Sandbox Brutality

Discussion in 'Halo 3 Competitive Maps' started by ConfOracle, Jul 2, 2009.

  1. ConfOracle

    ConfOracle Ancient
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    Brutality
    By: ConfOracle
    Canvas Map: Sandbox
    Players: 6-12
    Preferred Gametypes: Team Slayer, Capture the Flag, Assault, VIP, Territories


    Download Here

    Background:
    This map is a V.2 of a previous map I posted on Forgehub, called Dominion. I completely overhauled the map, and made it much cleaner (lots of interlocking!). The result is much more aesthetically pleasing, and it is easier to identify the bases. I also fixed weapon placement, so the gameplay should be more balanced now. Finally, I have increased runtime maximums to ensure that weapons are available at all times.

    Change Log:
    -changed grav. hammer respawn to 120 sec.
    -removed sniper tower in blue area
    -added sniper towers to each base (along with beam rifles)
    -redesigned blue area
    -added fuel rod cannon to blue area (no spare clips)
    -added columns and wall to defenders base
    -redesigned offensive and defensive side bases

    Weapons:
    For each base:
    Carbines X2, 30 sec., 2 clips
    Spikers X3, 10 sec., 2 clips
    Plasma Pistols X2, 10 sec.
    Plasma Rifles X2, 30 sec.
    Brute Shot X1, 60 sec., 1 clip
    Beam Rifle X1, 90 sec.

    In the Middle:
    Fuel Rod Gun X1, 90 sec., 0 clips
    Grav. Hammer X1, 120 sec.

    Grenades
    Plasma X4, 10 sec.
    Spike X6, 10 sec.

    Equipment and Vehicles
    In each base:
    Power Drain X1, 60 sec.
    Chopper X1, 90 sec.
    Prowler X1, 60 sec.

    In the Middle:
    Deployable Cover X1, 60 sec.
    Radar Jammer X1, 60 sec.

    Pictures:

    New Overview
    [​IMG]

    Fist of Power (unchanged)
    [​IMG]

    New Blue Area- Notice the interlocking!- Fuel Rod Gun is behind tower
    [​IMG]

    New Offensive Base (with redesigned side base on the right)
    [​IMG]

    New Defensive Base (with columns and gate on the left)
    [​IMG]

    Back alleyway (behind fist)
    [​IMG]

    And a few action shots:

    Hidden Danger
    [​IMG]

    Fuel Rod Gun Fun!
    [​IMG]

    Watch Out!
    [​IMG]

    Please rate and post comments!
    And, Download Here!
     
  2. 2woFace

    2woFace Ancient
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    At first glance I see good things. I see some great merging and other good techniques. I'll download and tell you what I think by editing this post.


    Post: Sorry about the delay and thanx for the reminder. This is a great start into the forgehub community. It's clean and its fairly clear that you thought out the layout.

    I do like the unique layout of weapons and the choice of weapons. Its very rare that I play on a map without a battle rifle that I enjoy and thats saying alot.

    Now lets talk about your forgeing. It's fairly clean and thats good. But I can't just leave you like that and have the first post. You deffinetly could have meged alot more. It would take the map from a 4/5 to 5/5 Anywhere where things aren't geomerged or merged with each other is another place a gernade will get trapped and leave players throwing there controllers. So thats what I got.

    It's a solid play. 4/5. Thanx for keeping me on my toes
     
    #2 2woFace, Jul 2, 2009
    Last edited: Jul 5, 2009
  3. Itz May Be A ODST

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    Good maps the hammer spawn are very original . I think your map is a brute outpost are somthing like that . You can ad some unsc weapon ( Its just a suggestion . ) But you do a realy good job ! 4.5/5
     
  4. pinohkio

    pinohkio Ancient
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    grammar fix XD
    the map has a very bungie esque layout because it looks like somthing bungie would hae made. the vehicles look well placed and the weapons look balenced for the most part. im not sure how the spawns work though so ill look at it more closley when it's done downloading.
     
