Saturday, December 11, 2010

Reaching Forward Launched

Well, as this is a WH40k blog after all I've finally made the commitment to launch a new one for my Halo Reach posts. You will not longer find any of my Halo content being posted here from now on. ;)

Today marks the start of a whole month free of any commitment by the way. No school or work to bog me down so I'm hoping to get in some games of 40k at some point with some local friends who play. Expect an updated with pics at some point.

Tuesday, November 30, 2010

Reaching Foward: Amalgam

My latest WIP on the Halo Reach Forge scene is a combination of features from a handful of popular maps throughout the Halo franchise. The predominant maps that influenced this were Assembly (H3 Mythic Map Pack) and Guardian, with the centerpeice being inspired by Derlict (H:CE). This map is also considered by some of the testers to be remiscent of Foundation (H2) and Warlock.

This is a Asymetrical map that is currently in it's Beta Phase. I'm currently working on fine tuning the spawn system and setting the map up for ballanced competitve play. The main gametype that shines on this map (aside from TS obviously) is Team Ball. As of so far its been a fun experience to both make and play. If you would like to get involved in playtesting, send me a FR. GT: ProxiSchnitzel.

 Gold base, featured above, draws its inspiration from both the bases on Assembly as well as Gold 2 from Guardian.
 The center piece (below and above) was inspired by Derelict. The drop down is a feature from Assembly, however there is not a jump pad underneath for easy access to the top.
Blue Room (top) is another feature from Guardian. As you might suspect/hope, there is also a green (shotty) hall underneath with a drop down between the two.
 Purple side (above) is a lovely amalgam (combination) of aspects from Guardian, Assembly and Foundation. And the left side you have an "Elbow" that leads to Purple Tower (or Rocket Tower), which also has a lift from bottom floor to P3. The right side is based off Foundations exterior walkways, however this has been rounded out. This section is also where the oddball spawns.
And finally we have Red Car (above). This was inspired by the car side of Assembly where you would find the Regen Equipment normally. Here we now have the Evade Armor ability.

As of so far this map has played very well and fairly ballanced. I'm hoping to have it ready for release by friday.

Sunday, November 28, 2010


Tuesday, November 23, 2010

Reaching Foward; Perseverance

My latest map endevour for Halo Reach, a Narrows inspired bridge map. Preview pics below. ;)

Thursday, November 11, 2010

Reaching Forward: U-Bahn

My latest map and first truly original work by me. It's based off of the Underground Station a few blocks away from where I live. It's a large symetrical map that is also capable of playing CTF.

 Map Overview.
 Side street. Needlers are found here as well as a side enterance to Green Perch.
 Red spawn. The building is the train station terminal.
 Red spawn leading to Red Snipe Street. You can see the sniper justting out by the far building.
 Inside the train terminal.
 Green perch. Ideal for sniping the city street and base spawns.
 City Street. You find a evade Armor Ability here.
 Canal Street. Under the ramps are shotguns.
 Blue Spawn.
 Having just out DMR'd a Blue, this Red sprints to a Medpack and safety...
 Green Perch is relatively easy to grenade from below... But its just as easy to dive to safe... Or is it?
 Green Perch isn't always the best place to be... If you don't keep your head on a swivel, some one might sneak up and gank you.
 One of the many hectic flag attempts along River Street...
 When playing CTF, River Street is the ideal way to run the flag (granted you can control it). Here three Reds make a run after a beautiful steal.
Newly added to the Terminal, a derailed train. Here a Red sprints to safety having found the rockets missing and some one lurking nearby...

And there you have it.
The map should play similar to The Pit.