This is a guide I've put together because of the amount of people who ask me for help in this department. It is based solely on my opinions and how I personally do things. Please do not comment about how you think I'm wrong or how it is common knowledge. It's simply designed to help those in need who like my style. Additionally, I do not use weapons like the Fuel Rod Cannon or Firebomb Grenades, so dont look for them here. SECTION 1: WEAPONS Weapons look best placed laying on the ground like they were dropped there. There are some exceptions, such as the sword which looks best on a weapon holder. Other weapons also look great propped against a wall or pillar, such as the shotgun or battle rifle. This allows for easier finding. Placing weapons on weapon holders or dangling from a wall or ceiling generally looks tacky to me. If it wouldnt be like that in a Bungie map, i wouldnt do it either. Thats my rule of thumb. You only want 3-4 power weapons on your map total. 1.1 | ASSAULT RIFLE The basic starting weapon in Halo 3, the assault rifle has many uses. It can handle both a close range scenario, and a medium range brawl. Even at longer distances, the weapon isnt completely useless, but its not worth bothering with. Since everyone spawns with one of these, they are not really a neccessary weapon to place on your map. Ideal locations are just basically wherever one might be low on ammo, such as your teams base when you're defending a flag and you cant risk leaving the flag to get more ammo. Ideal Locations: Team Bases, Anywhere refills may come in handy Ideal Respawn Times: 30/45 seconds Ideal Amount Per Map: 0 to 4 1.2 | BATTLE RIFLE Arguably the most popular and useful weapon in the game, the battle rifle is definately the fan favorite. Since the days of Halo 2, the battle rifle has gone from a weapon to get your hands on to a weapon thats glued to your hand from the match start. While Team BRs never hurt anyone, I do think it is a major reason gameplay has changed so much over the years. Old maps from halo 2 had a battle rifle or two, and it was nice to get your hands on one. Now, Halo 3 fills its maps with more battle rifles than it has room for. Players rarely try anything new, and most other weapons sit alone and dusty. It is for this reason that i recommend making it a little more of a weapon to aim for, rather than a weapon that you dont even think twice about having. Ideal Locations: Team Bases, Major respawn points Ideal Respawn Times: 30/45 seconds Ideal Amount Per Map: 2 to 5 1.3 | BEAM RIFLE The covenant equivalent to the Sniper rifle. The mere difference that makes this any different is that you cannot pick up spare ammo, meaning that if both teams have one, and one sniper dies, the opposing team could then pick up the dead man's rifle and have two snipers, putting the one team at a major disadvantage. Typically the beam rifle should go on maps with overly covenant-themed weapon sets, or asymmetrical maps, since you dont usually want two Beam rifles on a single map. Ideal Locations: medium height, equal distance from either team Ideal Respawn Times: 120/150 seconds Ideal Amount Per Map: 1 1.4 | BRUTE SHOT The brute shot is a highly effective weapon at both close and medium range. It has a very large melee damage, making it very easy to destroy opponents in narrow areas. The major places this weapon is useful is grabbing it on your way into a larger open area where the chaos ensues. The explosive rounds are also very useful for vehicles that need to be stopped and flushing out enemies who are trying to set up an ambush. Ideal Locations: quick grabbing distance from defensive base / neutral central location Ideal Respawn Times: 90/120 seconds Ideal Amount Per Map: 1 to 2 1.5 | CARBINE Many people compare this to being just like the battle rifle, but there are some key differences that make this slightly more powerful. The crystal clear zoom and rapid firing rate of the carbine make it rather deadly in the proper hands. For this reason, you should not load your map up with them. Two carbines should be enough to give the map some spice without filling the map with all medium/long range weapons. Keep them split evenly between the teams as well. One team should not have easy access to both carbines unless the other team has equal access. Ideal Locations: higher defensive positions [ex: the gate on High Ground] Ideal Respawn Times: 30/45 seconds Ideal Amount Per Map: 2 1.6 | ENERGY SWORD This is an easy way to ruin your map. The energy sword can make any spot look nice, but you shouldnt just place this weapon in a spot because it looks nice. Equally important, this weapon isnt for every map. Only larger maps with vast amounts of open play area should be considered for having a sword. Putting the sword on a smaller map, or a map with large amounts of