Halo-Strike Gametype Overview: Counter-Strike for Halo 3! Fixed some balance issues, got rid of the 1 life system that would end the round even if the bomb was planted. Changed the respawn to 30 seconds, so make your lives count! All of the maps included in this map pack require this gametype to function! Gametype Description: Essentially a Counter-Strike like approach to Halo3. The game itself plays very tactically as the player's shields do not recharge and the 30 second respawn time hanging over them if they bite it. Each round has a time limit of 3 minutes. Bomb carrier traits have been tweaked to balance out the fact that they can not shoot while carrying the ball, such as faster movement, slightly more health, and an instant kill melee attack with the bomb (think as if the bomb carrier has his knife out while holding the bomb, to put it in Counter-Strike perspective). Player Traits Primary Weapon is Pistol Secondary Weapon is Plasma Pistol Shields don't recharge 150% Damage 90% Damage Resistance 90% Speed 150% Gravity Respawn Settings 30 second respawn time Assault Settings 6 Rounds of 3 min each 5 sec arming time 30 sec fuse 10 sec disarm time Bomb carrier has an instant kill with the bomb Bomb carrier speed 100% Bomb carrier damage resistance 150% De_Storage Map Map Description: The Terrorists are bombing a chemical weapon storage facility! The CTs spawn in their armory, which contains all covenant weapons. The T's spawn in theirs, but have human weapons. Don't forget your grenades! Once you leave the armory, the only way to get back in is to die,as after 20 seconds, man cannons and doors spawn to prevent entry. The CTs must defend bombsite B, which is close to their spawn, and bombsite A, which is in the corner of the map opposite of bombsite A. One bombing wins the round. Weapons, Terrorist: Assault Rifles Battle Rifles Sniper Rifle Shotguns SMGs Pistols Turret Nades (All but flame) 2 Bubble Shield 2 Flare Weapons, Counter Terrorists: Carbines Plasma Rifles Plasma Pistols Maulers Beam Rifle Needlers Spikers Brute Shots Plasma Cannon Nades (All but flame) 2 Bubble Shield 2 Flare Screenshots: T Spawn CT Spawn Bombsite A Bombsite B Bomber going A Confrontation in Long Hall Defending bombsite A Structure 17 Map Map Description (SWAT/General) This map uses the "symmetry" feature in Forge to provide 2 unique gameplay experiences. For the SWAT game variants, the map has standard spawns and no weapons. The flags are located in each team's base. The basic layout of the facility resembles a 2 story structure. There are multiple ways to either of the levels and passageways in each. A stairwell area dominates the back quarter of the map. There is also a stairwell directly in front of the T-Spawn area and across the CT-Spawn area. Map Description (Halo-Strike) In Halo-Strike mode, the CTs and T's spawn in their respective armories. All other spawn points are removed. The fastest rout between the two bomb points, a stairwell, is blocked. Don't forget your grenades! Once you leave the armory, the only way to get back in is to die as the armory is physically blocked from the rest of the map. The CTs must defend bombsite B, which is close to their spawn on the second floor, and bombsite A, which is in located in a corner opposite to the T-Spawn on the 1st floor. One bombing wins the round. Weapons: (Halo-Strike Only) Assault Rifles Battle Rifles Sniper Rifle Shotgun SMGs Plasma Grenades Bubble Shield Flare Screenshots: SWAT/General Blue Flag Red Flag Back Stairwell Top Floor Overview Top Floor Generator Room Bottom Floor - In front of the Blue Flag Bottom Floor - Below Generator Room Screenshots: Halo-Strike T-Spawn CT-Spawn Bombsite A Bombsite B Blocked stairwell leading to bombsite A Blocked stairwell leading to bombsite B
I like how structure 17 has very little merging (that I can see from the screens) and still looks super clean and neat. Another great example that you don't have to merge to make a clean competative map.
Ya I like the map but the armory dis agrees with me because its too BIG! If it was only like 2 guns or so it would be al right with me.
Well the only reason these maps have the concept of an armory is because the player spawns there, chooses his/her weapon set, and leaves. This is the closest thing I could get to the whole Counter-Strike concept of the buy menu. The only way to re-enter the armory is to die, and that is after you wait through a 30 second respawn time.