  5. ConfOracle

    ConfOracle Ancient
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    I may do that to spice things up a bit. Maybe an smg or a br...

    Grammar fix to you! :) And, I'll take bungie esque as a compliment!

    Thanks for the comments! Please rate the map too, so I can get some more views and reviews!
     
  6. Prodigious 7k

    Prodigious 7k Ancient
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    This is an amazing layout, i love it. You have an instant download from me, i agree with the others, it does look very bungie with its different but equal bases. The weapon balance is good, as are the vehicles. Overall a pretty awesome map which works with alot of things. 5/5

    Edit: 2 downloads guys? Come on this is an awesome map.
     
    #6 Prodigious 7k, Jul 2, 2009
    Last edited: Jul 2, 2009
  7. crispychicken49

    crispychicken49 Ancient
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    Looks alot like a brute ruins. No wonder you called it that. Good weapon layout also. 9/10
     
  8. ConfOracle

    ConfOracle Ancient
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    Thanks for the comments, but please rate the map as well! And if you have any suggestions, feel free to tell me. I hope I can improve this map even more, so keep the comments coming!
     
  9. Treehuggerulez

    Treehuggerulez Ancient
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    Looks, good overall to me, it definitely looks like a map bungie would make. Looks solid, ill DL!
     
  10. Benzu Akamaru

    Benzu Akamaru Ancient
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    It's GREAT. Aesthetically and playability. Usually I don't like assymetric levels but... this one appeals. I like the hammer spawn, it's very flashy. But... really? Those tiny blocks aren't enough cover for someone with a melee weapon out in the middle of the map. The tunnels help, but it looks like it could go either way. But anyway that's really nothing and I'm sure you all don't have a problem with it. I'll leave by telling you it's a 4/5.
     
  11. AlexIsCoool

    AlexIsCoool Ancient
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    Bungie doesn't take the time to forge a map that is good.

    Anyways, I will post what you should change. Not much about how good it is, too much typing. I would also like a link to the original so I can compare.

    Aesthetics
    I remember the fist of power form the original, were it not for the fist I would not have recognized it so I have got to say that it is the best part of your map.

    Weapons
    And I got excited when I heard there were no battle rifles, but was disappointed when I saw the equivalent carbines instead. Atleast you didn't make too much, I would recommend making them spawn slower (45-60) because removing them altogether is maybe a little too dramatic.

    Then I realized that all those weapons are at the BASE! No! I suggest bruteshots and beam rifles stay in the bases. Everything should be slightly further away.

    Aesthetics
    And merge those tubes into the ground so you an remove the tube ramps
    -Looks better.
    -Smoother
    -Slightly more budget.
    It may seem like a difficult task but it would be super easy if you took 10 minutes to do it. Send an FR if you try and fail, and I will do it for you.
    Place barriers over the top of the tubes. People can jump from the block things to the top of the tubes. Which does not play right. And, finish the tubes all the way around, delete the columns in-behind and place the power drain inside the new tube

    Design
    What I like about this map is the usage of vertical space- lots of high catwalks and buildings. Maps like this do well with flying vehicles, of course if you do add them add anti air weapons and equipment to compensate.

    Aesthetics
    Around the fist of power there are columns and blocks forming a semi circle. Replace these with perfect consistent objects. I understand you were going for the weathered age effect but the only problem is that the rest of the map is not weathered or aged. Make them look new. Or make the rest of the map old.

    Respawns
    I have not had a chance to test this out with a party but it looks like you are going to need more locations for spawning

    Aesthetics
    From the location of the defensive base there are stonehenge style columns, And a column that leads up to it. I believe that the column leading up to it should be interlocked into down into the double block it is resting on. This way players will not have to jump on to it. This could be easily accomplished by placing a block flat (5 unit)+2 walls(1 unit each) in place of the turned off double block (10 Units) , then by resting the column on this 7 unit block/wall.
     

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