“Pyrobolo” – Greek for fire (as in fire a weapon) “Pagono” – Greek for ice “Pyrobolo Pagono” – Fire and Ice (with a little word play on “fire”), because the red base looks like it's on fire, so naturally the blue base would be the opposite (iced). This map is in the Crypt of Sandbox. It is a symmetrical map that supports all gametypes. I’m not sure how the gameplay on this map is, as I haven’t had anybody to test it with yet. If you would like to test it on your own or with friends, I would appreciate any feedback! This map was designed to have an emphasis on jumps. Basically anything that isn’t on the ground floor you must jump to get to. It also has quite a variety of equipment and weapons for such a small space. The list includes: Weapons - 2 Sniper Rifles - 2 Shotguns - 2 SMGs - 2 Plasma Rifles - 4 Battle Rifles - 6 Carbines - 4 Needlers - 2 Sentinel Beams - 1 Sword - 2 Assault Rifles - 2 Brute Shots Grenades - Frags - Spike Equipment - 2 Bubble Shields - 2 Gravity Lifts - 1 Shield Drainer - 1 Regenerator - 1 Radar Jammer - 1 Flare Vehicles - 2 Mongooses For this level, I used the “Juicy” filter, which makes inside the bases very bright, between the bases averagely lit, and the outside edges of the bases very dark. This gives the level a nice contrast. However, due to a glitch in Halo 3, this lighting does not work if you have two or more players on the same tv; having the lights canceled out though makes for a pretty fun game of Infection in the dark. Comparisons of the normal lighting of the level verses it with the Juicy filter are below: Red Base Normal Lighting Red Base “Juicy” The overall level looks as such: View from Above Each base is identical, so all pictures for the Red Base are the same for the Blue Base, and vice versa. As you can see from the front of the bases, there are no ramps leading up; this means that you must jump to get up the front of the bases: Red Base Front The side view shows a slightly different angle. There are ramps that lead up both top sides of each base, as seen below. Also note the Mongoose that spawns at the bottom left side of the picture. Red Base Side Blue Base is the same. This shot is from the opposite side of the Mongoose spawn. Notice the ramp on the back wall that allows for easy access to the base. A block inside the base also provides for an easy way out and up. Blue Base Side The tops of the bases each have two Needlers, one Battle Rifle, one Carbine, and four frag grenades. Note another Carbine in the top left of the picture, and a Sentinel Beam in the top right; both of these are on a slightly different level down behind the fins. Also, the block at the very bottom center of the picture that connects with the wall is where the flag and bomb spawns in those respective objective gametypes. Blue Base Top The catacombs provide a covered way between the bases. Brute Shots and Assault Rifles, as well as several types of equipment spawn in here. The sword also spawns on top of the center platform, and Gravity Lifts and Overshield/ActiveCamo spawn by the obelisks on the outside center of the map. Catacombs Between Bases Underneath the base is quite open. Columns provide cover as well as a Bubble Shield that spawns on the back wall. A Plasma Rifle, SMG, Shotgun and Sniper Rifle spawn under the bases. The below pictures don’t do justice for how red (or blue) it actually is under the bases. Red Base Below Red Base Inside, for scale Well that’s a look at my map. I’d love to hear any compliments or criticisms, especially if you download it and try it out! Download Pyrobolo Pagono
nice map i dont like lightung effects ill try it out the map is good and the catacombs are great you should try to merg a little more and just have a great idea keep working 4/5
I got to say. This is a nicely done map. I have to ask if there is any interlocking on the map? From what I've seen there is none. I don't blame anyone for not interlocking on sandbox, it is a little tricky. I just ask because I think those obelisks on the top of the bases could be merged into the roof to prevent stray grenades from getting into the base through the cracks, unless you meant for that to happen. Another thing I'm concerned about is if there are some weapons or something on the outer edge of the map? I don't think I want to get caught out there with just an assault rifle. On the note of the FX filters, I'm glad to know now that that glitch is not just my messed up disc anymore. Now I know. Thanks. And keep up the good forging.
One of the better maps on Sandbox I've seen so far. Especially the layout and lighting are done quite well. A few suggestions though: 1. Cut down on the weapons. Also 2 shotguns AND a sword on such a small, CQC map, and 4 needlers is overkill. My suggestion: Remove the shotguns, 2 needlers, 2 carbines and 2 sentinal beams. Maybe add 2 Battle Riffles 2. Do the mongeese serve any purpose on your map? From what I can see (please excuse me, I haven't played your map yet), they cannot travel through the middle of the map, and the sides are a bit boring and empty. I suggest adding some ramps to give it a bit more flair. 3. If it doesn't hurt the terrific lighting too much, remove the killball on the red base. It makes a really annoying buzzing sound. Of course, these are just suggestions, and you have the right to ignore them. I'm downloading now, and if I see i have been wrong, I will edit this post. Current score (before download): 3.3/5 Score if you follow (some of) my suggestions: 4.2/5 Keep forgin'!
I didn't use any interlocking for the map because I'm really not very good at it yet. The obelisks on top were meant to allow grenades through, but there are places between some of the blocks that grenades could get through and I haven't been able to fix. I think the places where they can get through are the same on both sides, so at least it's balanced. I put a Carbine and BR by the outside fins of each base, but I may end up putting one by the middle obelisks like you said to prevent getting caught out in the open with hardly anything. That's a good idea.
1. Yeah, I thought it might kind of be alot of weapons. I think removing the Shotguns and two of the Needlers is a good idea, but I kind of want to keep the Sentinel Beams. I may add a few BRs to the center of the map as well. 2. The Mongooses don't have too much of a purpose in Slayer, but I thought they might be kind of useful in objective gametypes like CTF or Assault. And they can't go through the middle of the level too easy, but they can go under the bases, so it's kind of like Rat's Nest where vehicles can drive around the entire outside of the map. 3. That's not a Killball, it's just a "Red Light" to distinguish the base. I does look weird though from that camera angle, with the purple center and all.
this map is great fun i enjoyed playing it in custom games, there are only 2 things i will suggest, cut back on like 2 of every weapon and take the flare, radar jammer, and try and take out 1 bubble shield and put the remaining one somewhere towards the middle, the aesthetics are good and over all an average 3/5 for me.
From what I can see, it looks great! The only thing I see is the lack of Interlocking which, depending on how it's used, is the one of the most critical features a map can have. Interlocking gives it aesthetic pleasure and also helps eliminate bumps. From what it LOOKS like I'll give it an 8/10, but i havn't played it so I have no idea what it's like. Ps: Please don't use filters on competitive maps, it makes me mad!
Cool. Well I'll work on the weapon and equipment mix and see if I can't get it just right. And do you feel like I should put some weapons on the outside center of the map, like by the Oversheild/Invis, or were the spawn points close enough to a weapon where you didn't feel like you were getting caught out in the open without a good weapon?
Yeah, interlocking would make the level better but I'm not very good at it yet. Maybe I'll have some time after finals are over to sit down and redo the level with interlocking. And I don't like most of the filters for competitive maps either, like Old Timey or Pen and Ink, because they make it very hard to distinguish colors and makes it hard to tell one base from the other. But I found that Juicy actually made it easier to tell one base from another, made the lighting effects better, and it added a dark element to the outside edges of the map. I didn't think this would hurt gameplay so that's why I left the filter in.