Map Name:
Divine BeyondCreated By:
HWM ValkyrionMap Download Link (version 4.1):
http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=15872166&player=HWM%20ValkyrionGametype Download Link:
http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=13925690&player=HWM%20ValkyrionDivine Beyond has been updated, with much thanks to Luv Gunn's testing nights & all of the testers. The map is in the final stretch; I can feel that it's near complete.
Here's the new screenshots; much is still the same, but much has changed as well. Read up & enjoy!
Tier 1: "The Twin Tyrants":
Tier 1 is Territories: Spartans must capture one of the two "Tyrant" AA guns to proceed to the next tier. Elites have to stop them cold— the Great Journey depends upon it!
One of the first views you'll see: the rocky terrain & "Tyrant" AA guns of Tier 1:
Overview of Tier 1, including initial Spartan spawns/respawn zones & Tier 2/3 vehicle spawns. A DMR spawns against the rock next to middle spawn. A health pack spawns near the rocks on directly in front of the vehicle spawns.
A view from the back of Tier 1, showing the 3 elite spawn areas. Purple Tyrant is the one on the right in this picture (on top of “Pride Rock”), & Blue Tyrant is to the left next to the sea. 1 Needle rifle spawns on a rock nearby Seaside Spawn, & 1 spawns at the mouth of a cave in front of middle team's spawn.
NOTE: There are teleporters to the Tier 2/3 area on top of each Tyrant gun base. They open up at the start of Tier 2. Use them for rapid transit from Tier 1 to Tier 2.
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Tier 2/3: "Assault on the Control Room":
Tier 2: It’s rather self-explanatory: Assault. Spartans must plant the bomb (or an airstrike beacon, as I like to think of it) in front of one of the front doors of the Control Room to infiltrate the Room.
Tier 3: The final step: Spartans must steal the Activation Index, escape the Control Room, & take the Index to a nearby Pelican dropship.
Overview shot:
"This must be the Control Room... Subtle.": The front platforms lead to the front doors— where, of course, the Spartan delivery team is gonna come a-knockin’. The gorge-side platform has a few large ramps to go up, while the seaside is relatively ground level.
Pelican spawns in Tier 3 in preparation for the Spartans’ (hopefully) imminent victory!
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Overview of Spartan Spawns:
The spawns, left to right, are Gorgeside, Sniper Tower, & Seaside. The receiver node from Purple Tyrant’s teleporter is behind Gorgeside spawn, & the receiver from Blue Tyrant’s teleporter is right next to Seaside spawn. Rockets & a health pack spawn at Gorgeside and a Sniper Rifle spawns on top of Sniper Tower (naturally).
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Overview shot of the Elite Spawns (and a daunting view of the top of the control room):
Elite Seaside Spawn: Right next to a huge rock (a monument to all of your sins). Roadblocks block the Warthog from spawn killing elites, & the rock in the center acts as a ramp for the Ghost.
Elite Middle Spawn & Elite Gorgeside Spawn: Middle spawn on the left, Gorgeside on the right. Plasma Launcher spawns on the rock in front of Middle spawn, & Focus Rifle spawns on the landing platform in front of Gorgeside spawn.
Elite vehicle depot: accessible during Tier 3. Houses the Ghost & the Banshee. Neither of which are good for the Spartans.
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Welcome to the Control Room. We hope you enjoy your stay while the Halo Ring destroys all sentient life in the galaxy.
That is, if the Covenant have their way. The Kill Ball represents the charging Halo Ring. The Core/Index spawns on the raised platform on the side closest to the Spartan spawns. Got the Index? Good. Now GTFO to the capture point.
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Loadouts match basic Invasion.
Weapons/Vehicles on map per Tier:
Tier 1:
Spartans:
1 DMR
Elites:
2 Needle Rifles
Tier 2:
Spartans:
1 Warthog
1 Rocket Launcher
1 Sniper Rifle
Elites:
1 Focus Rifle
1 Plasma Launcher
Tier 3:
Spartans:
1 Falcon
Elites:
1 Ghost
1 Banshee
The gametype works as follows:
Spartans Offense, Elites Defense
Phase 1: Territories; 4 minutes, 20 second capture time, 7 second reset
Phase 2: Assault; 4 minutes, 20 seconds (10 second arm time & 10 second timer(why can't it work like Breakpoint's 5 & 15?
)
Phase 3: CTF; 4 minutes
Core carrier Traits: All unchanged except for 90% speed.
All other settings are straight from the basic Invasion gametype.
Base Map: Forgeworld
Intended Number of Players: 12
Standard Gametypes Supported: None
Requires Gametype to play properly: Yes
Includes Artistic Elements: Yes
Symmetrical Design, weapons, and spawns: No
Includes Static Spawns for Team Games: Yes, includes static Invasion respawn zones.
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Final notes:
I am in the final phases of creating this map. Right now, what I need most is feedback from playtesters
that have played the map multiple times and thus have more experience with the map. Consistent teams of testers would be best for this. During playtesting sessions, I aim to run multiple games on this map each session to ensure semi-constant teams & more rapid feedback.
Some specific things I'd like testers to try to test for are a) a solid play area, as in soft-kill zones in appropriate places, no instantaneous death from a poorly placed hard-kill zone, etc., b) spawn killing (most particularly in Tiers 2/3 on both teams), c) success rates per each Tier, & d) how bad the framerate is with any suggestions on what can be removed/replaced/etc.
Thanks for taking the time to read. If you decided to download, I wish you best of luck & best of times on this map!
Links if you missed them:
Map Download Link (version 4.1):
http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=15872166&player=HWM%20ValkyrionGametype Download Link:
http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=13925690&player=HWM%20Valkyrion