confined space can lead to camping. While some players like to camp, the vast majority of players do not, and you want to appeal to many people. Ideally, you'd want teams to fight over control of the sword, and make it so that it switches hands throughout the match. If you find that one player holds onto the sword for an extended period of time, and does great damage with it, you may want to reconsider your weapon scheme. Ideal Locations: central locations that require effort to get to Ideal Respawn Times: 180 seconds Ideal Amount Per Map: 1 1.7 | SNIPER RIFLE In almost any sort of competitive gametype, this will be most users main priority. It has an extremely long range fire, and is additionally lethal up close in good hands. Any map can really handle a sniper, and most players love it. I recommend using this weapon, so long as you dont have a billion other power weapons. You have a few choices on how to set this one up. For maps that focus on nothing but single sided objective games, giving the defensive team the sniper and giving the attacking team the shotgun is a simple way to do balance. If you have more of slayer in mind, that setup isnt as good of an idea. For the majority of setups, i recommend having either one sniper in a balanced location on the outskirts of the map, or putting 2 on the map just outside the bases. Putting them outside the bases will allow for players to go out into the map initially to gather their setup for an defensive position, or make them move into a more tactical position for offensive gameplans. You never want to put a sniper in its ideal location overseeing a good portion of the map. The person should have to work for a good view, and shouldnt be able to sit in one spot forever being safe. Ideal Locations: 1 - an outer area with a somewhat constricted line of view 1 - defenders base 2 - a simple quick jog from each base in a non-useful area Ideal Respawn Times: 120/150 seconds Ideal Amount Per Map: 1 to 2 1.8 | SPIKERS The brute spiker is one of the most overlooked weapons in the game. It is more of a close range weapon, but can be somewhat effective at a medium range as well. The nice thing about the spiker is that is can be put out in pairs, or you can put one by itself and it will still be effective. You want to put these in well traveled areas, where people can see them easily. If you a single spiker, you can often put it with grenades so that people may be more likely to use it. [Ex: default Foundry]. Ideal Locations: near a common spawn area, often on the outskirts Ideal Respawn Times: 30/45 seconds Ideal Amount Per Map: 2 to 4 1.9 | GRAVITY HAMMER Using the gravity hammer on your map can be somewhat like using the sword - you must have perfect conditions or it will ruin your gameplay. Make sure that you avoid this weapon if your map has a ton of important and commonly used narrow hallway type areas. A basic clue that you might be able to make this weapon useful is often in a more open, larger map. Usually, a map that largely depends on vehicles could be a good match for it. The hammer was originally on Epitaph, and many fans hated it because of the outside walkway camping. You will want to avoid this. Ideal Locations: central lower areas, preferably somewhat open Ideal Respawn Times: 150 seconds Ideal Amount Per Map: 1 1.10 | MAGNUM Since the days of Halo:CE, the magnum has become less and less popular. Its not entirely useless now, but it isnt very popular anymore, nor is it commonly used. You can use this as a simple filler weapon in areas that need something, but nothing else quite fits the bill. Additionally, they have a small fanbase, and you can easily stick this in to satisfy them. There is definately not a requirement to using it at all in your maps though. Try to pair it up with Frag grenades. Ideal Locations: any spot that feels like it needs a weapon, but nothing major Ideal Respawn Times: 30/45 seconds Ideal Amount Per Map: 2 1.11 | MAULER The mauler is a fancy close quarters combat weapon. It can be dual-wieldable. The maulers become far too powerful when used together, so you want to avoid placing them close together. If you have two of them, i recommend putting one NEAR each base, but not in them. You dont want players to have an instant defense with them. If you chose to use only one mauler, you should place it in a central location that both teams can equally get to. If you use the sword, putting maulers on the map can be an easy way to balance the sword out and to give other players a chance to overthrow the sword wielder. I would not recommend mixing shotguns and maulers unless you have a rather large and open map. The effects of putting so many close range weapons leads to lots of camping, and many players will become bored or unhappy with gameplay. You may also want to consider cutting it down to 