Training Ground

Discussion in 'Halo 3 Competitive Maps' started by ConfusedCartman, Dec 19, 2007.

  1. ConfusedCartman

    ConfusedCartman Ancient
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    This is a map I've put together over the recent days. I probably spent a good 12-16 hours on it total, not counting the playtesting and weapon placement.

    Training Ground is a map that I wanted to have a tense, alert feel. It combines small, compact areas with more open and hectic areas, along with tight corners and at least 2 entryways to any given area(excluding the main bases, which, for most team-oriented games, are used for team spawns). This map is compatible with every standard gametype except for neutral bomb(I am sorry, but I couldn't figure out how to get that to work correctly), and works best with either free-for-all slayer or multi team(2 people per team is best), battle rifles and shotguns. It is populated with mainly Carbines, Battle Rifles, and Shotguns, with plenty of dual wield options and grenades for you explosive types. ;)

    I also wanted to make sure that there were no dead ends at all(once again, excluding the bases), so I made sure that you could run in any direction and keep moving, without backtracking to get somewhere. The only issue I have with this map is that with a simple grenade jump you can get on top of the containers. I've tried many things to prevent that(removing grenades, strengthening the gravity, and even adding a ceiling) but I discovered that all of those things hindered gameplay and made the map irritating to play. I instead decided to leave it the way it is, recognizing the fact that people on top have almost no advantage except for dropping in on unexpecting victims and shotgunning their face off(which a simple boot can clear up right away). Generally, it is not too much of a worry, though, because I have given no motivation to get on top, and most of the time they simply don't realize it is an option.

    Starting and Respawn points were challenging to lay out. I worked to ensure that there were enough starting points to accompany all of the players, but at the same time I wanted to make sure that no two starting points face each other. Respawn points were a different story. I believe I placed 60 or so respawn points, all in areas that were generally not battle heavy to ensure that you didn't get killed as soon as you respawned, but at the same time the battle was just close enough that you could grab a couple of grenades and jump back into the action.

    Screenshots don't do this map justice(you have to just try playing it with 6 people or so to really understand how fun it is), but I've included them to give an idea of the map:

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    By the way, I did make sure to never make the player feel cramped. I aimed for a tense map, one that required tactical play on the player's part, but I've added enough open-ish areas to both give the map an overall contrast and to satisfy the tastes of the types of players that may eventually play the map.

    Enjoy the map, and I would love comments and criticism to improve future maps, as well as information on how I could improve this one. Thanks for checking it out. :)
     
  2. Orangeremi

    Orangeremi Ancient
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    Re: Training Ground - Tense and Tactical

    Looks like a well thought out map, Although its just boxes and open containers. I like it, but next time, maybe make it a bit more complex.
     
  3. TheYavimayan

    TheYavimayan Ancient
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    Re: Training Ground - Tense and Tactical

    Change the name...it will be confused with AZN's
     
  4. ConfusedCartman

    ConfusedCartman Ancient
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    Re: Training Ground - Tense and Tactical

    Sorry, but I like the name and it's gonna have to stay.

    Complex how? Any specific suggestions?
     
  5. Nitrous

    Nitrous Ancient
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    Re: Training Ground - Tense and Tactical

    No copyright, no rules.
     
  6. ValorousBob

    ValorousBob Ancient
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    Re: Training Ground - Tense and Tactical

    For slayer games you could keep people off the containers by making it KoTH and setting the height of the hill to the height of a conatiner, the width and length to fit the map, and setting penalties if you leave the hill. Then it would be a strategic option to temporarily leave the hill and face the penalties, but be able to get over walls.
     
  7. ConfusedCartman

    ConfusedCartman Ancient
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    Re: Training Ground - Tense and Tactical

    That thought also went through my mind, but I decided to just leave it the way it is so King Of The Hill would actually be functional as well on the map.
     
  8. Wraith

    Wraith Ancient
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    Re: Training Ground - Tense and Tactical

    You could make it a multi-layer map.
     
  9. ConfusedCartman

    ConfusedCartman Ancient
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    Re: Training Ground - Tense and Tactical

    I am actually saving that concept for a map I plan on making in the future. I'll be sure to upload and submit when it is fully complete.
     

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