Tartarus - "The Pit" Remake [UPDATE 2] UPDATE: Version 0.8 and Classic Version Released Tactical Jumps Added! Map Name: Tartarus Created by: Randy 355 Original Map: The Pit (Halo 3) Download Link: Within Halo 4, File Share Search (Randy 355). Quite simply, this is an accurate, 1:1, remake of Halo 3's The Pit. The map was visually imported from my Halo: Reach remake, Cyberdyne, and refined by reevaluating the actual Halo 3 map by use of two TVs and two Xbox 360s. The result is even more accurate than Cyberdyne, and now includes the Attic, or "Anne Frank" area above Flag spawn this time around. This version is only available to play Infinity Slayer, and CTF. It is currently untested. The Ordinance drops are very subject to change. So, if you test it out, give me your input! The new Tartarus Classic version is more true to the original map in terms of weapon layout. Ordinance drops are used for power weapons so as to be playable on Slayer Pro, since Forge Hub's Forgotten Treasures contest is going to use that mode as well as Infinity Slayer. I've added a bunch of jumps to both versions, and they are made to crouch jump on default jump settings. On 110% jump you don't have to crouch jump, but I'll make a version for that at a later time. Now the screens are a bit small and out of date, but they are the best I can do until the File Share system is fully functional. Maybe you'll just have to download the map to get the best look... Screenshots
One of my favorite maps in Halo 3...VERY well balanced. I'm glad you incorporated the upper level of the bases -- I assume we can no jetpack up into it now -- did you make it more a part of the map and less of an exploit or left it the same as halo 3? Look's great. Ravine provides some TOP lighting compared to the other two maps. I love having access to different pallets of blocks -- just hope we get a covenant forge world level and a forerunner one as well. (x
Looks pretty awesome, but your sword room needs some serious improvement. It was so much more than what you've made it.
This. I have a reference picture of that room and if you look on the walls there are slits and people could stand on crates or desks (forgot which) to look out the slit, this was used quite a bit in competitive play. Just a nice detail that will bring that part of the map up to speed with the rest. Here you go. https://www.google.com/search?q=the...Wgq4HwCg&ved=0CAgQ_AUoAQ&biw=320&bih=416#i=10 This remake from reach gives you a better view of that slit. http://i51.tinypic.com/282m29w.jpg EDIT:also,1000 posts
Are you sure? I've measured that room more than once, and a few people insist that it's too small. I believe you could only see out those slits in the MLG version, because they added a jump up to those slits. In the image you are showing me, that slit is much to low, and much to narrow. Edit: A comparison of The Pit and Cyberdyne's Sword Rooms:
They were originally just for throwing grenades through, but yeah MLG added a jump there in their variant so you could peak out.
Oh, I saw it used in a MLG vid and just thought they were always there, lol. But If as said before that they were added for grenades they probally help counter people camping with the sword.
As it is, sword camping is probably impossible to counter on this map now. For one thing, anyone with a brain in 3 didn't camp in the actual room. They camped the corners and halls, running out whenever someone came near. Now with sprinting? Good luck stopping that. A full team supporting that camper and you're not getting anywhere near him without eating plasma. May as well just give up that section of map. ... Not sure why I added it. Just came to mind.
Not if players go for the sword guy. I'm saying the grenade slots have always been pretty pointless, and that now once someone has the sword in that area you're better off just going for his teammates. If you don't, they can provide all the support he needs to camp, which could essentially include camping themselves and keeping you from doubling up on him or using whatever weapons you think you need to beat him.
Sword room without those slots? Please, no. That would be awful. Rethal, that's like saying if one player on the enemy team became invincible and gained infinite sniper ammo, go after his teammates.
Oh I'm not suggesting removing the slots. Of course they're necessary, else people WOULD camp in there. The fact that the smart ones don't is directly related to the fact that those slots exist. That said, if one player on the enemy team became invincible and gained infinite sniper ammo, not going after his teammates would be deranged. He'd be unkillable. It's the obvious choice. It's like you're saying the same thing as me to explain the point to me and not those who don't understand what I'm saying.
Point being, it's really hard to go after his teammates when the sniper is blocking routes on the map. It manifests differently with the sword, although the sniper was just an example.
Yeah, well, with his team supporting him, with a sword with sprint, you're not getting to him anyway. May as well give up the route until he decides that his three-or-whatever lone teammates need him. You'd have the upper hand as long as he's camping and his team is one man down.
That strategy doesn't work. As long as the teammates of the camper are relatively close, they can just run back in to the sword room for cover.
So you're implying there is no way to beat a sword camper('s team). Which is wrong. You're not making any sense.
It was when I sucked at H3. I don't know if you ever played it but the Pit was one of the maps I found had the most camping, sword especially. If you ever played a *good* sword camper on the Pit you'd know how effective a strategy it could be.
I didn't play halo since the 1st one, so I have no idea. from my experience, melee weapons are rarely a good pick in FPS.
Ah. Then welcome to Halo 2, 3, Reach, and 4. Especially 2 and 3. And now, with sprinting, perhaps the sword is again on 3's level.