Murder Miners

Murder Miners

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Wild Cascade BetaV1
   
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24 Jun, 2015 @ 3:55pm
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Wild Cascade BetaV1

Description
Well its finally (mostly) done, this is the complete product that "CONDUIT workshoptest" was made into.

-Suggested Player size: medium to large amount

-Suggested game modes: Murder the Flag and Murder Match
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Map Summery:
Based off a stone fort I made in minecraft (Where a friend mention it looked like a halo map due to the combination of branching walkways and towers that served as their intersection), this map started out as a halo fan's dream of making a intricate map for other fans to play on but later on, the map gained inspiration from many different sources:

* Halo CE: The Maw, the pillar of autumn's reactor room (plus assualt on the control room/Hang em high's walkways).
* Half Life 1: With the Specimen Testing chamber's centrifuge that causes the resident cascade.
* Jedi Knight: Jedi Outcast: Cloud City
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As for gameplay design, we tryed to incorporate both close quarters and long range areas along with the importance of pro's and con's of fighting in a certain area to make it so player have multiple choices when it comes to fighting other players and capturing the enemy's flag.

When this map was made, it was built on these priciples:

1. The higher you go, the less cover you get. This makes it so its harder for snipers to get a complete choke hold on the map from all the way up as they have less cover and their prey has more.

2. Mobility is king. Their are many ways of geting where you need to go with the rails in the first floor hallway for geting to the enemy flag and with the choice of stairs, jump tubes, or wall jumps to get from the first floor to the second.

3. Though it might seem like a good idea to bring a hookshot, doing so is a big trade off. Since this map combines close range and long range with hallways and towers around a center open space, its a better idea to pack weapons for both close and long range in order to prevent geting ambushed. Even with all the walkways and platforms, the previous priciple is usually enough for geting where you need to go, making the hook shot a true limiting factor when it comes to attacking and defending while moving around.
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With that text dump of a map rundown out of the way, I would like to say with all the time me and my friends spent building the map and playtesting it sometimes with the in the Official Unofficial Afterparty, this build was kinda a huge detication concidering that 3/4 of us have never made a map before. Because of that, I released this map in a sort of beta, where you can put your likes and dislikes of the map version politely in the comments section of the page. Ill then use any useful info to tweak good aspects and bad aspects of the map so when the final release comes out, it will be something alot of the player base can enjoy.