Hotel Numbani (map)
Just a little map idea I made up. Its a large Numbani-style tower with a large hover train track going through the top. The entire battle, barring the last checkpoint takes place inside the tower. Unlike other maps, this map is based on a bit more vertical combat, but with lots of room for heroes like Junkrat to shine.
Starting Area
The attackers spawn in a large indoor garden on top a separate building next to the tower. Players can smash pots and pushes and stuff while they wait for the spawn gates to open to a long covered bridge to the hotel's monorail station. The defenders start in the nearby restrooms in the station (male, female, and omnic get their own little bathrooms) inside these spawn rooms there are stall doors to break, as well as futuristic toilets which squirt water everywhere when destroyed.
Payload
The payload is a hovering train that pulls into the station swiftly when the timer starts. It consists of 3 cars, the first containing a "vip" who must be escorted out of the hotel. The other 2 cars cn be entered and exited freely, which makes up for the fact that anyone who attempts to climb onto the train will simply slide off.
Flank Routes
On both sides of the hotel are spiraling hallways along with doors along them. Some doors are open and lead to the main battle areas near the payload, or some sniping balconies.
Payload route
Side Tunnel-
After being pushed out of the station, the train goes into a short tunnel that wraps around the building. It is quite wide, and defender can enter by walking along the many steel beams that hold the tunnel up, and in through the emergency exits on the side.
Balcony-
The first checkpoint is a large balcony led to by the tunnel. There is a pool and some lifeguard benches on top. The payload track wraps around the side of the balcony, then into a large gate after passing through the balcony's small station.
Over looking track-
Our first look inside the the hotel. It it a massive room surrounded by balconies and doors, and a large elevator in the center. The train moves over a wide long platform right over all of this, and into the cafeteria.
Cafeteria-
The cafeteria is a large circular marketplace with tables and chairs, and hovertracks leading through. This is the second checkpoint.
Detonation Area-
The payload is about to leave to safety when it suddenly stops, as a large warning sign appears on nearby HUDs. The bridge out of the hotel is rigged with explosives, and is about to explode. Players must evacuate the payload and everything around it before it explodes, killing everything nearby and sending he payload down onto the lower floor. Players can simply drop down and continue pushing.
Elevator-
The payload continues to hover on a detour, and into the large elevator which is a large platform moving down along 4 wide pillars. Once it reaches the bottom, it becomes the 3rd checkpoint.
Lobby-
The spiral flanks end, and lead to the lobby. the lobby will lead straight to the ground level of the center of the Hotel, which is a perfect opportunity to allow the snipers and flankers to join the fight.
Wall-
after leaving the elevator, the payload leads itself to what appears to be a dead end, but it keeps moving, until suddenly more explosives, this time planted by the attackers, detonate, exploding a hole in the glass wall on the side of the hotel. This is the final checkpoint, and the payload is seen loading itself into a large helicopter and soaring off into safety.
Posted Aug 29, 2016, 11:44 PM UTC