0 or 1 spare clips. Ideal Locations: ground based locations near the bases / central mid height locations. Ideal Respawn Times: 90/120 seconds Ideal Amount Per Map: 1 to 2 1.12 | NEEDLER The needler is a very powerful weapon if used correctly, so you do not want to overload your map with them. I recommend placing them in areas where the player can grab them on their way into a larger battle area. You want players to use them at a medium range, so placing them in an area where its all up close and person will lead to them being rarely used. Often, the needler looks natural just laying around casually, so try to envision where you could imagine picking up the needler. Usually, you'll be pretty accurate. Testing should prove whether or not the placement was a good idea. Ideal Locations: ramps / just outside larger open battle areas. Ideal Respawn Times: 90 seconds Ideal Amount Per Map: 1 to 2 1.13 | SPARTAN LASER It is easy to place the spartan laser on a map and forget what it is mainly designed for. The massive weapon is specifically designed to combat against heavy vehicular assaults. I would only recommend using this weapon if your map is large, and has a ghost or warthog present. It still has plenty of capability of playing the part of a power weapon, but it tends to become unbalanced. Ideal Locations: just outside defense base / central areas Ideal Respawn Times: 180 seconds Ideal Amount Per Map: 1 1.14 | PLASMA PISTOL The plasma pistol is not a widely used weapon, but its usefulness is often overlooked. The pure power it holds is all in how its used. Many people pick it up and try to use it as if it were an assault rifle and, finding it useless, toss it aside. Plasma pistols are insanely good at dropping a shield to nothing with one simple charged shot. Paired with a battle rifle, this can be a very effective killing machine. Another fantastic use for the plasma pistol is that a charged shot will instantly halt any vehicle leaving it helpless. If you can get the shot off and stop the enemy vehicle, they are then at your mercy. A simple grenade stick after will ensure their fate. The last good use is for close range defense. The ease of a single charged shot paired with a melee attack can leave a player waiting to respawn before they realize what happened to them. Ideal Locations: ground level / wherever may be attacked by a vehicle Ideal Respawn Times: 30/45 seconds Ideal Amount Per Map: 1 to 2 1.15 | PLASMA RIFLE Another weapon that is often overlooked because of its obscure usefulness. Many users become flustered with the Plasma Rifle when it doesnt instantly kill an enemy like an assault rifle or SMG. The main perk of the plasma rifle is it's ability to eat away at a spartan's shield so quickly. Pairing this weapon with another weapon such as an SMG or spiker will make you a very powerful enemy at close to medium ranges. At close ranges, the plasma rifle can also be rather effective as shield-dropper/melee kill combo. These should not be overlooked when you are placing your weapons on your map. Since it is rare for a player to pick up two of them together, i recommend putting them solo. Ideal Locations: common walkways / near ramps Ideal Respawn Times: 30/45 seconds Ideal Amount Per Map: 2 to 4 1.16 | ROCKET LAUNCHER This is clearly THE power weapon in the world of Halo. It can change the score very quickly if the right player gets it. Most maps that arent tiny can handle having a rocket launcher on them. It can be used for any occasion, quickly making work of players or vehicles. You want the players to be able to fight over this weapon equally so that its all chance on who gets it. Due to its extreme power, you only want to place it on the defenders side if you give the other team something of equal importance, such as a Warthog or Ghost. Unless the map is fairly large, you want to avoid giving the players additional clips with the rockets ammo. Two shots should cause enough damage anyways Ideal Locations: central rush positions / just outside defenders initial reach Ideal Respawn Times: 150/180 seconds Ideal Amount Per Map: 1 1.17 | SHOTGUN There are people who love this weapon, and those who despise it. To keep it enjoyable for all, the placement of this weapon is deeply important. If your map is more than half hallways and narrow areas, avoid using it at all. You have several options for placement of the shotgun. Your first option, if you gave the defenders a sniper rifle then you are clear to give the attackers the shotgun to balance that out. The second option, is to put the shotgun in a semi-open and breathable area that is equal distance from either team. This ensures that its all chance as to who gets ahold of it. Your third and final option is a risky one, but can make for excellent play if you have the right map. You can place a shotgun