Jump Guy A map by lx Toby xl So, this is a jump map/obstacle course. Isn't very difficult but fun to play and replay. Yar be some pictures The starting room First area, including a heart gripping fork in the road! OH Noes!Which way to go?!? End of first area, including a man cannon jump Landing zone, and 2nd area 1st checkpoint, 2nd area, mongeese. need I say more? Mongoose 180 degree track, ending with a jump 2nd checkpoint, 3rd area, where the mongoose lands End of 3rd area, 'nother cannon of mans Landing zone, 3rd checkpoint, 4th area. This time, with ghosts!! btw.. boost right before hitting shield doors for best outcome. hit shield door, land ghost, enter tunnel Gravity lift neccesary to accesing final checkpoint. Final checkpoint, series of man cans, 2/3 are failure cans Final area, usage of gravity lifts to reach last teleporter. Last platform, in the background are most of the obstacles Bungie.net : Halo 3 File Details Download Map ^ Bungie.net : Halo 3 File Details Download Gametype ^ (not neccesary) Finally, a walkthrough Bungie.net : Halo 3 File Details There you have it. Any feedback is welcome. Easiest way to know what's going on is to just play it.
Wow a very interesting looking map. Its obvious you had the idea of using tube pieces and by the look of it, it was a great idea!
Definitely requires more testing. The very first part of the map, where you come out of the teleporters can be skipped if you hold forwards and jump. The mongoose track and ghost track are very bumpy, merging would be a great addition. The ghost track only works 1/20 times, and why are the ghosts facing all different ways? It may look dramatic, but it is an inconvience. All of the "checkpoints" can be knocked down by a well aimed shot or gernade from across the map.
First off, there are many shortcuts in this map. Just because you found a couple does not mean they are not intended. Second, the mongoose/ghost tracks are only a small part of the map, and each have a checkpoint right before them, so it's not a matter of getting through an insane jump/obstacle just to die by making a wrong turn on the track. There is a learning curve that has to do with learning the effects of gravity on a vehicle when you are at a 45 degree angle. Third, if you played on the correct gametype, 'iJump' you would start with no grenades, and only a shotgun, so it would be very hard to land a direct shot onto a checkpoint unless using the wrong gametype.