10 Paces & Turn
Created by: LIGHTSOUT225
Gametypes: Conquest v2 (8-12 players), One/Multi Flag, One/Multi/Neutral Bomb, Team Oddball, Team Slayer (4-6 players)
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Description: This is my first map forged on a Legendary map, and also my first Conquest map. I know this map doesn’t follow the tradition of Conquest… It was very difficult trying to force a direct linear path between territories, so I opened it up a little bit, giving players a couple more options to keep it from getting too repetitive (as Conquest sometimes can). I feel its an interesting twist, and it’s been a blast every time so far.
Note: for some strange reason, 10 Paces & Turn is VERY conducive of no-scopes. Soo many logged in the past few sessions, its ridiculous. Love it.
Main Feature: A Wooden Elevator. After forging this map for a while, I realized the Defensive team was at a large disadvantage if they players consistently respawned on the ground, not allowing them any quick path to their own territories. I originally had a couple wooden bridges cutting across the map at an angle, but it tended to break gameplay and just looked tacky. I created for the elevator to allow quick access to the upper level. Here’s a few pictures in sequence showing how it functions.
Player deploying grav lift (10 second respawn) and the elevator ascending. Water Crate stops and is held at the top by a receiver node.
Pallet Parade-style behind the scenes exploding fusion coils
These explosions destroy the grav lift every 20 seconds. Players may also blow the lift up by throwing a grenade underneath the fence wall base, or just by shooting the lift for a quicker option.
The Water Crate falls back in place perfectly
Elevator tips:
1. At times, the elevator may take a bit of your health if you dwindle on it too long after it reaches the top. Best way to avoid it: make a quick elevator exit right when you get to the top. If you stick around to admire it too much, it may come back to bite ya in the butt.
2. Don’t take the grav lift away from the elevator. If by some chance you DO wind up with the lift away from the elevator, deploy it ASAP, as you are hurting your own team by cutting one of their primary methods of travel to the 2nd floor out of the match. I moved the lift so this wouldn’t happen near as much, but its still possible. So take note
Here’s some more screenshots and details
Defending team's 1st territory, next to the elevator
Defending team’s 2nd territory. You may take a bit of cover partially down the broke floor ramp and still capture the territory, but not so far you can’t take a little heat. Brute Shot spawns here
Defending team’s Sniper spawn
3rd territory, atop the brick building, above Sniper spawn. Plasma Rifle Spawn
Attacking team’s spawn and 1st territory
Take the tunnel to this side’s Sniper spawn
2nd territory. SMG’s spawn
3rd territory in the Atrium. Like the territory with the broken floor, a player may capture this from down the slanted terrain a bit for cover, but not too far. Brute Shot spawn here, Plasma Rifle at the other end of the Atrium
Central territory. Attack team attempting to use a grav lift to confuse us? Not buyin it
One of the best parts about forging Ghost Town… a lot of the time you don’t even know it was ever touched. For instance, most people who tested with me probably didn’t even know I forged this little slanted bridge the red player is running on… everything blends in so well
Weapons:
I kept it pretty basic this time around, in order to make sure I could keep the asymmetric placements well-balanced.
1 BR (30)
1 Carbine (30)
2 SMGs (30)
1 Plasma Rifle (30)
1 Brute Shot (30)
1 Sniper Rifle (120)
**All with regular clip count
Theres a handful of grenades on each side, I can't remember the specifics of the top of my head, but its something like 2 Plasmas, 2 Spikes, 1-2 Frags per side.
Equipment:
Defensive side has the elevator, so i gave the Attacking side a Deployable Grav Lift (45)
I hope you enjoy my latest map. Forging Ghost Town is unique and definitely a challenge. It's kind of a throwback to the pre-heroic map days. I worked hard to balance the map and keep the action fast-paced. As always, please leave any constructive feedback you might have. I can always improve.