Just leave a Rabbit inside the rocket launcher room on DM-Pressure.
If we're talking about maps, and the Off-Topic-Cow is here, then I see no reason not to mention mine, entirely for fun as I don't know
squat about the Editor
Essentially a huge mountain ascent, with as many different terrains and enemies as possible, why not, it's a fantasy!
1: Aircraft drop (how original) in a rock-strewn meadow, quickly attacked by Predators, it might be a good idea to get up on one of the rocks, and yes you can dodge up the side of them as well if you need a quick escape.
2: Leave the meadow to go into a forest, attacked by Flies.
3: Find a swamp in the forest, full of Devilfish, Squid, Slith, and even some of those hateful little BiterFishes.
4: The underwater part of the swamps leads to another forest with a Krall outpost up against the cliffs, once taken over this serves as the 2nd respawn point.
5: Taking a path on the other side of the conquered outpost up into the foothills, uphill and uneven, with annoying Mantas.
6: Reach a rocky plateau, fight off Gasbags until you find the entrance to a cave.
7: The caves go on for some time, containing Tentacles and Spinners.
8: Deep in the caves you find a hole in the floor, the entrance to a temple, guarded by two Stone Titans, when these are defeated the gates open and the cave area above becomes a 3rd respawn area.
Past the gates, the temple is a main hall with 3 doors to the east, 3 to the west, and one at the far end, it also has a large pyramid in the center, pools, and Skaarj Scouts.
Each side door leads to a large shrine area, the 6 side chambers being Earth, Air, Fire, Water, Light, and Darkness respectively, each guarded by Skaarj Warriors, with a Skaarj Berserker, skincoded to fit his shrine, appearing at the end of each one.
When all 6 Skaarj Berserkers are dead, the central pyramid opens, revealing a 7th shrine, for Life, and the Skaarj Assassins who guard it.
With these defeated, the door at the end opens into an arena of sorts, with a big Skaarj Lord boss
who protects the portals out of the temple.
10: The portals take you a long way up the mountain, into a snowy wasteland patrolled by Mercenaries and dominated by a mighty castle nestled in the cliffs, with clearly visible cable cars connecting it to a large tower in the middle of the snow field.
11: This tower has a medium-sized base, with a long "stalk", which is just a set of elevators leading the main station at the top, the bottom area is essentially a square guarded by Lesser Brutes. This leads up to the main area, the top of the structure, shaped like a + with a button at the end of each of the four arms, protected by Brutes. With all buttons pressed, the room at the top where all the cable cars lead opens, revealing a large Behemoth boss who proceeds to rain death from above.
12: The cable cars lead to one of the castle's watchtowers, once the Skaarj Snipers have been cleared out it becomes the 4th respawn point. The castle is a semi-circle in the cliffs, with Snipers in the towers and on the battlements, Troopers and Infantry wandering around, and when the doors of the keep are opened, the Gunners and Officers within.
In the middle of the keep there's a Warlord boss, typically.
13: The keep contains a portal, which when activated leads to a strange Mothership-style network of tunnels deep underground, containing black-armored Officers (Royal Guards). On your way you also find a large window with portals behind it, pity there's no way in...
14: The stereotypical huge Queen boss is at the end, Fortunately there's a 5th and final respawn point in the room next to the bossfight.
The boss fight area consists of many floating platforms suspended over the void, each with Jumpboots on, and your going to need them get from one platform to another.
15: The Queen's projectiles, modified only in damage, and the annoying little Pupae which drop from the ceiling will probably give you enough to worry about without the chance of plunging into the void from a badly aimed antigrav leap.
16: When the queen finally dies, there's a nice big earthquake and you hear the noise of breaking glass you return the way you came, finding that window has broke, a simple jump takes you through to the portals. You find yourselves in a tropical paradise with nice music on for some reason and you can celebrate for the 20-30 seconds it takes to for your HQ to pick up your signal and teleport you out.
17: A large and very teleporty looking beam comes out of the sky and stays in the middle of the area bringing with it the MonsterEnd. Hopefully everyone will have gathered around by then.
18: It's map voting time!
I may not be able to make it, but my imagination seems to work fine.
Sorry for the brief interruption from your map Hellfy.
