Fear of tight and/or closed spaces. Those with the aforementioned condition have been warned. This is by far my favorite map I’ve made, and the one I’m most proud of. The basic theme of this level was derived from a vague image while I was drifting in and out of sleep: a gloomy tomb-like setting with constricted halls and a low ceiling. It kind of reminds me of one of Bungie’s classic games, Pathways Into Darkness. Only without the monsters. Weapons and Equipment: Battle Rifle: X6 (30 sec/2 spare clips) SMG: X4 (30 sec/2 spare clips) Shotgun: X2 (60 sec/1 spare clip) Rocket Launcher: X2 (120 sec/0 spare clips) Mauler: X2 (45 sec/2 spare clips) Energy Sword: X1 (180 sec) Plasma Grenades: X4 (10 sec) Grav Lift: X2 (30 sec) Active Camouflage: X1 (120 sec) Gloomy FX It seems confusing at first glance, but it’s just another symmetrical layout. There are also two sender nodes, each of which are connected to their counterpart receiver nodes on the opposite side of the map. Due to all the ceilings and walls I had to use up, I could only afford to concentrate all my game type settings on CTF and Slayer. CTF requires more teamwork, for you’ll need to know who holds the Grav Lift to get up into the enemy’s attic. To prevent enemies from camping their flag after getting the first score, I’ve decided to make a CTF variant specifically for this map. (Link to Sudden Death variant.) Blue Base Red Base Outer Hall Inner Halls Middle The Attic Opposite Sides Download Claustrophobia If the pictures don’t show enough, you can check out a walkthrough of the map I used with my render minutes. It’s about 3:50 long, but I made if you were hesitant about downloading before getting a good look. YouTube- Halo 3 Forge: Claustrophobia
it looks good and has a nice design, and the teleporters seem like they may actually be useful and effective to gameplay. I'm just wondering whether the only way up to the bases/flag spawns is gravity lifts. If so i think they need to spawn more often than 30 seconds or gameplay will be slow and rely too much on waiting, and also someone could just camp in the base with the shotgun, sword, mauler or rocket launcher making it nearly impossible for anyone to get to the flag. I can see that the middle area that looks into both bases is a vital point to hold and could create some good tactical gameplay. I'm intrigued to know however how this map plays with only one real route from base to base. Overall, i like it a lot and it is well forged. Send me an invite to play it some day if u have a party going.
theres going to be big carnage with this map because i'ts a tight map with powerful weapons, sometimes this is bad, sometimes it's good. There would have to be alot of testing for this map with thos weapons. The actural map itself is top job even tho some walls, roof, floors are a bit out of place it's still a top job. I will download and get some more ffedback for you.
Thanks for the comments. Yes, the only way up to a team's attic (besides the grav lift) is by spawning. I did this to encourage more teamwork, and to prevent players from spawning right in the middle of gunfire. I see the concern of camping a base with the power weapons, but that's one thing that the Rockets and camo can take care of, especially since they both come back every 2 minutes.