Sandbox Judgment: The Mausoleum

Discussion in 'Halo 3 Casual Maps' started by Master Debayter, Dec 24, 2009.

  1. Master Debayter

    Master Debayter Ancient
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    [​IMG]


    This is my Sandbox map for the Judgment Map Pack and my biggest collaboration in the map pack. Although most of the basic structure of the map was done by L0vest0sp00f, I'm the one who finished the map and made it fully playable for Judgment. It's also a fairly large map, so there's a lot to it.

    First, you'll want to get a good idea of just how large it is, so here's an overview.

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    Now for a more in-depth tour of the map...​


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    We'll start with the red room.

    It's one of the starting rooms where the humans spawn. It's red, obviously, it has a column in the middle of the room, and it has two mongoose windows against the wall where the mauler spawns.

    Speaking of weapons, here's the weapon layout for the Red Room:
    - 1 BR, Respawn Rate: 30, Spare Clips: 2, Placed at Start: No
    - 1 Mauler, Respawn Rate: 45, Spare Clips: 2, Placed at Start: No

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    Now we move onto the blue room.

    Everything from the text back covers this area. Like the red room, it has a column in the center, and it has two mongoose windows.

    It has two weapons as well, which I recommend are dual-wielded:
    - 1 Spiker, Respawn Rate: 10, Spare Clips: 2, Place at Start: No
    - 1 Plasma Rifle, Respawn Rate: 10, Place at Start: No

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    Next is the room connecting Red to Blue, the Zombie Room.

    It's called the Zombie Room because the zombies tend to gather up here while the humans hold out by the ramp room before they can move on. It has only one window, and it connects all of the other rooms on the first floor together.

    The Zombie Room has 4 weapons, 2 of which are the same:
    - 2 SMGs (Meant to dual-wield), Repawn Rate: 20, Spare Clips: 2, Place at Start: No
    - 1 Covenant Carbine, Respawn Rate: 30, Spare Clips: 2, Place at Start: No
    - 1 Beam Rifle, Respawn Rate: 90, Place at Start: No

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    The last room on the first floor is the Ramp Room.

    This room is the typical holdout area for the humans before they move on through the map. It has two mongoose windows, both of which don't work until 60 seconds into the game.

    There are two weapons in this room:
    - 1 Assault Rifle, Respawn Rate: 45, Spare Clips: 2, Place at Start: No
    - 1 Shotgun, Respawn Rate 60, Spare Clips: 1, Place at Start: No

    Also, there is one more important detail.

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    The final area is called the Galley. It's the largest room, has the Random Weapon Box, and houses a grand total of 6 windows for the zombies to get in (1 mongoose, 5 ghost). The unique thing about this room is that zombies come in through the floor via the ghost windows, an original idea by L0vest0sp00f.

    It has two weapons outside of the RWB:
    - 1 Sniper Rifle, Respawn Rate: 90, Spare Clips: 2, Place at Start: Yes
    - 1 Flamethrower, Respawn Rate: 150, Place at Start: No

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    The Random Weapon Box, or RWB for short, is the main attraction of this map. In order to activate the switch for use, you just have to punch the fusion coil on the left. Since you're only activating it, it will not work the first time. However, after being activated, it will work every time afterwards. It was a little measure put in to make the level a bit more challenging. I recommend you charge it up ASAP when you reach the room.

    Here's the list of weapons in the RWB:
    - Battle Rifle
    - Covenant Carbine
    - Energy Sword
    - Fuel Rod Gun
    - Needler
    - Rocket Launcher
    - Sentinel Beam
    - Shotgun
    - Spartan Laser

    Note: All of the weapons in the RWB are given as much ammo as possible, and are all restocked for the next use.


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    All zombies start off and respawn in this room. It's a tunnel that ends with a teleporter that sends you to one of four receiver nodes around the main building. There are 2 custom power-ups that spawn on this platform, each set to respawn every minute and are not placed at start.

    After 150 seconds, a platform spawns to allow access to another teleporter, which will bring you right before the entrances to the ghost tunnels in the Galley.

    [​IMG]

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    When it comes to the window system of the Galley, there's much to talk about. All of those windows are up and running at different time frames, and to get to each is a little confusing as well. It's so complex, I have to dedicate part of the post to it.

    First, we'll start off with this diagram here:

    [​IMG]


    Now, take a look at this overview of the room.

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    Here's the thing:

    - All holes with a red box over them are accessible by the right tunnel.
    - All holes with a blue box over them are accessible by the left tunnel.
    - All holes with a green circle over them spawn at 150 seconds.
    - All holes with a purple circle over them spawn at 180 seconds.

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    Download the Mausoleum.
    Download the official Judgment gametype.
     
  2. xDarklingx

    xDarklingx Ancient
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    I love the map! it looks like great fun and it almost seems like its more fun than it looks. I really like the ghost and mongoose windows and it looks kinda like **** zombies. 4.5/5 because I don't feel this is quite perfect.
     
  3. Sotha Sil156

    Sotha Sil156 Ancient
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    Ah, yes. I remember testing this map. It was a lot of fun, despite the fact that, as a human, I only made it up to the second level once, and then I killed you and I with the flame thrower. Good times. :J

    The ghost holes are amazing by the way. Oh, is the soccer ball still there? That was my other favourite part of the map. C:
     
  4. Dak393

    Dak393 Ancient
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    You've done it again nice work on what looks to be another great map :) The addition of the ghost entrances is another great touch, keep it up. O and I hate the idiots who reported your xbl gt.
     
  5. Ac3Snip3r

    Ac3Snip3r Ancient
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    The ghost entrances making the zombies come out of the ground is the unique part of this map which separates it from other judgment maps. It has somegreat aesthetics to match. I will have to get a game on this map, seeing that you've probably made a few changes since I played this a month ago.
     
  6. L0vest0sp00f

    L0vest0sp00f Ancient
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    You finally posted this map after like i made it half a year ago. I feel so famous now... good job with making the map inescapeable gj 7/5 cause its so awseom
     
  7. Organite

    Organite Journalist
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    Holy ****, this map is so hard.
    Most other Judgment i can get through with relative ease, but this one becomes really crazy really fast.
    If the zombies know what they're doing and get to the building before the weapons spawn you're pretty much done.
    I also got thrown for a loop when they started coming from the floor.
    Very nicely done.
     
  8. Kalriq

    Kalriq Ancient
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    Brilliant work Debater, the forging used on it looks impeccable considering budget restraints, gameplay is perfectly flowing as well.
    Very nice map!
    BTW,
    If I've made a map for the gametype should I send you it so you can check it out and tweak it or whatever?
     
  9. patt06snipe

    patt06snipe Ancient
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    Very nice looking map I must say. I like the idea of zombies popping through the floor in the galley room, very cool. Also the RWB looks sweet with the shield infront of it. Hopefully I can get a game going with this map with some friends, but for now I'll forge it and see how well its constructed. Really nice work!
     
  10. Eyeless Sid

    Eyeless Sid Ancient
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    I remember rapping you guys so badly when I tested this. I got 80 kills with the flame thrower, rifles,and shotty lol. Only reason I died is because I ran out of ammunition lol. It plays well even if I did destroy the party I was playing with .
     
  11. lightsin017

    lightsin017 Ancient
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    Good job wit the map i Still remember playing this with u but i still think somehow u can escape somewhere i don't know but im just going to check it out again but Nvm about that Nice map rate: 5/5
     

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