near either base, such as done in The Pit. This will give both teams equal opportunity to destroy the other. You want to avoid having multiple shotguns on your map unless you are sure that it is open enough to make the shotguns effectiveness drop enough to do so. Additionally, avoid mixing with Maulers unless the play area is large and open enough. An example of a forge map that can handle both would be Metro v2 by Paulie Walnuttz. Ideal Locations: both bases / attackers base / central area Ideal Respawn Times: 120 seconds Ideal Amount Per Map: 1 to 2 1.18 | SMG Players more familiar with Halo 2 often prefer it as opposed to Halo 3. One main reason I feel for this reason is that the Assault rifle is now the starting weapon, and is too powerful from the start. Another reason is that forgers use Battle rifles as the main filler weapon, and everyone just uses those instead. The SMG is not placed commonly enough to me, and I believe that if you place more of these instead of other weapons, the gameplay may shift to a more enjoyable type. This is the perfect filler weapon. You can place it almost anywhere that feels like it needs a weapon. I even recommend trying SMG starts for a more interesting and balanced gameplay. Ideal Locations: common walkways / ramps / major spawning locations Ideal Respawn Times: 30/45 seconds Ideal Amount Per Map: 2 to 6 1.19 | FRAG GRENADES Since players start with these, you arent really required to have many on the map. I recommend placing a pair with a battle rifle or magnum spawn so that players who need them will grab them when they go for another weapon. Ideal Locations: places you may run to after a larger battle to replenish ammo Ideal Respawn Times: 10 seconds Ideal Amount Per Map: 2 to 4 in pairs 1.20 | PLASMA GRENADES Many people use this grenade because of its versatility. I recommend this type for almost any of your maps. You want to place them in spots where the player doesnt have to go out of their way to get them, and you do not want to make them over plentiful. Place them in pairs in places where players travel alot. If you do not know where the hot spots are in your map, play a game or two without grenades placed on the map to see where the players travel most, and make your decision accordingly. Use on larger maps with human/covenant themed weapon sets. Ideal Locations: at the top of ramps, common walkways Ideal Respawn Times: 10 seconds Ideal Amount Per Map: 4 to 6 in pairs 1.21 | SPIKE GRENADES These grenades should not be paired with plasma grenades. Having several types of grenades can be irritable to players under gunfire who think they switched to one, but accidentally switched to another. Additionally, there is no real purpose to have both types of grenades, as they do roughly the same type of work. You want to use these ones on smaller to medium sized maps which use more brute styled weapons such as the maulers and the bruteshot. Ideal Locations: at the bottom of ramps, common areas Ideal Respawn Times: 10 seconds Ideal Amount Per Map: 4 to 6 in pairs ____________________________________________ SECTION 2: EQUIPMENT Equipment has a significant impact on gameplay, so choose each piece wisely, and try to limit yourself. You do not want a ton of different types on the map because it will generally cause chaos to the gameplay. Choose what fits the map with a purpose. 2.1 | BUBBLE SHIELD The bubble shield is a useful piece of equipment, which can be used on medium/large sized maps with a decent amount of open space. The player should be able to use it to defend their base, or to protect themselves in an open area during a battle. Do not place near power weapons, particularly the shotgun or sniper rifle. Ideal Locations: a common walkway, not close to a power weapon Ideal Respawn Times: 60/90 seconds Ideal Amount Per Map: 1 to 2 2.2 | POWER DRAIN This is one of the most common pieces of equipment used. I recommend it highly if you want to give the players a bit of a boost when down. Additionally, this is almost neccessary on any larger map with a Ghost or a Warthog. You will want to place it in an equal and balanced area, which is easy for both teams to get to, and is commonly traveled. Most players will not go out of their way for a power drain. Additionally, you can give both teams one from the start to make the initial battle more interesting... for example, Narrows. If you have a lift on your map, you can additionally place it at the bottom or the lift right before the player jumps into it. [Ex: Construct] Ideal Locations: at the top of a commonly used ramp, both bases, bottom of lift Ideal Respawn Times: 60/90 seconds Ideal Amount Per Map: 1 to 2 2.3 | TRIP MINE The tripmine isnt as useful as other equipment, but it has two uses. You can use it on your smaller maps with narrow walkways to try and catch an