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Mutant Click To Download Map Authors and Contributors Lead Design: Darkling Ninja Co-designers: Limey, Redemption. Sethiroth Design input: Fritzer, HezbollaHector, The Fated Fire, Warholic Co-forgers: Eww Your Skinny, Darkling Ninja, Redemption Map Information and History Mutants History: Mutant was one of those likes Halcyon, everyone was excited for it, but it never was completely finished or released. Many people are aware of the design and it has become one of those famous maps that was never made. The original mutant was designed over 5 years ago for the first Halo 3 MLG forge forum map pack. It is the original guirdian, lockout inspired forge map. Myself, Sethiroth and Fritzer has all put some of our design skills into making this a good map. Many people were excited and looked forward to its release. In the end it turned out to be impossible to forge on Halo 3 with the piece limitations. The fact is that Mutant was just to far ahead of its time for Halo 3. Mutant was put on the back burner for the first time, as we all waited for the next Halo game to be released hoping that the next forge system would be able to handle the map. Enter the brokenness of Halo: Reach. Mutant was redesigned soon after the games release by me and Sethiroth. Even though we had some issues redesigning some areas before we were able to find any solutions frame rate killed Mutant. The forge pieces required to create Mutant in Halo: Reach consisted of primarily frame rate heavy objects. Halo: reach could not handle the design either. Me and Sethiroth gave up on Mutant and focused on our own work. Upset with the frame issues of Halo: Reach forge, frustrated with the broken and terrible game play, and busy with college I stop playing Halo and disappeared from the face of XBL and Halo for the next 2 years, leaving mutant and forge behind. Then I got my hands on Halo 4, a vast improvement over Halo: reach. Halo was once again fun for me to play. I picked back up forge, and got involved with the community once again. I practiced making maps to get use to the system while re-designing mutant for Halo 4. Halo 4 had no problem handling mutant, sadly enough Halo design had advanced so far that mutant was no longer light years ahead of its time. Even so mutant still stands tall as one of the best, if not the best asymmetrical competitive map. Not to toot my own horn, but I have not played an asymmetrical map that plays competitively as well as mutant does. (default infinity slayer is a different story) If I play one that is better than mutant I will gladly admit that the asymmetrical map is better. I expect that I will eventually play a competitive asymmetrical map that plays better than mutant. As of right now I have yet to play it. In a matter of fact I would not be surprised if there is a map already out there that is a better asymmetrical competitive map then mutant like I said I have yet to play it, and I play a lot of forge customs. Map Description: Mutant is a 4 tower, asymmetrical competitive map, that specializes in OddBall and King of the Hill. Since its conception, Mutant has been geared towards competitive game play. This is a fast pace asymmetrical competitive map. Rapid fighting and non-stop action is what mutant has to offer. The map promotes movement and team work, and demotes camping. The geometry of the map does not rely on lazy cover and/or generic geometry to provide cover for players. Providing oneself with cover will depend on taking advantage of the angles and using team support. Unlike most 4 tower asymmetrical maps, stalemates and polarized spawns are not an issue. Like all asymmetrical maps stale mates happen from time to time, but they do not last very long. The longest stalemate has been 45 seconds in my testing. The lockout problem does not exist on this map, a team will not find themselves making a hard push to a power point just to spawn in the same place over and over. (Like lift room on shutout) The spawns are dynamic, yet sensible and controllable. The levels on the map are balanced out well and no part of the map is underplayed. The high ground remains the coveted locations to control just like any other map, but the other levels are not without vital importance. Middle ground provides more cover, with critical shooting angels, and versatility, making middle ground a vital location to utilize properly. Low ground provides the most cover will access to flanking positions, as well as an Overshield spawn making it important to keep an eye on. In the end Mutant has been what everyone had hope for it during these last 4 years of design. I would like to thank everyone who has contributed to it throughout the years. Thank you, Darkling Ninja Weapons, Game Types, and Misc. Player size: 4-8 JUMP PAD BOTTOM MIDDLE Weapons On Map: BR x 4 (30sec) DMR x1 (30sec) Carbine x1 (30sec) LR x1 (30sec) Boltshot x1 (60sec) Frag x 4 (30sec) Plasma x2 (60sec) Pulse x2 (15sec) Ordinance Drops: Sniper Rifle x1 (120sec) Overshield x1 (90sec) Best Game Types: Odd Ball KOTH Extraction Other Supported Game Types: Slayer FFA WEAPON MAP Pictures Gold / White Blue Bottom Middle and Jump Pad Green / Black Red
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