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BASEJUMP - Competitive Airborn/Thruster Map


muflapjackie

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Map Name: BASEJUMP

Map Description:
"Battle on a multi-leveled, competitive map nestled in the mist, dirt, and jutting rocks of the lower ravine."

Supported Gametypes:
Infinity Slayer , Slayer , Slayer Pro , Dominion , Capture the Flag , King of the Hill , Oddball , Regicide , MLG

Canvas Map: Ravine

Optimal AA:
Made for all, but Thruster and Airborn preferred

http://www.youtube.com/watch?v=gkdud4R529Y
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Available For Download - [Halo 4 File share] - Search "Basejump"

or

Gamertag: muflapjackie

or

http://www.halowaypoint.com/en-us/games/halo4/filebrowser#!/?section=GameMap&SearchDate=0&SortBy=2&view-select=Tile&tags=basejump&startIndex=0

 

48868945.jpg

 

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EZ Explanation Layouts:
basejump1stfloorbluepri.png...basejump2ndfloorbluepri.png...basejump3rdfloorbluepri.png...basejumpsatellitebluepr.png

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Gameplay is the only thing that does this map justice. Once you understand the map's symmetry, it becomes addicting. muflapjackie created the map, but it was constantly playtested and fed input by Hybrid Vash and Hybrid ZK7. Sooo much time and people power went into making this map balanced. Don't judge this book by it's cover.

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NOTE: although it does not appear as such, mostly everything is as strait as an arrow, especially the center tube lift which took forever to make and keep strait with rotational degree locks and magnets; moreover, its put in the exact midpoint between the two structures on the bottom. The pics were poorly taken at weird angles because none of us have a capture card. Believe it or not, the center piece is very symmetrical, given the fact that we had to cover the glass window handle bars to make a clear drop in all directions - i.e. nothing was sticking out that snags you on a long drop.The Red and Blue spawns maintain the exact same buildings, structures and pathways. Working with the natural nooks and cranys that stick out caused us havock because maintaining symmetry becomes all the more difficult. But where one side has an advantage, we gave an advantage to the other side as well, and working with the "natural" structures makes the map more fun to look at and play. Most importantly, from red spawn and blue spawn which are on diametric sides and located in the middle level (we realized a bottom or top spawn would keep the fighting zoned on one level), you can access all 3 levels without using the center grav lift or the counter diametric/bidirectional transporters located on the first and 3rd floors. In other words you can get to the top floor, middle floor, or bottom floor from your spawn. Access Access Access is what we ran into mid way through the build. The transporters are not, and I repeat, are not annoying, which you find out after playing the game. As the structures became more complex and filled up the space, we made it so that if you make a wrong move you don't fall to your death, hardly ever (for this kind of hight and multi-leveled depth).The fun part is going into the center base jump lift and having battles in the "dueling tube" which it is starting to be called. If your sensitivity is lower than 6. You will be outmatched. Moreover, well timed airsasinations are a very cool and opportunistic goal for duelers.

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