- Co-forge
- SaltyKoalaBear
- Minimum Players
- 6
- Maximum Players
- 8
- Forge Canvas
- Skyward (H2A)
- Supported Core Gametypes
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- Multi Flag CTF
Muskrat is a pseudo-symmetrical terrain-based map which pits two bunkers against each other in intense Capture the Flag games. The map was originally designed and built by SaltyKoalBear, but I adopted it a few months ago and handled spawns, weapons, objectives, testing, and tweaks.
Muskrat draws inspiration from some not-so-popular Halo maps like Snowbound and Isolation. The map combines its underwhelming inspiration to successfully create a CTF experience more reminiscent of maps like Beaver Creek and Standoff.
The two bunkers sit on either side of an open no-man's-land. The most direct route between them is fast, but very exposed and is dominated by turrets mounted atop the bases and dueling snipers. The alternative is the longer, tighter underground area where intense tug of war battles rule. Various flanking routes exist including the "Poopshoot", a drop-down connecting the upper area to its underground counterpart. Each base has a few tricks up its sleeve. Various asymmetric qualities make each base and the strategies surrounding its defense and offense differ.
Power weapons are plentiful on Muskrat, each with a specific offensive or defensive purpose. All of these weapons exist on static timers which are staggered such that a pickup is likely becoming available somewhere on the map every thirty seconds or so. Controlling these weapons is essential for breaking standoffs. These include the aforementioned dueling snipers and sweaty turrets, the centrally located shotgun and rockets, and the active camouflage.
Recommended CTF settings are as follows:
The initial push between bunkers is important
Similarly, the initial rocket rush is important to win
The central building provides height advantage over both bases
You'll need to venture out into the open to grab the shotgun
Camo is useful for sneaky pushes
The tight interior halls create intense close-range encounters
Red base sports a narrow front door but a window for grenade throws
Blue base has a wider front door but no window
The turrets are essential to lock down the center of the map
Dead people are dead
Enjoy!
Muskrat draws inspiration from some not-so-popular Halo maps like Snowbound and Isolation. The map combines its underwhelming inspiration to successfully create a CTF experience more reminiscent of maps like Beaver Creek and Standoff.
The two bunkers sit on either side of an open no-man's-land. The most direct route between them is fast, but very exposed and is dominated by turrets mounted atop the bases and dueling snipers. The alternative is the longer, tighter underground area where intense tug of war battles rule. Various flanking routes exist including the "Poopshoot", a drop-down connecting the upper area to its underground counterpart. Each base has a few tricks up its sleeve. Various asymmetric qualities make each base and the strategies surrounding its defense and offense differ.
Power weapons are plentiful on Muskrat, each with a specific offensive or defensive purpose. All of these weapons exist on static timers which are staggered such that a pickup is likely becoming available somewhere on the map every thirty seconds or so. Controlling these weapons is essential for breaking standoffs. These include the aforementioned dueling snipers and sweaty turrets, the centrally located shotgun and rockets, and the active camouflage.
Recommended CTF settings are as follows:
- Flag at home to score
- Three second recovery
- 30 second auto-return
- 110% movement speed
- 90% flag carrier movement speed
- No radar
The initial push between bunkers is important
Similarly, the initial rocket rush is important to win
The central building provides height advantage over both bases
You'll need to venture out into the open to grab the shotgun
Camo is useful for sneaky pushes
The tight interior halls create intense close-range encounters
Red base sports a narrow front door but a window for grenade throws
Blue base has a wider front door but no window
The turrets are essential to lock down the center of the map
Dead people are dead
Enjoy!