Sandbox Ancient

Discussion in 'Halo 3 Competitive Maps' started by rbenhase, May 9, 2009.

  1. rbenhase

    rbenhase Ancient
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    Ancient is a well-balanced, semi-symmetrical map which takes place atop the remains of an ancient star cruiser, buried in sand and now re-exposed for your Slayer enjoyment.

    The map is small enough for 1 on 1 battles, but large enough even for 6v6 games . While the map is made for Team Slayer, FFA and objective games are also a very good possibility. 3v3 or 4v4 is ideal, or just a 4-6 person FFA. I have included a list of equipment/weapons on the map as well as several screenshots.

    DOWNLOAD to HALO 3

    Weapon List:
    Assault Rifle (4)
    Battle Rifle (4)
    Plasma Pistol (2)
    Needler (2)
    Mauler (2)
    Plasma Rifle (2)
    SMG (2)
    Carbine (2)
    Shotgun (1)
    Sword (1)
    Rocket Launcher (1, with a longer respawn)
    2 Machine Gun Turrets

    Equipment:
    1 Regen
    1 Power Drain
    1 Trip Mine
    1 Flare
    2 Grav Lifts
    4 Plasma Grenades
    4 Spike Grenades

    There are also two Choppers, one on each side, with plenty of open space to use them (without making the map too big for small games). I played 1v1 on this with a friend and it worked quite well. I think the balance is pretty good but I am open to suggestions.

    Screenshots:

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    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    DOWNLOAD to HALO 3

    Thanks!
     
    #1 rbenhase, May 9, 2009
    Last edited: May 9, 2009
  2. Canadians360

    Canadians360 Ancient
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    http://www.youtube.com/watch?v=xIr9lX2biU0&feature=channel_pageI see your having some picture posting problems. Please watch the very helpful video above. I hope you get your map up and running soon. Please PM when you have the pics fixed so I can do a popper review. As for the range of 1v1 to 6v6 id like to see how you managed that it doesn't sound all that possible.

    Edit: You should add a total birds eye view of the whole map. From the pics I think you have four turrets which I would personally cut back to two. And I know you wanted the middle to be open but I would throw a bit more cover at least. (tube ramps Upright as bariers on each side of the wedge maybe)

    Edit numero dose:

    Ok one more thing edit your first post to have the pictures not the one underneath my previous statement then take the pictures out of the one directly above me(or your second post). I dont know about 1v1 on your map but it looks fairly good. I would also add a weapon list if you want some more comments and DL's
     
    #2 Canadians360, May 9, 2009
    Last edited: May 9, 2009
  3. Insomniac21

    Insomniac21 Ancient
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    I think its to simple, you need to use more interlocking
     
  4. redpox28

    redpox28 Ancient
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    This is pretty good, and considering it is your first map in here, I can see a lot of potential in you. However, the map does seem a little boring outside of the central structure. Keep on forging!

    And Insomniac, your comment is both spam and stupid. Interlocking does not make a map. gameplay does. Interlocking is only a tool for use when needed, there are only a few uses that I can see in this map.
     
  5. Canadians360

    Canadians360 Ancient
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    Ya agreeing with redpox on some parts. However interlocking is importantand has limitless uses. That is however unhelpfull spam which in no way helps the auther improve his map or learn from mistakes. To beviable advise youmust say where to interlock and why. Such as please interlock the center 4 platforms because it's bumpy to walk on and nades fall through the cracks. I'm telling you this so you can improve your posts because in a way just saying your post is spam is like you saying you need more interlocking.

    I also think redpox has the right idea about open sides you need to do something out there for cover and maybe something placed outthere that would convince other players to venture out in the open.
     
  6. rbenhase

    rbenhase Ancient
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    Thanks, everyone. I will definitely consider your advice in making Ancient v.2.

    The reason I left so much open space was because of the Choppers. Would adding stuff to the outsides of the center mess that up? I guess the Choppers still are able to make it around the outside of the map pretty easily. Or should I get rid of the choppers altogether?

    I've made some really complex maps before that ended up being almost un-playable simply because they were too complicated or crowded. The idea behind this one was definitely simplicity. But I don't want it to be boring.
     
  7. Benzu Akamaru

    Benzu Akamaru Ancient
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    Not that good, not that bad. It doesn't quite match its name, but oh well. The only thing I can see wrong with it gameplay-wise is having to chase people who are excaping the map.
     
  8. Canadians360

    Canadians360 Ancient
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    Ok here is what I would personaly do. I would add some side bases next to the main bases but a good distance away for chopper room and possibly add a sniper on the side base but get something there. Then on the outsides where the choppers are already located (this may be a little complex for you) geomerge a huge block on its side into the sand as well as two ramps on each side. This would cut down on line of sight over the sides and alow the chopers to maintain their ability to traverse the outside with minimal interferance since they could drive right over the ramps. If you need help geomerging you could try and seek an experianced geomerger in the help thread.
     
  9. FinalEndeavor

    FinalEndeavor Ancient
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    Only thing about it being so open is br's will own to much! to me it seems like you wont even be able to get to the choppers really because of how open it is.
     
  10. X taco king X

    X taco king X Ancient
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    Hahaha completely reminds me of one of those foundry MLG maps (not sure which since I dont play MLG that much.)

    In the map its like very short across and played with 2 flag wich seems like this map a lot.
     

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