Sandbox SoGgy Cave V2

Discussion in 'Halo 3 Competitive Maps' started by xSoGx Grim, Jul 18, 2010.

  1. xSoGx Grim

    xSoGx Grim Commander

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    SoGgy Cave is back and better than ever!

    SoGgy Cave V2:Bungie.net : Halo 3 File Details
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    This is a completely inclosed symmetrical cave with a waterfall/stream dividing the map in half. The map's size makes it perfect for 2v2 or 1v1 competitive engagements. Although up to 10 players can enjoy this map at the same time, the gameplay gets very chaotic the more players you have. SoGgy Cave accommodates Slayer, CTF, Assault (neuteral as well), Vip, and Infection. CTF and VIP are highly recomended.
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    The overwatch shown above provides key high ground fire support for teammates for both sides as well as a quick escape method out of the enemy's base.


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    You may ask whats so special about version 2? After being repeatedly tested by the forgehub staff, the sniper rifles, carbines, and the rocket launcher were removed. The sword is still under the waterfall, but now it is a alot cleaner placed, and the active camo is placed at the bottom of the stream (opposite from the sword). The gravlift is still underwater, so you will have to run though the stream to grab it. I have moved more spawn points to the base rather than having players spawn in the mossy area.

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    Bungie.net : Halo 3 File Details
     
    #1 xSoGx Grim, Jul 18, 2010
    Last edited: Jul 18, 2010
  2. jeprout

    jeprout Ancient
    Senior Member

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    Hey,
    I'm happy to know that you took note of my review.
    Well the aesthical still the same, but the weapon sound really more balanced.
    I'll delete the older version to make a place for this one :D.
    It really worth it
     
  3. xSoGx Grim

    xSoGx Grim Commander

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    TY. Schism is not symmetric, the purpose of this map is competitive gameplay while not loosing the cave feel. Although this map is small, its other non completed verion will dwarf schism's scale and make it look like a box for matches..
     
  4. RIPPINFEAR

    RIPPINFEAR Ancient

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    I played on it and love the look only propblem is that every thing spawns to quick. Like the Invisability and the Grav lift it spaws after 30 seconds just ajust it a bit. so i give it a 7/10
     
  5. NlBBS

    NlBBS Forerunner

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    I like how you made changes and listened to the testers guild members that gave feedback (like myself). All the changes sound good, except that you still say that 10 people can "enjoy" the map at once. This isn't the case seeing as i've played it with 6 and it was already way too crowded.

    I would've liked to see an expansion to the level but I guess that doesn't fit into your budget. Lastly, the weapon placement sounds MUCH better than the v1. Weapons were the main cause of anger among players in the first version.
     
  6. xSoGx Grim

    xSoGx Grim Commander

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    Ya.. pure accident on the d-post, I contacted a moderator about it. And this goes out to everyone, feel free to set the respawn times for weapons and equipment to whatever suits your style of gameplay, not changing the description is of course a code of honor. 30 on the gravlift insures base campers to always be alert and not just look in one direction. Makes the gameplay faster and more interesting. Remember me and the TRC tested the HELL out of this map until we got it just right!
     
  7. Transhuman Plus

    Transhuman Plus Ancient
    Senior Member

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    [​IMG]

    SoGgy Cave

    Enjoyment:

    I'm never going spelunking again. Other than that it is cave themed, there's not much to say about SoGgy Cave. Playing anything beyond 2v2 is stupidly clustered (and even 2v2 is a stretch) while the weapons are overpowering and ill-suited for such a tiny play area. So many items have been placed to give SoGgy Cave it's rugged visuals that the budget has been stretched to its limit, and while it may look good, all that glitters is not golden. Gametypes don't work particularly well on the map due to its size, eliminating any ideas of teamwork or strategy, and the map's area diversity is so sparse that there's no question of whether or not the enemy knows *exactly* where you are going to spawn, which is maddeningly frustrating.

    2/10

    Balance:

    Each team spawns with a shotgun in their base, the first sign of the map's balancing issues. On opposite sides in the middle spawns a Sword and an Active Camo, both set (strangely) to 30 seconds. If you want to be invisible the entire game you can, and with so many close-range weapons in such a small map, why wouldn't you. Players have no-where to go, and it's almost impossible for someone to kill with the BR or Assault Rifle before an enemy can close the distance with a melee weapon. Despite being a symmetrically designed map, the ledge on the red side is scalable, while the blue side is not, and this oversight gives the blue team an advantage in Flag e.c.t.

    2/10

    Durability:

    My main criticism of SoGgy Cave is that it isn't large enough to support the number of spawns that a good competitive map requires. This makes it way too easy to predict enemy spawns and spawn camp the top ledge and the bottom tunnel, the only two exits out of the bases. Two narrow exits. It wouldn't be so bad if the map had a greater distance between bases, or more levels, but when you are able to throw grenades where you know an opponent ought to spawn, there is obviously something fundamentally wrong with the map. There are no blind-spots, and the map's ceiling makes it inescapable.
    4/10

    Aesthetics:

    Aesthetics is the only section where SoGgy Cave makes a positive impression. Objects are used to form irregular shapes making the cave look almost like a natural formation, with the presence of wall moss (using tin-cups), and a thin stream. It isn't perfect, but it's still very impressive, especially considering the large obtrusive objects from which it was made, to form gradual curves.

    7/10

    Originality:

    It's hard to make believable scenery out of objects, and SoGgy Cave pulls this off well. It's an original map with an original design... that just doesn't translate well to gameplay.

    6/10




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    Enjoyment:
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    2/10
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    21/50


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    #7 Transhuman Plus, Jul 25, 2010
    Last edited: Aug 7, 2010
  8. cD halomcee

    cD halomcee Ancient

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    I really like this map. It has excellent aesthetical thouches, however, this idea has been done before but I've never seen a symmetrical cave. I like the way it plays!
     
  9. xSoGx Grim

    xSoGx Grim Commander

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    Thanks for taking the time to review the map Scarecrow. This was not an OLN built map, so I made most of the objects which I had. You have to remember that to make an inclosed cavemap, you will be burning through surface space, while hiding the copper and other designs of objects to get that rocky feel. This is was one of my first cave maps, I did not ghost merge until the end of it. What you see is controlled object freeze and guess meging. If you look at it and have played it is very aesthetic, and perhaps I made the mistake of publishing the map under competitive maps.. I do not wish to offend anyone on this thread, but I respect the people who look at a map and think how it was forged, rather than in panic search for the closest BR..
    Back on topic, you have to sacrifice map size for its looks when it comes down to caves. The halls are roomy and not crammed. Perhaps play it 1v1 instead.
     
    #9 xSoGx Grim, Jul 31, 2010
    Last edited: Jul 31, 2010

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