Sepulcher Bungie.net : Halo 3 File Details An ancient forgotten tomb of a lost civilization. Designed for CTF and slayer. weapons: assualt rifle x4 battle rifle x6 shotgun x2 sniper rifle x2 SMG x4 needler x2 brute shot x1 rocket launcher x1 energy sword x1 covenant carbine x2 vehicles: banshee x1 equipment: plasma grenade x4 bubble shield x2 power drain x1 regenerator x2 overshield x1 active camo x1 Red Base Blue Base Overview 1 Overview 2 Other picks
I like it! The center piece is awesome, like an ancient greek temple or something hah. I'm sure gameplay is great! Is there something to counter the banshee? or is there enough cover to avoid it and slowly take it down. Aesthestics are awesome too! Which are always a plus. It makes you feel like, I don't know. It reminds me of super smash But great job! Download from me
Thanks. Yes there is plenty of cover. Its pretty balanced. You can take the Banshee down a number of ways.Thanks again.
Wow man this map is impressive. I love that building with the columns on it. Such a simple idea, yet you executed it so well. DL for me
This is pretty good. It reminds me of a map from Gears 1. Well, good job anyways, I like the big building up top with the pillars..very nice.
The map looks nice its big and clean but u should have more gametypes and I don't think there should be a banshee.Nice job though.
Holy cowpoop man! This looks just amazing. I would add something to combat the Banshee, such as a missile pod. Is it only Slayer & CTF or do all gametypes work? I'm going to download so I can review it.
So far from my forge through I can say you did a pretty good job, but I did notice some things you may want to work on to improve overall flow of the map. For starters I feel the bases need a complete redesign. Not only do the clash horribly with the aesthetics and feel of the rest of the map but they are much to cramped and claustrophobic to allow good gameplay. Open the bases up some and add a safer third exit, maybe make it lead to the path that goes up to camo. I would also suggest increasing the play space of the receiver nodes up by power drain. As it sets right now when a player goes through that portal the will more then likely keep walking forward and fall down the ramp before they even know where they are and that does not make for good gameplay. Try to set it up so that the player has at least enough walking space to allow for around 5 seconds of forward movement coming out of the portal before they have to make a decision on where they want to go. Also pointing the teles towards a power weapon (such as rocket spawn) can help to improve their gameplay potential a lot. I feel this map has a lot of potential and I really can't wait to see what you can do to make it the best it can be.
I played on your map earlier today and i was very impressed! it beautifully made with some stunning designs (especially the temple) and despite my best efforts i couldnt explain to my mate that the gravity lifts on top of the pillars that u cant get too are not ment to be used, but are infact torches..am i right? excellent design, very well made, gameplay was fun and smooth running! nothing wrong with it IMO! very well done! 5/5
I really like some of your suggestions. I am going to update the bases and incorporate them into the active camo side route. I also moved the teleporters.I really like the way they flow now.Thanks for your suggestions. Thanks. Yeah the grav lift are just for effect, however if you wanted to you could get on top of them,via the Banshee or via the top of the camo building. Thanks again guys for your comments. I will be away for a bit , I'm moving. So once I get a chance to finish the updated version,I'll be sure to let you know.
I agree with Toast. this maps looks like a heck of a lot of fun to play, it's forged neatly, and I just love the temple thing. Great job dude! 5/5.
This is the best skybox map i've played, period. The only balance issue I could find was the banshee not having a proper counter on map (one power drain isn't nearly enough) I'd consider changing around the bottom to put the sword out where banshee is. This does two things: 1. It opens up the area by the current sword spawn to make using those ramps much smoother. One gripe about the sword area as it is now is that its kinda hard to use those ramps, and the sword block doesnt make it any easier. 2. It makes the sword a little riskier. The sword is much less safe then the banshee to make a run for on that lower bridge, so it adds a risk/reward element. I might also rework the lower geometry if you have the budget, again with the interest of smooth integration of those sword ramps, and to make a possible new sword platform since it'd be getting a more "center stage" placement. 7/5, I've recommended this to nearly everyone i play with
i feel that your central structures are so epic that they make your red and blue bases look kind of lame in comparrison. any hope a v2 will replace the red and blue bases with equally stunning (maybe even asymmetric?) designs? if you pulled it off, this map could probably be the best koth map ever made. anyway, you currently have it set up for flag, so i'll address that, since i see a few problems arising from the general layout of the two bases... because red and blue are sunken in comparison to the rest of the map, i imagine most games will involve one team winning the initial battle, pushing up, and locking the other team inside their base with rockets, grenades, and portal camping. if the bases were more substantial and not so cramped (that front door is really what's killing it), i could see a team actually having a shot at pushing out from their base. however, as is, i think they would be boned. if you take a look at other successful flag maps and you'll notice that they commonly have complicated bases with far more than just 2 exits. beaver creek is an excellent example: it had a front door, a basement with 2 doors, and also a hole in the ceiling. please consider the following: you could relocate your current base design ontop of the area you currently have outside the front door (picture #3 after "other picks"). what this would effectively do is transform your two-story base into a three-story base. you could add a lift or a ramp to get from this level into the flag room, and thus your base would become more complicated, which is currently one of your maps only weaknesses. not only would this give your base more height, but it would add new approaches into the bases (from 90 degrees to either side). [it's always a good idea to involve lateral paths. they add strategic depth, since they are (by definition) less direct] I think that if you decide to stick with CTF in mind for this map, this would make it 100x better. Of course, as I said earlier, I think you could also do a lot if you considered KOTH. but anyway... great work. the center of your map looks amazing. kickass asthetics