offguard enemy, or you can use it on your larger open maps with vehicle use. Beware the ability it gives players to get up higher than normal. Ideal Locations: where vehicles are commonly driven / central location near groundlevel Ideal Respawn Times: 60/90 seconds Ideal Amount Per Map: 1 to 2 2.4 | GRAV LIFT You need to be careful when using this piece of equipment. Many people can use it to get where you do not want them, so make sure your map is up to standards on breakability first. Use it when you have a slightly higher wall that you want to give limited access up on to. Ideal Locations: near area of intended use [Ex. High Ground to get over gate wall, Last Resort to get from bottom of Camp Froman to top] Ideal Respawn Times: 90/120 seconds Ideal Amount Per Map: 1 2.5 | RADAR JAMMER This isnt horribly effective, but its somewhat useful when you're on a multi leveled map trying to infiltrate the enemies base to get their flag. Ideal Locations: a central area Ideal Respawn Times: 90/120 seconds Ideal Amount Per Map: 1 2.6 | FLARE This is ideal for creating a distraction. I recommend putting it on maps that have a tricky escape from grabbing a power weapon, or a map that will play alot of objective games. The attackers can use this to blind the defending team as they break into their base, or as they escape with the flag. This is an underused favorite of mine. Ideal Locations: at a medium height, overlooking a somewhat open area. Ideal Respawn Times: 90 seconds Ideal Amount Per Map: 1 2.7 | REGENERATOR Often the saver of lives, this can be used in place of the bubble shield for a more unique feel. If you have a larger more open map, you are safe to use this and the bubble shield in different locations. Ideal Locations: in a central open area where large firefights take place [Ex: Cold Storage's central room] Ideal Respawn Times: 60/90 seconds Ideal Amount Per Map: 1 to 2 2.8 | DEPLOYABLE COVER Theres not too many maps that can use this correctly. The main use is obviously to give you some form of cover in an otherwise bare area. The more common and clever use is to use it in a confined area as a way to block someones path while you escape or recharge. One map to look at for perfect usage is Remedy by Linubidix. Beware its use for breaking out of maps. Ideal Locations: a common walkway near a narrow corridor or wide open space. Ideal Respawn Times: 90 seconds Ideal Amount Per Map: 1 ____________________________________________ SECTION 3: POWER UPS These also make the maps gameplay change alot. Players will go out of their way for them, so you should place them in strategic locations. Additionally, it shouldnt be a game to get the powerup itself. Crouch walking through a small tunnel to get something isnt usually worth it. 3.1 | ACTIVE CAMO This is the hardest one to choose where to put. You want players to be able to be seen getting it, but also give them a chance to sneak in and grab it unnoticed. Avoid putting it near ANY sort of power weapon. Ideal Locations: an equally balanced place where both teams may reach it Ideal Respawn Times: 150 seconds Ideal Amount Per Map: 1 3.2 | OVERSHIELD The overshield fits onto maps a little bit easier than the active camo. While the active camo is generally more useful in larger more open maps, this powerup can be equally effective in more medium sized maps because of how much quicker the gameplay is, making it more dangerous to walk around. Ideal Locations: 1 - in a ground location that recieves alot of gunfire 2 - just beyond initial reach of either team Ideal Respawn Times: 150 seconds Ideal Amount Per Map: 1 to 2 ____________________________________________ SECTION 4: VEHICLES 4.1 | MONGOOSE There are two common uses for the mongoose, leaving people with not enough motivation to put them in their maps alot of the time. The first is for objective based gametypes. Transporting players back and forth is a much quicker way to score the flag or bomb. The second being that the player can quickly run outside their base at the start of the match and drive to a specific weapon or destination to get it before the other team. I only recommend putting them on your map if you have a nice free-flowing ground route to drive them on. Test the mongoose out yourself. If you find that you often have alot of difficulty driving it around, then it isnt a good match. Ideal Locations: at the base, preferably with a clear path to take off Ideal Respawn Times: 90 seconds Ideal Amount Per Map: 1 to 2 4.2 | GHOST There are two ways to go about putting a Ghost on your map. First you must ensure that the ghost will WORK on your map. When your layout and geometry is finished, spend a few hours test driving it around. If you cannot drive around a good portion of the map without smashing into everything in sight, forget about it. The first setup