Mythic DLC Braknur

Discussion in 'Halo 3 Competitive Maps' started by damonator, Apr 14, 2009.

  1. damonator

    damonator Ancient
    Senior Member

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    Hey fellow Forgers, I have lurked around here for quite a while and have decided to give map-making a go.

    The map is identical. All weapons, Vehicals and equipment are either singular and have to be fought over, or are in symmetrical places for each team.

    This map, Braknur, is a multi-level map focusing on slayer and CTF. Players will spawn at the top of the map with two teleporters to choose from. One leads to the middle, while the other takes you to the Crypt.

    Top:
    [​IMG]

    Top Base:
    [​IMG]


    The Crypt focuses on Close-Quarters combat, with four different entrances/ exits to take. Two of the exits take you back to the top of the map, but this time put you in the middle. I chose to put an Overshield here to give players an incentive to go there rather than avoiding it.

    Crypt: [​IMG]

    Top Middle:
    [​IMG]

    The middle area is mainly vehicular: The mongooses provide a quick rush to the enemy teleporter, the warthog a pickup/ dropoff help and the wraith to defend your own teleporter. I chose the wraith over the Scoprion because I believe it to take considerably more skill, rather than the point and shoot onslaught provided by the Scorpion. You also can't shoot the top with the wraith, giving a slight amount of protection.

    Middle:[​IMG]

    Weapons:
    6 x Battle Rifle
    2 x Sniper Rifle
    2 x Brute Shot
    1 x Spartan Laser
    2 x Mauler
    2 x Missle Pod
    1 x 7-wood

    Vehicles:
    4 x Mongoose
    2 x Warthog
    2 x Wraith

    Equipment:
    8 x Plasma Grenade
    2 x Bubble Shield
    2 x Regenerator
    2 x Power Drain
    1 x Overshield

    This map is set up to work with CTF, Oddball, KOTH and Slayer.

    I hope you like the map and as I said before this is my first time so dont be too harsh! I will always be looking for ways to improve this map as it is my first real attempt at building.
    Bungie.net : Halo 3 File Details

    **EDIT** If you have already downloaded it, please do it again. There was one block that I found that still had it's spawn at start set to no. That has been changed now and the updated file is in the same spot.


    **UPDATE**

    I have changed some of the map around. As of now the map has reached its' OLN and can't have anything placed on it without removing something.

    Firstly, I filled the hole up in the crypt. Also on this picture I have removed the corner at the bottom. This has been done on the opposite side as well, but the adjacent sides have been left the same. I have done this for budget reasons. Battle Rifles have been put inside one of the corners sections in each small base at the bottom. 7 wood also replaced with Shotgun.
    [​IMG]

    I have put a wall on each rocket base with two slits and a Quarter door in them. This still gives people the ability to go in and out of the top of the mini base as I intended, but also provides cover.
    [​IMG]

    I have put a small base in the edge of the middle area. This base doesn't hinder vehicle movement much, as there is a ramp and an elevated area with a beam rifle ontop.
    [​IMG]

    I am still wondering whether or not to delete the rest of the map and make a seperate, small FFA map in the crypt... I'll see what feedback I get.
     
    #1 damonator, Apr 14, 2009
    Last edited: Apr 15, 2009
  2. ManEatingZebra

    ManEatingZebra Ancient
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    Nice, Very Nice.
    First map ive seen using all three floors.
    (there probably are more of them)
    And for a first post this is Gr8.
    The quality of first posts gere is, well, less than exceptable, mostly.
    i especially like the structure in the crypt.
    definite download.
    ~
    ManEatingZebra
     
  3. Manoukian1414

    Manoukian1414 Ancient
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    I agree with ManEatingZebra, that most posts aren't that great, but yours is perfect. The map loks awesome. I like how you incorporate all three levels of sandbox. It would probably work best with either 6v6 or 8v8 with all of the room you have. Maybe have two people spawn in each part. Great job. 5/5
     
  4. Spirit798

    Spirit798 Ancient
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    This looks great, this could make for intruiging 8 vs 8 matches, having something going on everywhere.
    I just D/L'd, so I'll edit my post with a second opinion in a minute. Can't tell you how it plays, though, as my account has run silver. :/

    With a little work on the tubes, like connect them to eachother, add/edit weapons, I think the crypt could even be a standalone map.
    It'd play great on team doubles, FFA Slayer.
    In that case, I'd personally, I'd replace the 7-wood with a shotgun, and add BRs in the tunnels (The ones in the main room feel well-placed), and add miscellaneous weapons of your choice around the map.
    So, basically, the crypt level is just a tad too small to be standalone, but I like the main room in such extent, I feel you should add -more- around it, it'd make a great map.

    On to the main floor.
    I'd suggest making it 'more' to work on - more structures with (for example) snipers, rockets*, so the main floor might turn into more than solely vehicular combat.
    *I know there are rockets, right there where the Warthog and Mongooses are. But it's just on top of of a structure that gives barely any cover.
    But all in all, it's great seeing as it was intended for vehicles.
    Considered bashees and/or hornets?

    Sky!
    Feels bigger than in the screenies. Not much to say, really. If you work a bit with the teleporters*, this could make an awesome CTF or Assault map.
    *Sky bases lead to crypt, from there you need to go to main floor, from there to enemy base.
    Dunno.


    Now, I might have been harsh, and sorry if it seemed so. Most of this, what I said, can be ignored, really.
    It's a great big map, I wish I could decently play on it.
    I'm not going to give it a rating 'cause I don't think that's fair to do, in my case. Keep up the good work :)


    Also, I noticed, in the crypt, above the tunnel to the red side, there's a big gap in the wall. Considered interlocking a wall into it?
     
    #4 Spirit798, Apr 14, 2009
    Last edited: Apr 14, 2009
  5. damonator

    damonator Ancient
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    Thanks for the feedback, I see it as constructive criticism, so by all means state the bad points of it.

    I have edited the map with what has been said in mind - the updated parts are in the first post at the bottom.
     
  6. MasterJh

    MasterJh Ancient
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    Played this map the other day...very very good; well constructed and fun to play. I have no criticisms :)
     

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