't bother using them. Give specifics on how a map can be improved, and download the damn thing. I'm about done with seeing picture reviews.

Last edited by H3C x Nevz; 04-26-2009 at 06:21 PM.
|
|
|
04-26-2009
|
#3 (permalink)
|
|
Heroic Member
Join Date: Dec 2008
Location: The middle of the ocean
Posts: 1,490
|
Finally!
I did a Forge-Through of this the other day (from XF) and I loved it. The aesthetic value you implemented into the map was very creative and it payed off. Using up-side-down tin cups as the floor was ingenious and having tiny bits of the columns poking through the wall looks amazing. I really felt like I was in a gold mine.
I also love the layout. I have never seen a curved Conquest map.
I have yet to play the map, and I can't wait to get a few games on it.
Invite me if you're ever going to play it Gunner - GT - AceOfSpades0707
|
|
|
04-26-2009
|
#4 (permalink)
|
|
Senior Member
Join Date: Jan 2008
Location: Sunny Ol' England
Posts: 966
|
epic
grass?
indoors?
madness.
but the low ceiling worries me about grende spammage
↑↑ I need a macro for this kinda shit ↑↑
↓↓↓ click here‼ ↓↓↓
my o rly/om noms
What's an ODST?
|
|
|
04-26-2009
|
#5 (permalink)
|
|
Junior Member
Join Date: Jul 2008
Location: Undisclosed
Posts: 46
|
Quote:
Originally Posted by PlugInFiend
epic
grass?
indoors?
madness.
but the low ceiling worries me about grende spammage
|
And I like to be able to jump around
but this is sure to be a favorite of mine! DL NOW
|
|
|
04-26-2009
|
#6 (permalink)
|
|
Junior Member
Join Date: Mar 2009
Posts: 38
|
For the first map I've seen from you this is a great first impression :)
I have no complaints, going to DL for some customs, I like the curves + grass was a sweet idea. May have to try that on my map lol
If i find anything else i do/dont like will be sure to add.
Last edited by Dead in ten; 04-26-2009 at 06:42 PM.
|
|
|
04-26-2009
|
#7 (permalink)
|
|
Conquest Master
Join Date: Feb 2009
Location: Snowflake, AZ
Posts: 507
|
I'm glad you like it AceOfSpades0707, i'll invite you to some games this week! same goes for anyone else who wishes to play this map with me
Quote:
Originally Posted by PlugInFiend
epic
grass?
indoors?
madness.
but the low ceiling worries me about grende spammage
|
There isnt a problem with grenades. Just use the curves to your advantage. And remember that conquest has a 75% damage modifier so grenades arent nearly as powerful as normal
Quote:
Originally Posted by Oruska
And I like to be able to jump around
but this is sure to be a favorite of mine! DL NOW
|
The low ceilings also aid the non-assassination element of the map. It is difficult to jump over a large group of enemies which is a problem in most conquest maps
Last edited by Gunnergrunt; 04-26-2009 at 06:59 PM.
|
|
|
04-26-2009
|
#8 (permalink)
|
|
Member
Join Date: Feb 2009
Location: Southern California
Posts: 194
|
I like how you modified the SMG placement, when i played it before looked sorta bad.
The ascetics look really nice as well, from the wooden ceiling to the gold stuck in the wall. Just one question:
Why is there grass in a goldmine? lol
5/5
|
|
|
04-26-2009
|
#9 (permalink)
|
|
Member
Join Date: May 2008
Location: Washington MO
Posts: 193
|
Quote:
Originally Posted by Gunnergrunt
The low ceilings also aid the non-assassination element of the map. It is difficult to jump over a large group of enemies which is a problem in most conquest maps
|
aww, im a jumping kinda person when i play halo3 =] oh well but this is an awsome looking map. i like how you put some stuff through the walls so it looks like tiny pieces of gold, and great title, fits exactly in with the gameplay adn the map. my thought was at first with the game play was grenades, but it seems you can use the walls to an advantage and its 75% worth of damage, so thats good. i didnt see anything to critisize, so great job with the map. DL
Last edited by longshot619; 04-26-2009 at 07:17 PM.
|
|
|
04-26-2009
|
#10 (permalink)
|
|
Member
Join Date: Jun 2008
Location: wherever there are penguins to <3
Posts: 370
|
wow, speak of the devil, i played this with AZN FTW a few minutes ago. This is my favorite of your maps, the weapons are really great, i really like the spiker spawns by the door. The best part is definitely the astethitichs, espsially the gold on the wall. But why the hell is there grass in a mine shaft? Oh well, the main different between this and all your maps is that you actually have a theme, witch is great. The gameplay is phenomenal. AZN was owning our team to the first territory, but we managed to get our way to the third one, then again i spent 90% of the game looking at the astethichs So that dosen't really count. I hated how i couldn't jump over my enemies head for assissinations like i always do. But that's the point of the map, I liked how the starting spawns went back so it's like a spleen, but i barely used that part ,even when we got pushed back. Let's try and get a game this weekend. And 5 v 5 should be recommened, even though someone fot 2 exterminations with the bruteshot.
5 why is there grass in a mine shaft? out of 5
Best conquest map on sandbox award for u!
Quote:
Originally Posted by XxSpix
Penguins.
I have penguin pajamas!
How badass is that???
|

penguins can be stealthy too!
Last edited by penguin asassin; 04-26-2009 at 09:09 PM.
|
|
|
| Thread Tools |
|
|
| Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT -4. The time now is 04:21 AM.
 |
Powered by vBulletin® Version 3.8.2 Copyright ©2000 - 2009, Jelsoft Enterprises Ltd.
Content Relevant URLs by vBSEO 3.3.0
|
 |
|