Sterile

Discussion in 'Reach Competitive Maps' started by Sugar, Mar 27, 2011.

  1. Sugar

    Sugar Forerunner

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    This is my second posted thread and hope it goes well. Sterile is one of my older maps fixed up. It is a 3 story, medium sized, symmetrical map. On one side is a rockwall and on the other is a sea view. Most of the background is wall collesium. This map in particular, to me, gives a construct feeling with a mixture of snowbound. Even though both maps were smaller, both had dominant points in the center and symmetrical. The idea mostly came from the fact that maps are usually too closely pushed in, giving limited roaming and also the idea of a map wided out with a blocked out center sounded like more of a roaming map instead of a camp and wait styled map.





    Weapons
    • 1x Rocket Launcher-150 second spawn and 1 spare clip.
    • 1x Focus Rifle- 80 second spawn and full energy capacity.
    • 1x Shotgun- 75 second spawn and 1 spare clip.
    • 1x Sniper Rifle- 135 second spawn and 2 spare clips.
    • 2x Needlers- 65 second spawn and 1 spare clip.
    • 4x DMRs- 30 second spawn for 1 spare clip and 45 second spawn for 2 spare clips.
    • 2x Needle Rifles- 40 second spawn and 2 spare clips.
    • 6x Magnums- 25 second spawn on the second floor. 30 second spawn at upstairs sea view. 20 second spawn and 1 spare clip at upstairs rock wall view.
    • 2x Plasma Repeater- 20 second spawn and full energy capacity.
    • 2x Plasma Pistols- 20 Second spawn and full energy capacity.
    • 6x Assault Rifles- 20 second spawn at other positions and 1 spare clip. 30 second spawn and 2 spare clips at red and blue spawn points.
    • 4x Plasma Grenades- 20 second spawn.
    • 8x Frag Grenades- 15 second spawn.
    Other
    • 4x Health Packs- 15 second spawn.
    Red and blue spawns are set at opposite sides where the braces are set. Originally, the spawns were set with red at the sea view and the blue spawn points behind the rock wall. I did not like the idea in the end because the games became too set and not as quick. I wanted to make confrontations close at first to also make the victor gain in rewards with a free walk to the power weapons above and below him. Another set in changes I added were the spawns on the power weapons which were low at first but boosted up to loosen dependency over such weapons. 1x4 blocks were also added to help give a realistic idea that the ceiling is being supported by these blocks.

    This map just like my first one only supports slayer gametypes. 2 on 2 is possible but would be quite a long game in my opinion. 4 on 4 and 6 on 6 will go best with this map. Here are some pics of the map.

    The bottom floor gravity lift.[​IMG]


    The Flooded Hallway


    [​IMG]

    The Sea View.

    [​IMG]

    The Brace Hallway
    [​IMG]

    The Red Spawn Side

    [​IMG]

    Rock Wall View

    [​IMG]


    Sea View of the front


    [​IMG]

    Blue Side Spawn

    [​IMG]

    Back View of the Rock Wall

    [​IMG]

    Overview

    [​IMG]

    Hope you guys enjoy the map as much as I enjoyed building it. Here's a fixed link Bungie.net : Halo Reach : File Details
     
    #1 Sugar, Mar 27, 2011
    Last edited: Mar 27, 2011
  2. raptororieon

    raptororieon Forerunner
    Senior Member

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    this map is cool but i dont like that half of the map is underwater :p maybe you could make a v2 without the water?
     
  3. Thom Barbarossa

    Thom Barbarossa Ancient
    Senior Member

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    I just took a quick look at this map, and i had some fun with it. It reminded me of some maps i have made in the past. I can see that some of the pices don't fit togther completly, but its a learning process right? ;P One last comment is that i like the use of the huge rock in the center of the map, I havent used anything like that, or even thought about it. Good job keep forging.
     
  4. Sugar

    Sugar Forerunner

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    Most of the map really isn't that much in the water actually but I could consider removing the first floor.

    [br][/br]
    Edited by merge:



    I guess you can say it's a learning process or you can say it was a lazy guy who just didn't have the patience to put it together logically :p and thank you I am glad you noticed :p
     
    #4 Sugar, Mar 27, 2011
    Last edited: Mar 27, 2011

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