Post news RSS Map Update #2: Beggar's Canyon

A closer look at Beggar's Canyon, another new map in Battlefront Chronicles.

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Updates will be coming fairly quickly this week, as I'm trying to catch up to what I've already posted in the mod's thread on Gametoast.com. The subject of this update is the map set in Beggar's Canyon, an iconic location on the desert planet Tatooine. Beggar's Canyon was one of the first maps I considered creating for the mod, and it was one of the first maps to really take shape.

Although the map came together in a relatively short period of time, it went through some pretty major design changes along the way. The layout started out as a full circle with some extra paths branching off. I liked the concept, but the map was just way too big. With that in mind, I cut the map in half, making it into a semi-circle. The map was still a little too big, and the layout just seemed awkward. I cut the map in half one more time, resulting in the final design that you'll see below: a loose L-shape with a more enclosed feeling.

Battlefront Chronicles Screenshots
Screenshots Screenshots

The map is medium in size, great for infantry and small tanks. Most of the combat takes place on the canyon floor, but adventurous human players can sneak around ledges on the canyon walls to take their unsuspecting enemies by surprise. While this layout is far from what I originally had in mind, I really like it, and I'm glad I took the time to experiment before becoming too attached to any one vision for the map. The design makes for a map that is fairly close-quartered, but still feels larger than life - just as the Star Wars version of the real-world Grand Canyon should feel.

Comments
SolidJames
SolidJames

Nice.

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TheUnabridgedGamer
TheUnabridgedGamer

My only real concern is actually how you're modifying the gameplay. I hope you figured out a way to make melee combat not be a one-shot kill.

Also, will there be any sort of atmospheric battles akin to the space battle "assault" setup? Such as having two bases at opposite ends of a valley, but with enough space that small aircraft and land vehicles can move about between the two bases, and perhaps even stage assaults by capturing command posts between the two bases? You'd have generally the same sort of functionality but far more variation in combat.

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LynryBarkly
LynryBarkly

Sounds like you are describing Blood Gulch from Halo 1/2, but I agree, that kind of map would be ideal.

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