Sandbox Sandstorm v1.01

Discussion in 'Halo 3 Competitive Maps' started by MattKestrel, Jul 11, 2009.

  1. MattKestrel

    MattKestrel Ancient
    Senior Member

    Messages:
    433
    Likes Received:
    0
    Sandstorm v1.02

    [​IMG]

    Download the map here

    What is Sandstorm?

    • Apart from a generic name for a Sandbox map, you'll find that Sandstorm is also a pretty sweet team slayer map, suitable for 2-10 players at a time. Although it only supports two teams atm, I'll make a version with respawns for up to four teams if there's enough demand.
    • The map itself is set in the crypt area of Sandbox. Taking the edges (as well as my first-map-noobishness) of the map into account, it's not grid perfect, but it's pretty much symmetrical, and you probably won't notice the mistakes unless you look for them.
    • It's also a pretty small map, taking up only about half of the available area. Because of this, and a large amount of cover, you can expect to see a lot of close combat encounters in narrow passageways.
    • However, there's also plenty of opprtunity for long range fights, as long lines-of-sight connect important areas, and there's plenty of mid-range weaponry to deal with opponents from afar.
    • One of the key ideas with Sandstorm is the use of the fusion coils. Although they pose a risk to people trying to steal power weapons and key positions, they're also a fast way to reach some of the more inaccessible areas of the map. They're also the only means of reaching the overshield and man cannons: do you risk your shields and position in the short term to snag that overshield and double them up, or to travel straight into enemy territory?
    What weapon/vehicle/equipment arrangements are there?

    Seeing as it's such a small map, vehicles would be pretty ridiculous, only being able to access half of the map, and presenting big targets to a curious grenade or splaser. Likewise, equipment such as Bubble Shields and Grav Lifts have been omitted, as they'd make for a lot of unbalanced situations in the early game, particularly in combination with key power weapons. However, there's still a pretty diverse range of power weapons, which hopefully don't unbalance the gameplay too much.

    Weapons.

    8 Battle Rifles / Two clips / 30 R-Seconds.
    4 Spikers / Two clips / 60 R-Seconds.
    2 Carbines / Two clips / 30 R-Seconds.

    3 Needlers/ Two clips / 60 R-Seconds. These are here mostly as a mid range weapon, which can be used to suppress the multiple BRs/ Carbines in the lines-of-sight whilst remaining powerful offensive weapons in the upper and middle areas of the map.

    2 Brute Shots / Two clips / 60 R-Seconds. I added these to help combat the large number of close range power weapons on the map, as well as providing a useful defensive backbone for the teams from the start.

    1 Rocket Launcher / No clips / 120 R-Seconds. This provides an aggressive edge to any player, without completely overpowering the other team. Getting this onto the upper levels can be a useful strategy. Pretty saught after at the start.

    1 Spartan Laser / Does not respawn at start / 120 R-Seconds. The key power weapon on this map, providing a tactical advantage to any team set up, and the only long range weapon on the map. However, the charge time prevents it from being abused over the relatively few respawn points. It's also pretty well hidden, unavailable at the start of the game, and exposed from a number of angles.

    1 Energy Sword / -- / 90 R-Seconds. Another one to grapple over at the start, this provides a great advantage for securing tactical positions in the move enclosed areas, whilst also being a persistant, yet highly exposed, threat on the upper levels.

    1 Plasma Turret / -- / 120 R-Seconds. Initially placed in an enclosed alcove whilst having a great view of the central area, this can become a highly tactical position for a defensive team. However, it also works well as a power weapon when used ad-hoc, although limited at the lines-of-sight.

    Weapon Layout: Since I can't take a screenie of the whole map, and it's symettrical anyways, I've done the weapon layouts for one base and the central area, which should encompass everything. I'll admit my other screenies aren't very helpful in noting weapon positions.

    [​IMG]
    Equipment.

    8 Frag Grenades / 10 R-Seconds. Quickly respawning, these can be used to great effect in flushing out opponents from defensive areas.

