Sandbox Talon

Discussion in 'Halo 3 Competitive Maps' started by Behemoth, Jun 3, 2010.

  1. Behemoth

    Behemoth The Man With No Face
    Senior Member

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    Talon
    Hello everyone. this is my first post so excuse the sloppy-ness... this is a symmetrical map i made a while ago. plays best with 3 vs. 3 but can play 4 vs. 4. it's meant to be played with TS, multi CTF, and neutral bomb, but supports KotH, territories, and ffa slayer (<--- not recommended). the equipment on the map are very helpful (especially the Dep. Cov and the flare)

    Weapons:
    Brs: 4
    Shottys: 2
    Rocket Launcher: 1
    SMG: 4

    now on to the pics!


    [​IMG]
    overview 1
    [​IMG]
    center
    [​IMG]
    blue base
    [​IMG]
    red base
    [​IMG]
    red base objective (directly behind previous pic)
    [​IMG]
    blue base objective
    [​IMG]
    overview 2
    i hope you enjoy the map! please comment and criticize (constructively of course :p)
    download:http://www.bungie.net/Online/Halo3UserContentDetails.aspx?h3fileid=110893384
     
    #1 Behemoth, Jun 3, 2010
    Last edited: Jun 3, 2010
  2. Blackaux

    Blackaux Forerunner

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    Everything seems to be clean and well placed, if you decide to update this I recommend adding a second floor on this level. I would add more weapons and paths to reach each side and maybe open up the middle area some so the players can shoot out those cool base windows you made.

    Keep up the good work!!!
     
    #2 Blackaux, Jun 3, 2010
    Last edited: Jun 3, 2010
  3. Moxus

    Moxus Ancient
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    Aesthetically, this is exceptional; the custom tiles in the bases make excellent centerpieces, and the arches surrounding the equipment are a unique and beautiful touch. But, beyond that, game-play leaves a lot to be desired; at most, theres four ways into each base, and only two entrance points. Furthermore, there are only 4 paths from base-to-base. Because of the limited ways about the map and into the bases, the map is a fairly regular pattern of paths and tunnels. As a result, game-play on Talon lacks the quirks that make good maps so appealing to the players.

    So: Keep up the aesthetics, work on the game-play.

    -=Moxus=-
     
    #3 Moxus, Jun 3, 2010
    Last edited: Jun 3, 2010
  4. Behemoth

    Behemoth The Man With No Face
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    thanks guys. well, i'm pretty noobish when it comes to multi-tired maps and i tried really hard to come up with other paths. any tips?
     
  5. The1wHoOwnSu08

    The1wHoOwnSu08 Forerunner

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    it is very easy to get out of the map, you should get rid of the deployable cover or just put a roof on, other that that it looks clean
     
  6. RageQuit

    RageQuit Forerunner

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    Smooth map, becautiful-ish asthetics, not sure about gameplay.
    To me, I dont really like maps with only 2 ways to the enemy base. Because if one team has all their memebers spawned, 2 could watch either way.. then spawn trapping. And the tunnels look really short from eachother. This would be a great Conquest map, so that people are busy trying to capture points instead of trying to piss off the other team.
     
  7. PatchworkZombie

    PatchworkZombie Ancient

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    Good first map post, everything looks well placed and neat. My only issue is that I can only see two corridors which make up the whole map. On your future projects I recommend you use more of you're budget on making a bigger map.
     
  8. Plasma Rifle Elite

    Senior Member

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    Damn, this actually looks rather good, nice interlocking and aesthetics, too. However, I would recommend putting a roof over everything, because being HLG, it's easy to see that you can easily grenade-jump or jump off an ally's head out of the map.
     
  9. Behemoth

    Behemoth The Man With No Face
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    i have actually thought about conquest, but i wasn't really sure... i really like the idea of adding a second floor but i'd need a lot of help lol. if anyone wants to help out i'd really, REALLY appreciate it.
     
  10. Benjimino234

    Benjimino234 Ancient

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    This map is gorgeous, wonder how bumpy and well made the floor is. Are you sure the Juicy filter is suitable? I'll give it a download.
     
  11. Moxus

    Moxus Ancient
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    I'm hardly a good example of this, but asymmetry is often a good way to make maps a little more interesting; asymmetry allows for greater creative freedom in map design, because you don't have to worry about making the two or more sides of the map the same. This lack of similarity also means players don't get caught up in a routine style of play, because the map is never the same from position to position. If you'd like to keep it symmertrical, try opening up the tunnels or central atrium a little; opening up the tunnels would allow for some exchange between the upper level and the tunnels themselves, helping to liven up the number of ways about the map. Furthermore, developing the bases into something more elaborate than a spawning ground would mean that if one team does have its back against the wall, that wall is a pretty awesome playspace.

    Now, ultimately, take my advice with a grain of salt; historically, I haven't had too much success with my forge maps. But you, on the other hand, are going places.

    -=Moxus=-
     
    #11 Moxus, Jun 5, 2010
    Last edited: Jun 5, 2010

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