Sandbox The Artificial

Discussion in 'Halo 3 Competitive Maps' started by Scobra, Aug 18, 2009.

  1. Scobra

    Scobra Ancient
    Senior Member

    Messages:
    1,036
    Likes Received:
    0
    [​IMG]
    by Scobra (Bwendon) and Dow.

    ::Click to Download::

    This is my submission for the Forge Hub Template Contest.
    Compatible with only Multi Flag, One Flag, and Slayer.

    Weapons List:

    Weapon; Amount; Respawn Time
    ; Clip Size
    Battle Rifle; x10; 10; 2
    Shotgun; x1; 150; 0
    Sniper Rifle; x2; 120; 1
    Brute Shot; x2; 90; 2
    Rocket Launcher; x2; 120; 0 (One Flag Only)
    Spartan Laser; x1; 180 (One Flag Only)
    Carbine; x4; 10; 2
    Missle Pod; x2; 180 (Multi Flag & Slayer Only)
    Banshee; x1; 180 (Multi Flag & Slayer Only)
    Chopper; x2; 120
    Warthog; x2; 90
    Bubble Shield; x2; 90
    Deployable Gravity Lift; x2; 60
    Power Drain; x2; 120

    Map Overview:

    [​IMG]

    WHAT IS THIS AN AYSYMMETRICAL MULTI FLAG MAP THAT FELS SYMETRICUL? DOES NOT COMPUTE.

    From the beginning, I wanted to create an asymmetrical map built for Multi Flag that gave off that feeling I used to get when playing Headlong in Halo 2 while also maintaining a balanced weapon layout. After rigorous days of forging (I've been working on this since the moment the template was released) I feel as if this map is ready to be submitted and shared with this community.

    Now before anyone complains about how some things look uneven and badly interlocked in some areas, The setting of this map are the destroyed ruins of a wall/building so it's not supposed to look perfect. I tried my best to get all the walkways and such as smooth as possible however.

    The map is only set up for Multi Flag, One Flag, and Slayer (I would have incorporated KotH and possibly Assault but I hit the OLN) but it works the best in Multi Flag. The Flag should have a slightly quicker reset time in One Flag.

    The Splaser spawns in asymmetrical and the Banshee in symmetrical. Because of the Banshee in symmetrical games, each base gets a Missle Pod in symmetrical games which spawn at 180 seconds and because of the Splaser in asymmetrical games, the Missle Pods are replaced with Rockets which are set to zero clips and spawn in 120 seconds, making the Splaser. The Missle Pods don't completely overpower the Banshee, however as any skilled driver could fly around the wall or another one of the tall structures and shake off any missles. Same goes in asymmetrical games with the Splaser. Because of all the structures, the vehicles aren't too overpowered. Plus the lack of Missle Pods in asymmetric games make the Splaser a highly sought after weapon. Both the Banshee and Splaser spawn at 180 seconds because they are considered the key power weapons of the map.


    I tried to give this map a distinctive layout unlike other sandbox maps as well as giving off that 'Headlong' feel by incorporating tall structures, interior areas, and vehicular combat.

    And yes, you are able to get on top of the walls, though the lack of cover can give the Banshee/Snipers an easy kill unless you somehow have all three of them up there with you. Even then, all you have to do to get up there is pick up a Grav Lift and drop it down on one of the destroyed columns and you'll be launched up.

    The Red and Blue structures behind each side are what I call lighthouses. If you're having troubled finding where your base is, just look for the light house that is your colour. (A lot of players unfamiliar with the map found this a huge help due to the layout being somewhat strange.)

    Most of you were probably all like, 'tl;dr wer r da pics?' So here are some more pictures you lazy fxxks.

    More Pictures:
    [​IMG]

    [​IMG]

    [​IMG]

    *edit: The Red Sniper and top banner screenshots were taken of the version before the final version. The middle Stone Bride with the Brute Shot has been removed and the Brute Shot moved to the right side and the flag has thus been moved to where the middle Stone Bridge formerly was. /edit*

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]



    To conclude, I want to give a Huuuuuuge thanks to Dow for helping out a lot on this map. I probably wouldn't even have finished it without his advice and help. I'd also like to thank anyone who helped test this out time and time again.

