Gametype [Pirate Bomb] | Bungie.net : Halo 3 File Details Map [the Seven Seas] | Bungie.net : Halo 3 File Details Players: 6-16, recommended. Plays well with 2 v 2. The Seven Seas is an Assault map made in the Sky Bubble. The Red and Blue bases are across from each other, and the bomb sits on a platform between them. The only way to the bomb is to fly a Hornet with a passenger. When you get the bomb, you continue to fly towards the other team's base and plant for the score. Each base has a deployable cover, sniper rifle, and a rocket launcher that spawns in 90 seconds. Both have two Hornets (Regular Hornet is on the bottom level of each base, Passenger Hornet on the upper part) that are used as transports around the map. There is an ammo cache behind each base that has a rocket launcher, sniper rifle, and brute shot. In addition, there are two side bases on the map. One is mainly a firing platform with a stationary Scorpion, three machine gun turrets, and a stationary Guass Warthog. The other base holds three Banshees, one covered machine gun, and a stationary Guass Warthog. Pictures Blue Base Overview Blue Base, back Blue Base, teleporter to sniper tower Red Base, overview Red Base, back Red Base, sniper tower Side Base Overview, 1 Side Base Back, 1 Side Base Overview, 2 Side Base Back, 2 Side Base, Middle Room, 2 Tunnel to Scorpion. I made it so if your shields get down, you can exit the Scorpion right into the tunnel Hope you enjoy! Gametype [Pirate Bomb] | Bungie.net : Halo 3 File Details Map [the Seven Seas] | Bungie.net : Halo 3 File Details
The couple times I tested the map, they seemed the right size for a large team, and the bases had cover from each. Spawn killing happened, but only if you stick yourself out there. I'm sorry, but I thought this map was pretty decent, but nothing? I thought I could get some constructive criticism, at the most, but wow.
This map looks pretty well-forged. I like how each tower is different from the next, which is a nice bit of variety. My main concern with this map is that, in my experience, maps that rely entirely on Flight-based combat are very prone to spawn killing. Instead of a deployable cover, I suggest you use power drains, bubble shields, or both. Also, I see that you didn't use very much merging. While many tend to frown upon this practice, I must admit that I have a tendency to do the same.Finally, in my opinion, I'd normally avoid teleporters because they break up the flow of gameplay, but in this case I'll make an exception due to the nature of the map. For now, I bestow upon thee- 85/100
I've always dreamed to create a dogfight-type Sandbox map, but I've never really been able to pull it off. You, on the other hand, look like you have nicely! I feel like this should be a staple map for anyone that enjoys Banshee v. Banshee and Hornet v. Hornet