Get in the Hog if you want to live!

 
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Blaq Cloud
Apprentice Wheelman
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Hamburger Hill (Highlands)

Tue Feb 28, 2012 1:12 pm

Map Name: Hamburger Hill
Canvas Map: Highlands
Status: Complete
Ideal Player Count: 8-16
Supported Gametypes: All gametypes except: Race, Head hunter, Invasion, mutli-team and infection.

Description: Heavy Weapon Highlands has been re-balanced for a more big team feel. Optimal Team sizes 6-8. The rugged terrain requires both stong nerves, and skill for even the best pilot.

Other Notes:
Spawns zones were added to prevent spawn killing and trapping while encouraging active game flow. Important items where highlighted with lights or colored pallets to attract attention.

Power Ups on map: NO
Weapons & Vehicles

Description:

* 2x Falcons(Red, Blue), 90s.
* 2x revenants 60s
* 2x Wraiths 120s
* 2x Ghosts 30s
* 2x Rocket Hog 60s.
* 2x Rockets 1 spare clip, 90.
* 2x Sniper Rifle 1 spare clip 90s
* 2x Regular Warthogs 30s
* 2x Plasma Launchers, 120s
* 2x Grenade Launcher, 60S
* 4x Mongeese 30s
* 2x focus rifles 60s

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Budget Remaining: $80
Overall performance: No issues reported beyond map default.
Split Screen Framerate Rating: Should be stable, further testing on split-screen needed.

More screen shots: Link

Download and Enjoy!
Last edited by Blaq Cloud on Wed Feb 29, 2012 9:49 am, edited 3 times in total.
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Gorillars
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Re: Hamburger Hill

Tue Feb 28, 2012 1:38 pm

This looks like complete vehicle mayhem....wanna play :)
 
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Blaq Cloud
Apprentice Wheelman
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Re: Hamburger Hill

Tue Feb 28, 2012 5:46 pm

This map has awesome vehicle balance, and is a lot of fun to pilot the falcons.
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Black Knight
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Re: Hamburger Hill

Tue Feb 28, 2012 6:13 pm

This was one of the better Highlands heavy maps I tested, still think you should of kept the default teleporters as the map is rather dependent on them.
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Blaq Cloud
Apprentice Wheelman
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Re: Hamburger Hill

Tue Feb 28, 2012 10:22 pm

Black Knight wrote:
This was one of the better Highlands heavy maps I tested, still think you should of kept the default teleporters as the map is rather dependent on them.

Thanks for the feedback knight.

The reason I got rid of the neutral teleporter system was because it nullified the need for vehicles to move swiftly across the map. Earlier test versions where I did have the default teleporters, base vehicles pretty much sat unused. So this final version with just the base teleporter created the best balance. As an infantry player could tele-port 1/3 the way across the map but walk or find a neutral vehicle along the way.
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