Sandbox Citadel

Discussion in 'Halo 3 Competitive Maps' started by spider fan2, Apr 30, 2009.

  1. spider fan2

    spider fan2 Ancient
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    In the early years of the Covenant, after the profits and elites first formed their uneasy alliance proceeding the great war between there species, the two race agreed to ad one anther in there quest to find the sublime knowledge and power they had believed the gods had left behind for them to inherit. From this era lead to the selection of the first profit of truth and the most important discovery in the Covenants history, the Citadel. The structure from witch all covenant technology originated from.


    “A true gift from the Gods “


    Citadel is a medium to large map meant for flag, assault, team slayer, and Territories. this is my second post on forgehub. the map is set in and around an ancient Precursor structure, for those who don’t know the Precursors where an alien race that predated the forerunner but just as the forerunner, mysteriously disappeared. My original idea was to recreate the citadels from halo wars but due size issues and object limits i had to do quiet a bit of changes to make a descent map. the map mainly focus's on covy weapons and vehicles but don't complain the are some human weapons to. the one comment I have received from testers the it does play quiet a bit like Valhalla so I hope all you guys and gals enjoy the map. (ps pardon my spelling)




    the maps over view




    blue base (both banshee and gauss only spawn in asymmetrical game types)




    red base (both banshee and hornet only spawn in asymmetrical game types)




    one of two parallel tele's that lead to one of two missile pods at the center of the map




    On side each base is a sword , a BR and some stikies




    at the heart of the map in the center room is the grav hammer




    and high above the hammer is the Spartan laser


    Weapons
    · BR 2x (30 seconds)
    · carbin 4x (30 seconds)
    · beam rifle 2x (45 seconds)
    · plasma turrets 2x (60 seconds)
    · smg 4x (45 seconds)
    · Spartan laser 1x (120 seconds)
    · hammer 1x (90 seconds)
    · needler 2x (60 seconds)
    · missile pod (120 seconds)
    · sword 2x (45 seconds)
    · fuel rod 2x (60 seconds)
    · hornet/ gauss 1x one-sided only (90 seconds)
    · banshee 2x one-sided only (120 seconds)
    · goast 2x (60 seconds)
    · prowler 2x (90 seconds)




     
  2. Gun Down

    Gun Down Ancient
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    Extremly well made. But it seems like their are to many power weapons and teleporters. Also the ground vehicles don't have a very good path to get to each base. Other than that great
     
  3. spider fan2

    spider fan2 Ancient
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    ya it does kind of look like it the prowler does have some troble manoveing but the goast and over veicles move around just fine, banshee does have to do a lot of flips to move around tough
     
  4. Canadians360

    Canadians360 Ancient
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    Your map has lots of vehicles that will go on the outside of the map. The problem with this is that the outside is completely open and there is no reasone for people on foot to go out there. You need more stuff on the outside if it's going to be traversable and you have too many vehicles. Seriously a team will NEVER run out EVER they will spawn faster than the other team could blow them up. Vehicles in objective maps will drive up one side and pick up the objective flag, bomb etc. and keep going since nothing outside the map is in their way. Ive got nothing against hectic gameplay but you gotta do something about the open outsides.
     
  5. madcow015

    madcow015 Ancient
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    the map looks fun and dynamic, but with all the power weapons, no one will dare go into a ground vehicle, they'll be blown to bits by all the firepower, especially trying to navigate through the citadel. I agree with canadians, give a reason to go outside.

    other than that, pretty decent 3/5
     
  6. iTz Longshot

    iTz Longshot Ancient
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    good job with the map. i like your paragragh giving a good example where the map came from, making it a little different from the other maps on here, not alot of people come up with stuff like that. I think that the map overall is a little to powerful, there are to many vehicles and power wepons. I personally would just keep a Warthog or a mongoose. For the wepons, i would think ether a sword or a hammer, probly not good putting two close range power wepons. For the laser, it seems that can be over powering with the height and little area to get to it, just a teleporter. ugh, ok so im done with the arguments. i do like the over all design of the map. simple path ways, some cover, and would be fun with the BR. good job with the map, awsome idea, maybe a v2 could come along.
     
  7. spider fan2

    spider fan2 Ancient
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    like i said majorty of the veicles only spawn in one-sided game types like one flag, but i do agree about the power weapons and the outer area needing some cover i was orinaly planing on haveing the misile pods being on some foloating plate forms that you walk out to, and have one banshee paralle to the misile pod at a sperate plate form but i hit some issues with the object limit. and camp the laser spwn isnt as essay as it would seem well testing the map i was sniped out of there or simply fell out of it trieing not to get kill by one of the many veicles. if any one knows a way aroud the oject limit ill try makeing it the way i originally intened to in a version two
     
    #7 spider fan2, Apr 30, 2009
    Last edited: Apr 30, 2009
  8. ewren3

    ewren3 Ancient
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    it looks good, but the sword spawn is kinda in the open and the map is to closed off for much vehicle combat. also, teleporters can detract from the gameplay. maybe you could make a v2 with less walls on it and a different sword spawn area
     

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