    Oh, and Chaotic because he's a BK. <3


    ::CLICK TO DOWNLOAD::
     
    #1 Scobra, Aug 18, 2009
    Last edited: Aug 19, 2009
  2. mastersync23

    mastersync23 Ancient
    Senior Member

    Messages:
    578
    Likes Received:
    0
    Wow! This looks great! I haven't even touched my template, but seeing this, I'm out to try beat you :D

    The layout looks nice, but the aesthetics could be improve on by interlocking. However, it's not necessary. Possibly in a V2, but moving on. The gameplay seems like it would be fast and fun, and control over the banshee doesn't seem to be a major point to win. So great job, I'm going to download it.
     
  3. Scobra

    Scobra Ancient
    Senior Member

    Messages:
    1,036
    Likes Received:
    0
    There was originally a lot more aesthetic pieces on the walls to make it look more destroyed, however I needed to remove them to free up my OLN for weapon spawns and what not. :< I'm not quite sure if I'll make a v2 or not because I'm satisfied with the maps current state, but I will be making a lot of updates to it as time goes by.

    Plus, I've been working on this since the moment the template was released so I kind of want to take a break from forging on this map for a while. lol.
     
  4. Dow

    Dow Ancient
    Senior Member

    Messages:
    1,272
    Likes Received:
    0
    Trust me, I bugged him about it non stop. Everything that needs to be interlocked... is interlocked.

    Also, it won't embed for some reason, but here is that video of my skyjack.
     
    #4 Dow, Aug 18, 2009
    Last edited: Aug 18, 2009
  5. marshie 333

    marshie 333 Ancient
    Senior Member

    Messages:
    54
    Likes Received:
    0
    This looks awesome! First of all, the map itself is what caught my attention, it's complex, but not to overdone. Also it seems like you tried very hard to balance the map, and took a lot of things into consideration, so that's good. This looks like it would be great for vehicular combat, but also for players on foot. I might not be able to get a large enough game to actually play on this, but I'll at least do a forge-through and get back to you.

    and BTW that was a nasty skyjack!

    Update - Well, I didn't play an actual game, but I did look around the map. Very nice forging, like I said, good balance bewteen interior and exterior. Im gonna keep this one until I can play a large game on it. Good job!
     
    #5 marshie 333, Aug 18, 2009
    Last edited: Aug 19, 2009
  6. Xang

    Xang Ancient
    Senior Member

    Messages:
    869
    Likes Received:
    0
    Looks great, i dont think much people have posted there template map yet... By the looks of this one it looks really cool but i still cant wait to see other peoples. Anyways really like the design of the map, cant wait to play it. Did you change anything on the banshee template?
     
  7. Extensity

    Extensity Ancient
    Senior Member

    Messages:
    8
    Likes Received:
    0
    I tested this, its great with 5 on 5 to 6 on 6. I only found that the banshee was too powerfull but thats just me.
     
  8. TurretFrog

    TurretFrog Ancient
    Senior Member

    Messages:
    51
    Likes Received:
    0
    Nice to start seeing more competition for the Template contest. And boy is there starting to be some competition. It seems that the majority of maps seem to be asymmetric in base design but play for both symmetrical and asymmetrical games. I think the way you have the wall running down the center of the map sets it apart nicely. Most maps seem to have a wall separating the two bases. This wall almost joins them together, if I'm not mistaken. It almost seems as though this map would play like a large version of Longest or Elongation.
     
    #8 TurretFrog, Aug 18, 2009
    Last edited: Aug 18, 2009
  9. Scobra

    Scobra Ancient
    Senior Member

    Messages:
    1,036
    Likes Received:
    0
    Thank you for complimenting it. I tried as best as I could to maintain balance between the players on foot and in vehicles.

    The only change I made was that I added fins to the sides of the top of the banshee/splaser structure for some additional cover.

    Thanks for the compliments and now that you mention it, the map does hold some similarities to Elongation/Longest.
     
  10. PoleekPelican

    PoleekPelican Ancient
    Senior Member

    Messages:
    9
    Likes Received:
    0
    Excellent map. Very unique and fun to play.
    BTW what's the name of the font you used for the pictures?
     
  11. Scobra

    Scobra Ancient
    Senior Member

    Messages:
    1,036
    Likes Received:
    0
    The font I used is called Dimitri. I can't remember where I got it though.
     
