Ironhall is probably my best and most fun core concept I've made. Originally, made for the 1v1 contest, this map was called Mithril. I tried to make it better and erase the flaws that came with it... and ended up making a 4v4 map.
It definitely has some unique aspects like the floor launchers for example, which, paired with ground pound and thrusters, can lead to hilarious moments in a match.
Getting to top is one of the main themes of the map, it almost has that 'Highground' feeling from Halo 3, which I personally do enjoy a lot.
The power weapons/ups are all on the opposite side of the main top, which brings a cool dynamic to the map. You can't win by just controlling top all the time. Not only is it not reliable, but also dangerous with the launcher in place. No position really feels overpowered despite the general flow towards top. I'm pretty happy with how it works out.
- Camo, 120s, 30s initial spawn delay
- Sniper Rifle, 120s, no reload, 30s i. s. d.
- Overshield, 180s, 60s i. s. d.
- Rocket Launcher, 180s, 60s i. s. d.
- 3 Magnums (ammo) and two Pulse Grenades
Artpass is imitating Moria from The Fellowship of the Ring, which is still one of my favourite moments in the trilogy. I tried to find a good colour match between the natural rock and the dwarfen made structures. It's not perfect, however I think, I found a good middle way.
Inspiration also comes from the Book series "The Dwarfes" by the German author Markus Heitz. That's where I got the light moss from.
I'm excited to see this map being playable with a very good performance despite such a well done lighting map and atmosphere. You could say, I got lucky with this one, haha.
Big Shoutouts to @Box Knows for helping me with the pathing of the map and general ideas! He was a huge help during the design phase.
Also, shoutouts to @Xandrith , @purely fat and @SaltyKoala for giving their two cents during the process!
Last but not least I want to thank @Ascend Hyperion for putting Ironhall on in his testing lobbies several times!