Sandbox Road Block

Discussion in 'Halo 3 Competitive Maps' started by Haloforgemaster, Apr 15, 2009.

  1. Haloforgemaster

    Haloforgemaster Ancient
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    This map looks like a abandoned town. The energy area descibed in the descrpition is actually a basement full of kill balls and the invisowell looks like a well with camo in it. The name is approprate because on one side of the map there is in fact a road block. If you check out the screen shots you can see a tower with tools to totally block the vehicals. This map has 1 banshee and 1 hornet. it has 2 warthogs one of each and a prowler (my game type is slayer but can be changed to team). The map has a alley a sniper zone and a block off building that seems to have its roof colaspsed which leads to a sniper position.

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  2. LessiZmoredeath

    LessiZmoredeath Ancient
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    I'm sorry, but this is crap. It looks like you just put random stuff in random places with little thought... :(
     
  3. Skanky Toast

    Skanky Toast Ancient
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    Yep, the NON MERGING on the walls is sloppy, even by non standards, and Who wants 4 active camos? please rethink this and stop posting smut on Forgehub
     
  4. xPsychZerox

    xPsychZerox Ancient
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    I'm afraid I have to agree. This is VERY sloppy and just has no thought behind it. Did you even plan out the layout? Plus everything is crooked and uneven leading to major bumps. You really need to look at the forging 101 section for tips on how to forge and make your maps look better. Sorry but I really really doubt that anyone will be downloading this. I don't mean to sound harsh, just trying to tell you on how to improve.
     
  5. R0FLninja

    R0FLninja Ancient
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    im sorry, but this map is FAIL. sad face :(

    there is no merging, camos and power weapons are strewn everywhere, who would want 4 camos at once?

    some advice, before you post your first map, go to the the thread FORGING 101
    1/5, sorry bro

    at least you embeded ur pics :)
     
  6. Haloforgemaster

    Haloforgemaster Ancient
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    3 bad maps in a row... but keep in mind this map is based on a old town so it's supposed to look crappy....but i realize i got to learn how to merge and junk.. now i understand that this makes it look good... man i have got to find more time to do this.. i think its ok for a quick game of slayer... but compared to other maps ive seen i can only agree this is crap... i try my best when planning but not too much thought
     
  7. xPsychZerox

    xPsychZerox Ancient
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    Well I could personally care less about the merging if it is straight, clean, and well planned out, cause that is what makes a map, not merging. Just keep that in mind. And also, I realize that you wanted a torn down town feel, but this is too much on the sloppy side.
     
  8. Powerslave

    Powerslave Ancient
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    im sorry, but i didn't read the description.
    the only reason super weapons should be so close together is in infection, but idk if this is an infection map.
    and y is there 4 active camos.
    you ony need 1.
     
  9. Laurent

    Laurent Ancient
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    Im sorry but this map is terrible. Its just random stuff and a TON of vehicles with no thought process or design behind it. I understand what you were going for but this clearly was ot the best you could make or anywhere near the best. Come on man try a little. 1/5
     
    #9 Laurent, Apr 15, 2009
    Last edited: Apr 15, 2009
  10. Manoukian1414

    Manoukian1414 Ancient
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    This, like everyone else has said, is really unorganized. Learn to merge to make you rmaps neater. even though I agree that merging isn't that important, but it could make or break a map. I only forge when I really need to, to make something look neat. Also armories or whatever you want to call it aren't really popular, so i suggest spreading out the map. I agree with giving the starters some weapons, but not power weapons like the rocket launcher. Also take out all of the active camos. If you were intending on making a small fountain or pond than use shield doors instead. 2/5
     
    #10 Manoukian1414, Apr 15, 2009
    Last edited: Apr 15, 2009

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