would be to have the ghost as a neutral object of interest. Placing it in a spot where both teams can get to it equally is important. An example of this would be Snowbound or Isolation. The other way you could set it up would be placing it in one of the bases. However, it needs a counter-weapon to balance it like this. If you give it to the attackers, I recommend giving the defenders access to the rocket launcher or spartan laser just beyond their initial reach. If you choose to do it reverse, and give the defenders a ghost, id tell you to give the attackers a power drain, and place a plasma pistol somewhere in between the bases so that the attackers can pick it up on their way to the defenders base. There is one last way you can do the ghost. Its highly risky, and id recommend having fewer power weapons if you do. You can give both teams instant access to their own ghost, such as seen in Sanctuary. I really only recommend this if you have a large map like Gridlocked, where you can easily get away from the ghosts. Naturally, you'll want your power weapons/equipment to focus on being counters to the ghosts. Ideal Locations: in a central location / at the defenders base / at the attackers base Ideal Respawn Times: 180 seconds Ideal Amount Per Map: 1 to 2 4.3 | WARTHOG From my experiences, the only good way to put a warthog on your map is to put two of them. Pretty much any map will have them at the bases. There are two base setups you can have though. Theres the standoff setup, which is most common, where you place the vehicles at the front of the bases for instant access. The other setup is shown as in Valhalla. The base isnt against the wall, and has a rear entrance. The warthog is parked out behind the base, angled to immediately drive around and into action. Visually, the warthog also looks more important sitting slightly angled. Unless your map uses 100% of foundry, and provides a nice amount of cover for ground walkers, i dont recommend using the warthog. Constrictor by Creeping Death is a good example of a map that supports Warthog activity. If your maps lines of sight are too open, players will be frustrated when the other team has a warthog, such as most games on standoff. Once again, you must give your warthog a nice natural path to drive around on, and leave a few larger areas for action to happen. Warthogs cannot drive around on maps that have no ground room. Additionally, I never really recommend the Guass warthog. They are far too powerful. Of course, this is just my opinion. Ideal Locations: at the bases Ideal Respawn Times: 180 seconds Ideal Amount Per Map: 2
Great guide, you helped me out on the equipment part I was having some questions about it, thanks a lot
A very amazing guide to weapons. I noticed you didnt add in Firebomb/incediary nades. Why Not? Just a little comment but im using Firebombs instead of stickys in my next map. It will play competitive and is the first competitive map to use it as a full on secondary grenade. I just wanted to know your views on it and its pro's and con's. Edit: also Tex should add this into his compendium.
I stick to mainly the weapons that bungie would actually use in their maps. Custom powerups are more of an MLG thing. I recommend using them on small maps in place of the active camo or overshield. Use them in the same fashion you would with either of the other powerups. Firebombs are very powerful, and can be an insanely big mess for maps of a smaller size. If you're going to use them, id recommend 4 max, and hope that its a larger map. Im not saying not to ever use them, i just dont personally like them, so they dont fit in a guide on how i place weapons.
I see. But dont they work like any normal grenade? they just leave a little fire when they hit the floor. My map is very large though and somewhat multileveled. EDIT: A good section for this would be vehicles if you use any. A lot of people could benefit from a vehicle guide.
I hate when people "overpower" maps. I have seen maps with 2 rockets, 3 snipers, a sword. And many other weapons. It ruins your map and its boring to just sit there like that.
very goood guide, people tend to over power maps alot this should be very helpful ill prob look at in the future, and thanks for the metro reference =].
Thanks ALOT for this guide its really helped me out, didnt have a clue about weapon placement or equipment placement before reading this.
Wow I pretty much did all this with my setup on Scyphozoan! I could stand to move around my frags in version three, but still. What about third person weapons? Sentinel Beams? Fire Bombs? Fuel Rods?
I hate all of them. I cannot make a useful guide on how to use weapons i refuse to use myself, now can I?
Sweet guide. I've had always placed more carbines than BR's because people genrally ignore them. Im godly with the carbine