  12. TexasTuckers

    TexasTuckers Ancient
    Senior Member

    Messages:
    33
    Likes Received:
    0
    i loved playing this with you in Nonduals Cutom games it was amazing. i just wish i could have had the time to make a map for this contest.
     
  13. Dred Rogue

    Dred Rogue Ancient
    Senior Member

    Messages:
    19
    Likes Received:
    0
    Insane game on this map, though not very good on FFA, its amazing on One Flag or Multi Flag.
     
  14. Scobra

    Scobra Ancient
    Senior Member

    Messages:
    1,036
    Likes Received:
    0
    Well, that's because it wasn't built with FFA in mind. lol.

    But thanks for playing it.
     
  15. Short Bizzle

    Short Bizzle Ancient
    Senior Member

    Messages:
    137
    Likes Received:
    0
    Ummmm....FRIGGIN AWESOME SKY JACK.. haha ne wayz... this gets my approval for download!!

    After a quick forge thru i also found it to be very similar to a giant version of longest.This map looks like the game play will be very dynamic with a unique outlook on the ground level of sandbox. Knowing the location of the other team, via radar thru the walls, but not actually being able to engage them brings comunication to a whole new level. That's what i like about longest and will also apply to this map.

    The Blue and Red towers in the background get major kudos!! With the Dynamic of the level i find this a coool idea i havent quite seen used like this b4. (Prolly will jack haha)

    The merging wasnt a problem for me with my run thru. As you noted, everywhere you would normally be running seemed to be level enough for good gameplay. There were a couple areas of concern with the location of equipment and powerups for "symmetrical" multi-flag (e.g. the degen near banshee, cloak, and shotgun). Also the location of the rockets and sniper on blue side also shot up a red flag with weapon hoarding (i.e. Everyone thinks/is awesome with power weapons like rockets and snipe, but one grabbing both means there is only one at use at a time... Maybe the kids on MM just always fail with it and that always ticks me off. I digress...) I am confident, however, that after an actual run thru it will prove to be fine.

    This is one I'm gonna be keeping on my hard drive for a while. Hit up my GT for customs and testing cuz I'm alllllwayz down! Looks like you and tuckers already put up a sesh with nondual, this is gonna be my first request next time he hops on!
     
    #15 Short Bizzle, Aug 19, 2009
    Last edited: Aug 19, 2009
  16. Scobra

    Scobra Ancient
    Senior Member

    Messages:
    1,036
    Likes Received:
    0
    Thanks man, I really appreciate the compliments on it.

    The weapon locations have yet to be a problem for me. The only one that makes me feel slightly (very, very slightly) off are the Shotgun/Camo. I wanted this map to have Camo but I didn't want their to be two and I didn't want Camo to be in the center of the map. So, Dow suggested their be a Shotgun at the otherside. Again, it's felt slightly off to me but It has yet to be a problem.

    I also see where you're coming from when you talk about Weapon Hoarding, but it so far hasn't been an issue. Any good teammate wouldn't do that so, in my opinion, it isn't a matter of weapon placement, but more of a matter of being a good team/teammate (and not being completely terrible with any power weapons.) After all, sharing is caring.
     
  17. Dow

    Dow Ancient
    Senior Member

    Messages:
    1,272
    Likes Received:
    0


    The Shotgun and the Camo are supposed to balance each other out. They are both the same distance from each starting point, and the fact that Shotgun + Camo is a good combination just helps to add to the irony.
     
  18. Scobra

    Scobra Ancient
    Senior Member

    Messages:
    1,036
    Likes Received:
    0
    ^ What he said.
     
  19. Short Bizzle

    Short Bizzle Ancient
    Senior Member

    Messages:
    137
    Likes Received:
    0
    Yeah I got that haha... I just think with multiflag the correct use of each can turn the tide of the game right at the begining. The shotgun guy can put up super high defenses making it very frustrating for the team that doesnt start near it, and the camo guy can make for a quick flag steal right at the begining. Seems fair right...

    The only thing is the camo runs out far quicker than the shotgun will, and on respawn the camo can actually be used against the team that starts near it more effectively, so, in short, I think being near shotgun spawn=advantage. Just sayin...

    Let's get some games goin to see what's up!
     
  20. Scobra

    Scobra Ancient
    Senior Member

    Messages:
    1,036
    Likes Received:
    0
    Alright. Start up a game and get some people in it and then invite me and I'll play,
     

Share This Page