Zephyr Dawn

2v2 Slayer

Map Description

  1. NikkoJT
    This unmanned station serves as a communications relay and resupply point for UNSC high-altitude defense assets. Its layout also makes it suitable for SPARTAN station-boarding combat simulations.

    Zephyr Dawn is designed for the autumn/winter 2019 Forgehub 2v2 contest. It features a symmetrical layout with plenty of verticality - and a Wasp. Noice. But don't worry, there are plasma pistols and a SPNKr to counter it...and almost enough cover.

    Slayer, FFA, Infection, and Oddball are supported.

Discussion

  1. fireskullsmash2

    fireskullsmash2 ONI Agent

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    Looks very Interesting.
     
  2. Nano

    Nano Marine

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  3. NikkoJT

    NikkoJT ONI Agent
    Forge Critic

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    Did an update but FH won't let me post updates because I work too fast :(

    - Moved teleporter entrance to the very bottom
    - Moved teleporter exit to the very top
    - There are now two teleporters
    - Added two gravy lifts that send people from the dock to the destructible vents in bottom mid
    - Added additional cover around the map
    - Smoothed various crossing points
    - The station has been fitted with lift thrusters
    - Added a Needler
    - Moved the SPNKr to the middle deck
    - Restricted Wasp altitude more
     
    #4 NikkoJT, Oct 12, 2019
    Last edited: Oct 12, 2019
  4. NikkoJT

    NikkoJT ONI Agent
    Forge Critic

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    I've done some smaller changes to the map based on this Friday's playtesting.

    The changes mostly involve smoothing out steps and transitions between pieces. Certain jumps are now more forgiving, and it should be easier to land on the railings of the dock area when falling from above. Some holes have been filled in, most notably the blast channel underneath the Wasp pad, which is now a dip rather than a pit. I've also added more railings to fill in gaps on some catwalk corners.

    Finally, I've fixed the earlier change to Wasp max altitude - I'd lowered the safe zone but forgotten to bring down the corresponding timed kill zone as well. So that update note is accurate now.

    I haven't made any changes to the lift grates as yet. I couldn't come up with a way to prevent people accidentally walking over them without impeding players coming up through the lifts, or interrupting movement. One option is to remove one grate entirely from each side, but I'm holding that in reserve as I like the "one for up, one for down" layout.
     

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