An architecturally sound looking map. The map is a Symmetrical small/medium style map. It is built mostly for Slayer, Assault, and Infection but can be used with any gametype of your choice(if you encounter any spawn problems, PM me and I'll fix them). DOWNLOAD: Bungie.net : Halo 3 File Details EDIT: Thanks for the feedback! I'll try to unblock the rest of the Towers when I get the chance. Travel the catwalks, scale the extravagant bases, camp the sword chamber! The map has a unique design, the "pit" of the map bordered by a raised perimeter. Accessed by several ramps that are easy to get to. They are made with Battle Rifle fights and long range shooting in mind. Think of the perimeter area as a trench...above ground. True, you are exposed, but travel with teammates to decimate any zoomed in foe to collect the weapons in the middle(Sword, Rocket Launcher), Ones who choose not to brave it can use the main floor of the map. Offering more cover with more CQB type conflict. Strafing is key. Look out for "slit" shooters! Blue Base: Red Base: Each base has a level 3 area as you can observe. The building at each is small, but made to allow lots of free room. They have 3 entrances and exits. Which comes in handy offense or defense in a hectic game of Assault or Capture the Flag. The pylons, made of the corner pieces. You can use those as an alternative to ramps, which can catch some unexperienced foes off guard as you apparently come out of no where. The Shotgun is seen at this wood ramp in the middle, 2 on each side cut long way. Not all that easy to get to if you keep a good eye down each road. The map has a Mongoose at each side. And almost glide down the raised roadways. Skilled drivers will make the nasty corners. Making for blitzing an enemy base fun, yet challenging, as there's no cover on these roads. Use as a last resort or when evacuating. Watch out for 'em in Assault. Man Cannons are in the middle, each leading to the corresponding base. This is a chance for eccentric gameplay, and are tricky to jump into. They do not appear in asymmetrical gametypes. The Sword is in a divided chamber in the middle of the map, below overshields. You have to crouch in there, so you'll be slow getting to it. ON the opposite side in the chamber, is a Grav Lift that can be used to get to the higher levels in the ziggurrat in the middle or find a quick way on top of a base. Each base has 2 walls placed at the extended sides of the 2nd floor. They are Wall slits, and allow defenders to shoot anyone coming down the corresponding raised pathway/road. It is angled so it is also possible for enemies to toss grenades in, but with the angle you better get closer to guarantee a good entrance for it. Uh oh! That third entrance is on top of the base. Much like Beavercreek and Battlecreek, two popular maps from Halo 2 and Halo: Combat evolved. Destroy the pallet to gain access. Other Features: The map has many structures with flexibility in mind. It can be difficult to control a territory or hill, as everyone is in such close proximity. But there will always be something for you at each point. Just next to the middle, there are two arrow like buildings, each containing a bubble shield and good cover when assaulting the other side, or a place to retreat but remain close to the action. The map is built in mind with mid to long range fighting, with close range fighting on the lowest floor. Choose how you wish to play. It's dynamic. You can go outside the boundary, the giant death towers are blocked. With one exception. Don't bother running to the huge dune, the tower that watches it is unblocked, so any attempt to hide up there will result in your immediate destruction. Each base also has a turret nest in front. the hole it fires from is small, reducing the amount of damage the gunner would take from explosions. General Specs: Map: Sandbox(main level) Field: Symmetrical, CAN play asymmetrically. For: Competitive. For any style of player. Built for: anything. Best used for Slayer, CTF and Assault. Great for Infection. The amount of time I put into this map was great. About a week, maybe 36 hours if you wanna total it. Plenty of interlocking and levitating objects were used to ensure the smoothness and ascetics of the map. The raised roads were evened out enough to provide a smooth walkway that won't significantly interfering with BR fights and particular evasions. The grid was used extensively. The map is intentionally "off" from the Crypt entrance. Don't worry. Weapons, Equipment and Vehicles: Battle Rifle: 8 (4 per side) Carbine: 8 (4 per side) Shotgun: 2 (in middle, opposite) Sniper Rifle: 2(1 per side) Plasma Rifle: 2 (2 per side, corresponding with SMG) SMG: 2 (2 per side, corresponding with Plasma Rifle) Machine Gun Turret: 2 (1 per side) Rocket Launcher: 1 (middle, 3rd) Overshield: 1(middle, 2nd) Sword: 1 (middle, 1st) Power Drainer: 2 (1 per side) Brute Shot: 2 (1 per side) Bubble Shield: 2 (1 per side) Mongoose: 2 (1 per side) Plasma Grenades: 8 (4 per side in pairs) Grav Lift: 1 (middle, 1st) Needler: 2 (1 per side) Note: Though it seems like there's too many weapons in the middle, they are hard to access, you must climb ramps, crouch and jump. all while the enemy is also going for them. A person is likely ti get a sword while another grabs the rocket launcher, it isn't easy to just jump down and get all 4 items in 3 seconds, they take time to get to, and you are always exposed. Enjoy the map, just before the public release of the Mythic Map Pack. I worked hard on this, I accept any form of criticism. Problems? PM me here or at Bungie.net. Send a Friend Request to me if you want(HaioFighter92, intentional misspelling).
At first I thought it was just another sandbox layout. But it looks pretty legit. I like the golf balls on the poles, pretty unique. The catwalks are a nice add-on, gives great access to all the areas of the map. Only problem, like you said would be the excess amount of weapons. Overall good job 5/5
Yeah, but the design, 1 gun on each level, usually lets a team at at least 1 of them as the other make get another on a different level, as its very exposed. I might just make it Overshield level 1 and Sword on level 3, but I want to see what people say after playing.
All I can say is...dayum. Haha this is so much better than most of the sandbox maps I've seen, because they are usually rushed and sloppy. This is so clean and smooth, and the setup is beautiful lol. I can tell you really put time into this map. I can't wait to play on it.
wow, really nice map. love the multi-layered approach. one thing though, if you wanted it to be taken seriously, you prolly shouldn't have blocked off any of the towers. if you were trying to play competitively, and someone takes the sniper a mile out of the map, it just don't work.
This is an excellent example of a good map requiring no interlocking or geomerging. Even the aesthetics are nice and you didnt even need to make it fancy. Although as DeeJ said... the towers are what keep players into the main area of your map and lets your map play as intended.
I am aware, but the thing is, the outside of it is elevated enough so anyone with a sniper will have a hard time sniping anyway. There really isn't any cover. Plus, each sniper only has 8 shots and respawn every 2 minutes. The big dune spot is not blocked so you can't go up there. If you need to catch someone trying to escape just grab a mongoose with a buddy. Even if you bring a bomb or flag out there, it isn't really helping you even still as there's no cover and anyone can follow you.
The only thing I have to say is fantastic. The whole map is lined up great and centered perfectly. The design flows, catwalks are great, and the centerpiece is something I have not seen before. Even the post is organized, well structured, and full of information! You obviously worked hard on this and look at what you got . My only issue, I would leave the towers unblocked. I think it would probably be best to keep everyone in the middle because that's where your amazing map is and also, you don't want to allow mongeese to escape to regions like that. But other than that...wow. You've got my DL for this and I look forward to your next map.