Frantic gameplay with a hint of Beaver. . . CRYPTCREEK v1 (version two by May 5) authored by IIMiNDIISPiNII This map is NOT Beaver Creek. It is, however my first attempt at creating an evolved BeaverCreekish setup on the crypt. Cryptcreek Download --> Bungie.net : Halo 3 File Details The bases are nearly the same as B.C. but play much closer to one-another making for some severely frantic gameplay during match starts and objective dashes. I have decided to make a version 2 witch will clean up and shrink the bases and elevate the snipe/rocket towers... Look for it the first week in may! Important: I am using feedback from your firlst impressions and gameplay perspectives. IMO this map plays like beaver creek combined with warlock. Not as frantic as warlock, but twice that of beaver creek. CQB in the middle and in the bases, medium to long range from the top of the bases. The power weapons ont the map have limited ammo and 2 minute respawns and runtime max limiting multiple spawning of weapons/equip. This is going to be the reason for the frantic match starts. Aquiring one of the two shotguns, or the combo of gravlift/OS will definitely force teams to make crucial choices on who goes where at the start. WHO ELSE LOVES PARODY? It is going to be impossible for one team to get denied of a single 'leverage-item' during the match start, unless you sit in the base and let your teammates die in vain. The tops of the bases have much cover to offer as well as protection and prevention from grenades sspamming inside your actual base from the other. Beaver Creek's original top is comparable to Cryptcreek's, with the main difference being that these bases can be jumped out of without grenades, wich makes objective gametypes much more winnable givin the only base entrances and jumps to the top arenear the front or left side of the base.(unless you wield a grav lift) If you do not hold your area with a partner it is likely you will be killed. There is a significant ammount of cover, but not working as a team is suicide with teleporters behind the bases. You need to check your backside dilligently while holding your base. Lots of Br's for everyone, so use them generously.Version 2 is going to have less long distance weapons to give the map a bigger feel. I am showing you red base as both are the same you know the drill. I do have a few shots of blue to show effects and perspective. INSIDE BLUE FLAG INSIDE RED FLAG BLUE STAIRS FROM INSIDE THE LEFT BOTTOM ENTRANCE FROM RAMP LOOKING BACK TOWARDS TELEPORTER AREA MORE RANDON PICTURES ONE ENTRANCE TO THE OTHER NEGLECT THESE CRUCIAL ITEMS AND YOU MAY DIE(GRAV LIFT SPAWNS WITHIN THE OVERSHEILD... A 2 FOR 1) BLUES FRONT DOOR MONGOOSE IS FOUND TO THE LEFT WHEN EXITING THE TELEPORTERS BEHIND EACH BASE. SO IN ALL THE REAR RIGHT OF THE BASES HAVE A MONGOOSE WHICH CAN DRIVE AROUND THE ENTIRE MAP WITH EASY TO USE RAMPS. SNIPER SPAWN AGAIN PLEASE TELL ME WHAT YOU LIKE, WHAT YOU DIDNT LIKE, AND WHAT YOU HATED. I THINK THE FX ADDS TO THE MAPS FEEL, AND TAKING THEM OFF DULLENS THE EXPERIENCE...IMO (delete them from top mid if you dont like)
This is pritty cool map. It looks good and it looks like it hase good gameplay. And I'm rilly picky on my maps so good job man. I'll download it and give 4/5
thank you and i will attend to this matter in v2, i thought maybe people would like the feel it gives those very cqb areas.
Merging does make a map look nice, but on this map it really isn't needed. If you r just talking about merging, it's considered a bad review. The map looks nice. I like the CQB feel to it. And like HaloIlove said move the lights away from inside the base. The lights make it a bit too bright. Put them ontop of the base, becuase the light goes through objects. 4/5