    8 Spike Grenades / 10 R-Seconds. These help to balance out the numerous close range weapons, whilst being less useful in the open areas. Four of these are only accessible on the upper levels.

    2 Plasma Grenades / 10 R-Seconds. Found near the turret spawn.

    2 Regenerators / 60 R-Seconds. One being available to each team at the start, these help provide a tactical advantage in the central areas, whilst remaining balanced in the narrow corridors.

    Overshield / 120 R-Seconds. Yeah... 10 R-Seconds wasn't going to work. The longer respawn time helps to deter campers and the like, whilst providing an advantage to any plucky individual.

    Well, that's about all I've got to say on this. I'll update it later if there's some feedback. Also, if anyone breaks out of the map, they've got a nice surprise...

    Patch Notes

    • Shield Doors added, respawns rejigged.
    • Shield Doors removed, wall boosted to prevent escaping, splaser/rocket spawns switched, Splaser does not appear at start of game.
    • Overshield respawn time nerfed.
    Screenies!

    Overview

    [​IMG]

    Red Half

    [​IMG]

    Red Base

    [​IMG]

    Blue Half

    [​IMG]

    Blue Base

    [​IMG]

    Rocket/Turret Spawn

    [​IMG]


    Sword Spawn

    [​IMG]

    Splaser Spawn

    [​IMG]

    Overshield

    [​IMG]

    Line-Of-Sight 1

    [​IMG]

    Line-Of-Sight 2

    [​IMG]

    Gameplay (More will be added as needed)

    [​IMG]

    [​IMG]

    [​IMG]

    {/SwordFail}

    [​IMG]

    If you have any tips for an aspiring young forger, I'd be happy to accept criticism. I've already got a vastly different project to this underway.

    Download the map here

    Credit goes to avpDragon for weapon images, and Sephr and FiberMan18 for helping me playtest a little.
     
    #1 MattKestrel, Jul 11, 2009
    Last edited: Jul 12, 2009
  2. DabilahroNinja

    DabilahroNinja Ancient
    Senior Member

    Messages:
    25
    Likes Received:
    0
    The real problems are the overuse of power weapons and the map is quite easy to get out. Also, a 10-second OS? People could easily grab rockets/Splaser and camp up there without fear of being attacked. If you dropped the laser and put the rockets there instead, set the OS to 120 and ditched the SDs, it will play ALOT better, trust me.
     
  3. FORGING2PERFEKTION

    Senior Member

    Messages:
    143
    Likes Received:
    0
    you really have to fix your Spawn times like the OS and delet some power weapons.
    with all this power weapons its to easy to get map control..
    you also need to edit your wall, youu can get out of map too easy, with one easy granade jump.
    Maybe you should interlock your objects that it looks a lot more cleaner.
     
  4. MattKestrel

    MattKestrel Ancient
    Senior Member

    Messages:
    433
    Likes Received:
    0
    Mmmmmm. I'm against interlocking since it'd probably take too much time, but yeah, the overshield probably was getting a little carried away. I'll tweak the respawn times tomorrow. And probably the weapons set up too.
     
    #4 MattKestrel, Jul 11, 2009
    Last edited: Jul 11, 2009
  5. Aesthetic Forger

    Senior Member

    Messages:
    209
    Likes Received:
    2
    I would fix it so you can't get outside the map... Bruteshot + 1 wall = outside, or even grenade would work... so yeah i would fix that... other than that it looks pretty good. Get a little more interlocking in here and there though.
     
  6. MattKestrel

    MattKestrel Ancient
    Senior Member

    Messages:
    433
    Likes Received:
    0
    Okay, I've made most of the suggested changes... kinda. See the below patch notes for details.

    Patch Notes

    • Shield Doors added, respawns rejigged.
    • Shield Doors removed, wall boosted to prevent escaping, splaser/rocket spawns switched, Splaser does not appear at start of game.
    • Overshield respawn time nerfed.
     

Share This Page