Sandbox E.T.

Discussion in 'Halo 3 Competitive Maps' started by One Spark, Jul 12, 2009.

  1. One Spark

    One Spark Ancient
    Senior Member

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    Hello Forge Hub community! I'm here with my first real map creation called...


    [​IMG]



    This is a medium sized symmetrical team-based map, designed to have multiple levels and dimensions of gameplay. It has a varied weapons set including:


    1 Shotgun (90 Sec. Respawn 1 extra clip Spawns 90 Sec. After start)
    1 Rocket Launcher (120 Sec. Respawn 1 extra clip)
    2 Sniper Rifles (90 Sec. Respawn 1 extra clip)
    6 Assault Rifles (30 Sec. Respawn 2 Extra clips)
    4 Battle Rifles (30 Sec Respawn 2 extra clips)

    And a small Equipment set with:
    2 Flares (60 Sec. Respawn)
    2 Bubble Shields (45 Sec. Respawn)
    2 Regenerators (60 Sec. Respawn)

    And now for some Eye Candy:


    View of Shotgun spawn (Shotgun Spawns on Weapon holder)
    [​IMG]

    View of base interior
    [​IMG]

    "Sandtrap" Bunkers (Two on Map)

    [​IMG]

    "Real" Bunkers (Two on map)
    [​IMG]

    Rocket Spawn (Tunnels in background)

    [​IMG]

    Sniper Tower (Two on map.)

    [​IMG]

    Top Overview (Top level)
    [​IMG]

    This map was designed for and playtested using Slayer.
    However this map is configured to work with any gametype.
    (Except Infection)



     
  2. Runic Aries

    Runic Aries Ancient
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    I think its an alright concept but the main thing that stood out is how nothing is interlocked, especially the bridge pieces, I have to ask, do you bump and get lifted into the air when you walk on it?
    My suggestions would only be to interlock some things like your snipertower, base, and walkways.
     
  3. oh knarly

    oh knarly Ancient
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    Like runic says, some interlocking would be nice to make it smooth and flow better. I like the layout but it seems a bit bare, either add more stuctures or interlock some objects into others for some nice visuals.
     
  4. One Spark

    One Spark Ancient
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    Good ideas, Thanks!
     
    #4 One Spark, Jul 12, 2009
    Last edited: Jul 12, 2009
  5. EpicFishFingers

    EpicFishFingers Ancient
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    Interlocking is never necessary to make a map good, Runic.
    However, this is just some bits of wood and some tube pieces in the crypt. There's really not much to this map. There's no cover other than that provided by the tube pieces, you haven't included any well-thought cover, and if you accidentally fall off the map, there's only two ways back up.

    But I'm still going to download it and test it, as i do with all maps...
     
  6. Runic Aries

    Runic Aries Ancient
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    no, obviously not, but in this map it would help make it better both aestheticly and gameplay wise.
     
  7. One Spark

    One Spark Ancient
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    Thanks Guys! I appreciate the comments. I'll work on a second version of the map with interlocking. However, I'm Currently working on a map called Courtyard. So before I finish Courtyard, I'll fix this map.
     
    #7 One Spark, Jul 12, 2009
    Last edited: Jul 12, 2009

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