Socratic Method Created By Predicide Recommended Players: 6-12 Recommended Gametypes: Conquest Continuing the theme of "first features" on Sandbox, Socratic Method is the first Conquest map to grace our front page via this sandy forger's paradise. Predicide's latest work offers a fresh twist to the traditional Conquest system. A small fork on each side pinches the middle territory, creating a new twist on the gametype we all know and love, while still maintaining the game's nature and push-and pull premise very well. This frantic deviation creates a slightly more chaotic and unpredictable essence that keeps players on their toes and itching for more. Did we mention this map is gorgeous? We didn't? Well, it is, in fact, gorgeous as well. Each individual base has its own theme to help boost the map's overall experience and re-playability. One base is themed after a castle, while the other is themed like an ancient roman temple. However, despite some cosmetic differences, each base functions much the same, and balance is still maintained. Each base features a high spawn hive to help boot out far-pressing opponents, a custom power up, as well as a one-man teleporter box that leads to the opponent's hall where you can help your team slow down opponent forces. Socratic Method is both an excellent excercise in showing just how far deep Conquest can go, and an amazing display of forging skills. Be sure to congratulate Predicide and download this gem ASAP. Download Socratic Method Download Conquest v3 Download Conquest (v4) View Original Forge Hub Thread for More Information
I absolutely just knew this was a feature. This map plays great, and the aesthitics are just wonderful. If this hadn't been a feature, I'd shoot myself. ~_~ Congrats! and btw, first.
Awesome map, how did i not see this one in the forums. Great job on the feature, i'm going to check this bad boy out! Nice aesthetics aswell.
Deserving of a feature, some of the BEST aesthetics I've ever seen. Love the castle part. This map is also insanely fun to play on too. Will stay on my harddrive for a while...
i just knew this map was bound to get featured. The conquest gameplay as well as objective games are just a halo player's dream. This masp is made amazingly well and plays astoundingly. Congrats to Predicide for this insanely awesome conquest map.
Congrats Awesome conquest map with expertly built structures. I love the Greek looking architecture. I didn't see the original thread to this map, but I can see why it got featured. Downloading right now. Congrats!
i knew this was a feature, and it deserves it so much, good job Predicide, this is a keeper for all halo 3 conquest lovers 5/5
This map looks very interesting. I think the best part from what I can see, is the rome like structure. This has to be the best creation on sandbox yet. I love the unique rome Idea. Anyway the layout looks so amazing and the other structures are mindblowing. I assume the gameplay is really good. Keep up the awsome work Predicide and I hope to see more amazing work from you.
This is one of those features that I don't think was deserved as much as some others. While the forging and aesthetics are freaking amazing, the map doesn't feel like a Conquest map. Correct me if I'm wrong, but you have the ability to flank the other team because there is not one direct path. Also it doesn't have the head-head brute force gameplay that Conquest usually has. 'Grats on the feature, but I think there are more deserving Conquest maps out there.
Thank you. I was about to throw a hissy fit if this didn't get on the front page soon . Yeah, it's pretty damn clear why this was featured. First thing that's obvious is the simply beautiful aesthetic value. To all those who said that the Sandbox object pallet is boring and dull, eat your words. I still can't decide whether I like the castle or the temple more, much as I've tried. It generally turns out with me preferring whichever one I happen to be in at the time, then changing my mind when I find myself in the other. It also gives a nice extra incentive to push in a Conquest game, having a beautiful desired destination doesn't do any harm, even if actually getting there in game is easier said than done. But the smooth and interesting gameplay really seals this map, a looker can't hold its own without proper gameplay, and Conquest is something with high expectations right now, what with all the focus it's had of late. I like the vertical drop spawn areas a good deal, I'd say not only are they pretty essential in the workings of the 2 ends of the map, having small, enclosed ground spawns in each base simply wouldn't work as well with the clear approaches to each entrance. But also they just define the end to end action that bit more, not quite sure if I can place my finger on why, but they just cap off each end of the map really nicely. The middle section really threw me at first, the more winding layout than I was used to in Conquest leaving me questioning the design choice on my forgethrough. But it really just shows how un-conquest minded I am, fixated with my mulgs. On playing the realisation struck me that it fitted nicely with the run and gun nature of Conquest really well, offering some actual corners and varied paths for what was normally just a central room. It cut off the normal end to end fighting over the central push point and made this central territory in to a new kind of hinge about which the gameplay moved. Quite simply, it didn't feel like 1 long line that happened to have a few corners in it. Not that this isn't great for the Conquest maps that utilise it, it's not only the classic form of Conquest but a damn fun one. But if there's only ever one Conquest map building principle, then there might as well only be one Conquest map. This disproves both statements by doing Conquest in it's own way and nailing it if you ask me. It didn't strike me at first how these subtle differences would play out, but when you're fighting over the centre of the map it can really hit home. Oh, and did I mention that it's purdy?
ive had this map for a long time im sooooo happy that it is now its really noticed the conquest game type is awsome and this is the best map ever
Just when I was giving up hope on the power of Sandbox this map comes out and changes my mind. This map showed me that people can actually make good maps on Sandbox. This map blew me away. Well done sir.
Wow, danIz3pic and I completely called this here. Wonderful, wonderful conquest map predicide. Not only does it play extremely well, but it's aesthetically beautiful as well. The temple is just amazing (nothing against the castle) and the center territory is completely chaotic to compete for.
I already said this in the orriginal thread but i dont care if this is really conquest all i know is that it plays very well and its a great looking map. Im glad to see this featured its an amazing start to Sandbox and i hope to see many more crazy creations like this come out of it. Just the simple concept of Mid-evil nights in a castle fighting ancient Romans/Greeks in a beatiful Parthanon. Its an epic map with an epic concept good work. :]
Spoiler OMMFG, this is awesome!! this is one of the best aestheticly crafted maps i have ever seen, it looks like a castle and the white house, its gorgeus. will definetly DL 6/5 lol
This map is beautiful. The aesthetics alone would be good enough to feature. This is definitely a Conquest map for the ages. Great forging, and congrats.
The map is just gorgeous. I love the dedication to the theme of each base, though it does seem to break the traditional symmetricality of Conquest. Despite that, it is a well-deserved feature.