Sandbox Pit Maneuver

Discussion in 'Halo 3 Competitive Maps' started by Nobodys Pawn, Aug 19, 2009.

  1. Nobodys Pawn

    Nobodys Pawn Ancient
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    Pit Maneuver

    Pit Maneuver is a Pit Stop influenced map built in the sky bubble. It has the main bases sniper towers and sword/blue room and the rocket hallway like the Pit Stop. I added my own twists to the map to make it my own like a tunnel for invis instead of a hallway. I put maulers where shotguns would be in pit stop. The lifts for sniper towers are slightly different. The platforms infront of the bases are different aswell. The center is is connected by the two platform and also bring to the sword/blue room by a bridge where shotgun is. All the stuff from pit stop that i incorpareted into this map was all done by memory so if you find things that arent completely the same either i forgot about it or it was intentionally tweeked to make it different.

    Supported Game Types
    Team Slayer
    Team Oddball
    Capture The Flag

    Weapon list
    Battle Rifle - 7 - 2 spare clips - 30 sec respawn
    Assault Rifle - 2 - 2 spare clips - 30 sec respawn
    Carbine - 2 - 2 spare clips - 30 sec respawn
    Sniper Rifle - 2 - 2 spare clips - 120 respawn
    Brute Shot - 2 - 2 spare clips - 60 sec respawn
    Mauler - 2 - 2 spare clips - 60 sec respawn
    Shotgun - 1 - 2 spare clips - 60 sec respawn
    Needler - 2 - 2 spare clips - 30 sec respawn
    Rockets - 1 - 2 spare clips - 120 sec respawn
    Plasma Grenades - 8 - 10 sec respawn

    Equipment list
    Overshields - 1 - 180 sec respawn
    Invis - 1 - 180 sec respawn
    Regen - 2 - 60 sec respawn
    Power Drainer - 2 - 60 sec respawn
    Bubble Shield - 2 - 60 sec respawn
    Grav lift - 1 - 60 sec respawn


    Now on to the pics...

    Overview
    [​IMG]

    Overview
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    Overview
    [​IMG]

    Red Base
    [​IMG]

    In Red Base
    [​IMG]

    Red Base Attic
    [​IMG]

    Blue Base
    [​IMG]

    In Blue Base
    [​IMG]

    Blue Base Attic
    [​IMG]

    Invis Tunnel
    [​IMG]

    Center Towards Rockets
    [​IMG]


    Entrance to Sword Room
    [​IMG]

    In Sword Room
    [​IMG]

    Red main and Side Platform
    [​IMG]

    Red Sniper and Lift
    [​IMG]

    Blue Main and Side Platform
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    Blue Sniper and Lift
    [​IMG]

    Looking from blue sniper to red sniper with OS in between
    [​IMG]

    Rocket Hall View
    [​IMG]

    Rocket Hall View... 2
    [​IMG]



    This Map was built by Me [NobodysPawn] on my other GamerTag [D13 N nvrRESPWN]

    All Comments and critism welcome!! Please Download and let me know what you think. Thanks for taking your time to check out everything.

     
    #1 Nobodys Pawn, Aug 19, 2009
    Last edited: Aug 19, 2009
  2. R0FLninja

    R0FLninja Ancient
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    This looks fairly accurate, can you get up into the attics?
    ayways, a pretty good remake, i know a bunch of people are going to be like "theres already a pit" whatever, you did a good job, and i will DL to check out how the gameplay works.

    4/5
     
  3. Nobodys Pawn

    Nobodys Pawn Ancient
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    i made the attic just high enough so that you have to nad jump or use a brute shot... there are spawn points up there aswell...

    I decided to make a "remake" of the pit for 3 reasons... one everyone always remakes halo 2 maps and never a halo 3 map, 2 I dont think the pit has ever really been "remade" and 3 its one of my fav maps to play on lol...

    Thanks for the comment :)
     
  4. suffocation49

    suffocation49 Ancient
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    The map does look good, but the main reason people do not remake Halo 3 maps is that they can play the original on the same disc.

    I would suggest to add tube ramps the the tubes, the bumps are usually noticeable.
    And has anybody ran up the pyramid corners to the wall and got above the map??????
     
  5. VIBlackDragonIV

    VIBlackDragonIV Ancient
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    Actually the difference between the"Pit" and "Pit Stop" is that there are no spawns in the upper rooms.
    But that doesn't really matter. The influence is obviously noticeable and this map looks really good. I personally am very impressed with this map. I hope you make a V2 with even more gametypes supported.
    Kudos
     
  6. Dow

    Dow Ancient
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    I don't think he was trying to remake it, just inspired by it.
     
  7. Nobodys Pawn

    Nobodys Pawn Ancient
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    I just finished making it right before i posted so i havent really game play tested it... besides me and my gf but i will be doing testing later tonight. if anyone would like to test or just play a couple of games send me a friend request to NobodysPawn or D13 N nvrRESPWN
     
  8. chrstphrbrnnn

    chrstphrbrnnn Guardian
    Senior Member

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    I did a forge through with Adelyss and Shadow. All in all, your layout isn't too bad. It has quite a bit of potential and I like your bases. The forging on the map could be improved a bit, there are some spots where there are off interlocks, or an interlock would help.

    The main issues I see with the map are the gaps between pathways, and the middle. What I mean by the gaps is the places where I believe you want people to fall off. Generally, a map in the sky bubble doesn't have to force people to fall off, you can use the aspect of the skybubble (the death barrier) as a way to enclose your map. What I would like to see is you push the pathways together and interlock them. Make a completely solid surface, where the only places you can fall at are around the edges of the map. I also recommend putting at least a railing around the outside. With the map being more of a solid surface, rather than suspended pathways, you'll greatly improve the flow of the map and increase the level of competitive play on the map.

    Besides that, the only other major flaw is the center. It's extremely open and generally dead. The main feature of the pit is the giant wall that separates the two bases. This allows for safe spawning and rather than having a room as your base, the entire side becomes a base. You than can play the map in two styles, push up and be agressive on your opponents side of the wall, or lock down your own side and keep them out. I would like to see you implement some major LoS blocked between the bases.

    A possible other few suggestions would be to pull the blue light away from sword a bit, it's quite bright. Possibly shorten the lengths of the hallways like camo hall, and remove the grav lift due to breakability.

    Anyway, good job man.
     

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