Skybowl Bridge V2 by Vigilent24 –Download- Summary and Goals: This is version 2 of my map “Skybowl Bridge”, the original thread can be found here: -Skybowl Bridge V1- My first forged map intended for competitive play is primarily an objective based map that is best suited for 8-16 players to have a fun balanced skirmish. As of now the only gametypes that are supported are team slayer and capture the flag. I was hoping to add Assault as well as KotH, unfortunately it seems that I have run into not only my budget limit but also my item cap. My one true goal for this map is for at least one player in every game to come into the post game lobby wanting to tell everyone about his "epic" moment where he/she was able to fight against all odds and win the game for his/her team. Map Description/Layout: I forged this map in the skybox of sandbox to host my favorite Halo 3 gametype, capture the flag. The layout of the maps consists of two bases (red/blue) that are connected by a thin bridge that banks down from either side to a smaller center structure. The center structure leads off to two lower bridges which then circles back around to a spiraling ramp up to the back of each base. The front of each base has a single main entranceway to the first floor along with a few specific jumps that can be made to enter the base through other means. The first floor has a decent amount of cover provided by walls although there are multiple openings for some exchange of bullets/nades. A ramp in the back of the base can either lead you up to the second floor that is devoid of any sort of reliable cover or down to the lower bridge. I attempted to give the spiraling ramps enough cover to sneak in, but not enough to hide from a circling hornet. Sitting in the center of each base is a mongoose which can easy cruise right down the center bridge and up into the enemy base for a quick assault or even for a fast flag run back to your base. The center structure consists of a simple tunnel running perpendicular to the main "bowl" bridge with access to a small second floor platform. The tunnel ends where a large ramp begins which leads up the high dividing wall. Splitting off in opposite directions from the bottom of each side of the this wall are two lower bridges that each lead around to the back of the bases where a spiraling system of ramps leads enemy players up to the first and second floors of the bases. There is a hole in the dividing wall at the meeting point of the lower bridges that has enough cover to block parts of line of sight between the two straight aways on the bridge. On the opposite side of the perpendicular tunnel is a very simple and nearly coverless dead end bridge that carries the ever so important transport hornet (sniper bait). WeaponPlacements: I spent many hours throughout my time building this map pondering the many possibilities of how simple it would be to ruin the balance of the map with the wrong weapon placements. These weapon placements stick with the guideline that no team will easily be able to control the map. In each base I wanted both teams to have the weapons they would need to take down an assaulting team in close combat by supplying them with dual weapons (smg, spikers). I also wanted each team to have at least 2 options in base to take down the hornet, which is why I placed both a removable turret and a missile pod that can be reached in time to crush any attempt at a quick flag cap. Each team has a single sniper rifle at their disposal as well as numerous battle rifles for some fun ranged combat across the map. At the base of the flag spawn, you will find a single power drain that should have many uses at the top of a large slope… get it? In the center of the map, you will find a nice arrangement of both power and key defense equipment. A rocket launcher, shotgun, and needler sit opposite each other on the second floor platform directly above the middle of the bowl bridge. Along the tunnel of the center outpost, you will discover a regenerator and a bubble shield which are both essential for any successful flag cap run. At the top of the dividing wall above the intersection of the lower bridges, a lone spartan laser sits against a single column of cover. These power weapons, if used correctly, can easily give you the advantage, but they wont do much for a team who doesnt like to get up close and personal with their enemies. Along each of the lower bridges, a carbine and a brute shot are waiting to be used at any player's discretion for either assaulting or defending. I decided that to try and increase the fun and maximize the efficiency of each weapon/equipment placement that I would place most items in the parts of the map relative to where they would be most needed and useful to the players. Changes in V2 In V2 of Skybowl Bridge, I decided to take the advice of my fellow forge hub members who commented in the V1 thread. I removed the shield door at the intersection of the two lower bridges, but I still placed a small pillar there for cover and so block the line of sight so that it would decrease the chance of a standoff. I also agreed that more cover was needed on the central bridge along with an easy way to get across the map. To solve both these problems I have forged a small section of tunnel in the center of each side of main bridge that provides ample cover. On top of these short tunnel sections I have place a mancannon that can quickly launch your Spartan to the opposite team’s tunnel section on the main bridge. Ascetically, I have changed a few pieces of cover on the roof of each base to accommodate my position at the item cap. I have also added a wedge block to the back of each base right between the floor of the first floor and the spiraling ramp so that you can no longer just accidently fall through to the lower bridge. I also added a small section of wall cover to the back of the base so that it is now harder to notice players sneaking up the spiraling ramp. Important note: Unfortunately I have not tested V2 of this map due to my very busy schedule and lack of 15 ready test players. Map Layout Screenshots: Map overview: Front of Blue Base: Back of Blue Base: Center Structure: Lower Bridge: Screens from our testplay of V1: Thank you for looking at version 2 of my map "Skybowl Bridge", I look forward to hearing your comments and criticism. -Vigilent24
What the heck! The layout of this map is awesome =) at first i thought my eyes were messing with me, but then i realized that its a big suspension bridge (minus the suspension) Each base's layout is nice except you could make it have a tiny bit more room so that you dont have to jump onto the ramps. 4/5
Woah, this is a pretty trippy map. Looks like a lot of fun (especially for LAN parties) and I like the symmetrical nature of it... I make a lot of symmetrical maps and know how long they take. I don't know why, but the look of this map makes me laugh just cuz I can imagine funny situations with mongeese flying through the air on the mancannons, Hornets flying everywhere shooting at people, and the weird shape of the bridges... which probably took long as hell to make. Pretty crazy map. Nice job... 5/5, but it seems like the bridges could take a long time to cross and would prove incredibly difficult to retrieve a flag. Anyway, I love the map.
Although I have only tested on V1, the flag was actually quite easy to cap, even without the use of the hornet. Although the bridge looks very long in fact its fairly fast to travel across, especially now with the man cannons. Making the bridges so that they were perfectly smooth and symmetrical was very difficult. Took many tries until I finally had them going up at the same angle with the same length, hardest thing Ive ever had to do in forge.
you should make this into a conquest map. if you just added a bit more cover and took out the hornets, it should do very well.