Apex Discovery of this space port led to excavation of the sand below. Description Apex is an arena map built in the skybubble of Sandbox. It features two main structures: the cylinder interior and its square-shaped exterior framework. Also, it can be played as a four-way map in addition to a two-sided map. Designed to emulate an ancient space port, Apex is reminiscent of Foundation from Halo 2, only in the sky and with a bit more vertical play. The map focuses on driving players into the center piece, which is a two-level structure, navigable by a grav lift. It is treacherous, but players are rewarded with two power ups, any neutral objective, and the quickest route to the other side. The map features four usable bases, with two primary bases, serving teams in RvB game types. In those game types, the secondary bases serve as "overflow," should a team's base be overrun. Backstory Apex is the top of a space port gravity elevator. Personnel would enter the elevator in the crypt, and the system would use a gravity drive to lift them to this structure where they could board space craft. After being abandoned for so long, the gravity drive has weakened, and it no longer lifts personnel to this height. However, the structure remains. Screenshots Obligatory overview shot. Lights and colored columns offer navigational help. Here, you can gauge the distance between bases. It's optimal for rifle fire, offering a midway point to take cover and reload. Overview with a bit more height to give you a better feel for the overall layout. Other than just thinking this shot is really cool, I thought it would give you a better understanding of how the framework was put together. Also of note, the entire map is built OFF of the Forge grid, meaning if you fall, there will be a few seconds before you actually die. I like this feeling of impending doom and was adamant about having it in this map. A shot of a midway point on one of the sidelines. You can see into the cylinder and where the camo floats. Overview of the cylinder. Early playtesters requested more flooring around the center structure, so I added the corner pipes to help players navigate around and possibly catch themselves after slipping. I also lowered the corner pieces to help players vault over the structure, using the grav lift. This helps players navigate across the map in a straight line. The center structure is a heavily contested area and features two power ups and any neutral objectives. It features two gravity hammers, which seems odd at first, but considering placement limitations, it makes sense. It also looks cool. Finally, with any power weapons, I would set the run-time maximum to double the amount on the map anyway. One of my goals for this map was to create a kind of four-way battle. This is one way I accomplish this. Many players stay in these doorways, fighting off players in the other doorways until the coast is clear to make a break for the center structure. Just a shot to show where the lift would come from if it were still operational. The center of this map is centered over the crypt hole. This is another contested area. I found a lot of encounters happened in front of the base, and if a player was down, the only thing he could do was hide behind the corner block. I added stone bridges to help players make a break for the lower center entrance if need be. They are not meant to be main areas of navigation. The port doors offer a defensive position to repel opposition that may seek to lock down one's team. From the base, a team can cover both side sight lines with rifle fire to allow teammates to move. Of course, these port doors also are a vulnerability for rooting out camping teams with grenade spam. That said, the bases serve as spawn hives for teams to start in cover, but they don't offer reliable cover for an extended stay. Recommended Gametypes All gametypes supported. Works best with Team Slayer, CTF, and Oddball. With more than 4 players, FFA spawns likely will be wonky. Weapons and Equipment 8 Battle Rifles 4 Covenant Carbines 2 Needlers 2 Brute Shots 2x2 SMGs 2x2 Spikers 4x2 Plasma Grenades 2 Bubble Shields 2 Power Drainers 1 Active Camouflage 2 Gravity Hammers Thanks in advance for any feedback, and thanks to H3ITWP peeps for helping me thus far. Download Apex Note: This is a new version. While running Atlas vids, we found you could plant the bomb in base 3 or 4, even if there are no teams 3 or 4. I removed those bomb spawn and plant points as well as those team spawn points. It doesn't appear to be possible to set a map up for four-way assault if you want to only play with two teams. It's one way or the other, an oversight by Bungie. :-(
Amazing Map! DL for me. I like how you had everything centered around one center structure, but is actually a challenge to get to, when your enemies r trying to kill you. KEEP UP THE NICE WORK!!! 5/5
This looks great. It didn't look like much in the first few pictures, but the center is awesome. Nice work. Queued for DL.
The center structure in this map is beautifully made. You executed this map very well. The only flaw I see is that the bases each include two pathways in which someone could camp and defend with the gravity hammer. Also, I recomend that the camo is removed from the map. when you get the Grav Hammer, you get the camo and the good part about the hammer's placement is that it can easily be stopped from being in the open middle of the map. With the camo, that doesn't take effect making the hammer a much more powerfull weapon than I believe it should be. Leave it as you want though. Good Job. EDIT: Oh, theres two hammers. in my book, that equals trouble.
I had a tough time with the decision to use two hammers, as well. However, to prevent power weapon hoarding, I usually double the run-time max, so it will respawn even if someone is holding one. This means there is the potential for two of these items to be on the map at the same time. This is just taking it one step further and ensuring two are on the map. In my attempt to keep it symmetrical, I had to do this. However, the hammer isn't as dominant as you may think. It's extremely effective in the center, as if someone is within 10-15 feet of the gravity blast, they will likely be knocked off. This, however, includes teammates. The alternative, however, is the hammer is less effective on the outer structure, as long lines of sight lend to lots of rifle exchange. It is still more effective than it is on most maps. At present, I'm happy with the decision to include two hammers. I haven't seen it negatively affect game play in any way. As for the camo, from what I've seen, it's actually necessary. At present, it's actually rare for someone to get to the center and survive. The camo aids a player in getting out of there. Getting to the hammer is the reward for going into the cylinder. The camo assists in getting that weapon out of the cylinder. Thanks for the kind words, all, and the thoughtful feedback.
This map is pretty goddamn awesome. I was one of the testers with you in that party (which by the way was one of the only actually helpful testing party i have ever been in) Anyways, the way you accomplished a 4 way symmetrical battle is amazing. The map flows amazingly well, sometimes with players fighting on the outside and sometimes rushing thru the inside. Really dig how you changed the bottom middle as well, it was kinda easy to fall off before. Cant wait to play the new version!
Pretty godly amazing map you have created, the design seems a bit familiar in some areas but then again there are thousands of maps in the Halo universe that has been made. Anyways your interlocking seems smooth and the layout looks great, This deserves B.net favs.
Not sure what the recommend game type is unless you listed it and I missed it.. Also I was really exited when I saw the first pictures then I saw the middle was not completely filled in. But I'm not bashing it by any means, the structure itself is very aesthetic, and the merging seem really really clean so I would have to say from the pics only solid 4.4 or 4.5 out of 5, let me run it through and edit this post with my final opinion. You have my download.
Added recommended game types to the OP. Thanks for the kind words. About the center lacking flooring, it is by design. I think if there was any more flooring there, the cylinder would lose its appeal and uniqueness. Though, falling off has proven to be frustrating. It's just a something a little extra for players to be conscious of.
i just downloaded it and im gonna play it tonight, ill let you know what i think. it looks great from the picture though
omg, this is...amazing. easily the best serious map i have ever seen on sandbox. i think you have really used all of sandboxes true potential with this, and cannot stop praising it. 500/5
Gotta say, this map gives me a pretty fresh feeling for Halo 3 and at the same time it brings me back to Doom. It's pretty close to a campaign map in Doom or Doom 2, I can't remember which. Dunno if that was your inspiration or not, but the map is great regardless. I enjoy the differing altitudes of the entrances to the middle of the map, seems like something most people would disregard, but it definitely makes gameplay much more dynamic with more interesting lines of sight. Nice job, dude. P.S ~ Is this your first?
This has become my favorite map on sandbox, replacing even Oasis. A journalist needs to view this map. I think they would agree that this deserves a feature.
nice jop. looks very good i played it yesterday and there is no critic i could give you. all objects are interlocked . keep up the good work. 5/5
Thanks, guys! Doom wasn't my inspiration. Actually, an old map I made on Foundry was my inspiration. This is actually the fourth version of this idea. It started with a greater concentration on vertical play. There were four confined bases leading to a cylinder where fights really were more vertical than horizontal. After two versions on the ground of Sandbox, I decided to try the skybubble, and rather than sticking to this idea I was increasingly believing just wasn't feasible for this game, I just built a map around the idea putting a grav lift in the center of a cylinder. The idea of a gravity elevator comes straight from Halo, and the idea of this being a spaceport really didn't hit me until I was well into the construction of the structure. And, no, this isn't my first map. It's my third finalized map and my first real submission to ForgeHub.
I absolutely love the idea and the awesome central room. The overflow bases are also a great idea to prevent spawn kills. Nice aesthetics and design. I have to say a 5/5.
Sad I missed out on the tests last night.. oh well. This looks fantastic from the pictures, and judging from reactions from all the Work PLacers, plays great as well. I have this queued, and I'll get back to ya with some comments hopefully later today
Yeah, I was bummed that I came in too late for the ATLAS films on this. Hopefully soon we can play on this together. As for the layout, it's definitely a very cool design. Circular maps are difficult to pull off because of the inherent spawning problems, but it seems you've taken care of that with the inclusion of the exterior bases. I really like what you've done with the multiple entrances to the middle section, and the inclusion of the tube corners as a pathway around the grav lift is a great idea. As I have yet to play it, all I can give here is a forgethrough assessment. My only real concern with the weapon choice is the Needler. It seems that it would be the most powerful weapon on the map, and I'd easily be able to rack up a few kills while sitting above the doorway to the center. I can't really think of anything that would be a suitable replacement, but it may work just fine as it is. You seem to be a stickler for detail and I know this has gone through some good testing. Hopefully the next Customs Friday we'll be able to play on this, but feel free to hit me up any time when you see me online. Good luck on the ATLAS submission!
Would definitely love to get your play input, Squid. The needler is pretty powerful, but I don't think it's over powered. Originally, I had carbines spawn there, and the needlers were down where the rifles spawn on the outer walkway. They really have only proven to be useful when fighting half the length of the outer walkways. So, really, the best place to use them is where they spawn. They work reasonably well for suppression. I thought about limiting their ammo but haven't felt it necessary yet. Thanks for the well wishes!
Glad to see this map here at Forge Hub Madman. To say this map is great is an understatement. We had so much fun playing on this map the other night it honestly does not get tiring. Great job. As far as the needelers being over powered, they are considered a power weapon on this map. The thing is when you play it a couple times you figure out where it is being used the most and how to avoid it or get away from it. There is plenty of cover from their shots as the boulders in front of the base do supply great cover. As far as the two hammers go, the games we played the hammers really had no chance to get into a base to camp. Seeing that you are taking a chance going to the middle anyways to get on I think it works very well. I honestly have nothing bad to say about the map, although I myself enjoyed everything greatly with the exception of multi -team which I still enjoyed but not as much as the other game types.