Halo-Strike Map Pack

Discussion in 'Halo 3 Competitive Maps' started by magnet20, Apr 8, 2008.

  1. magnet20

    magnet20 Ancient
    Senior Member

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    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:
    [​IMG]
    T Spawn

    [​IMG]
    CT Spawn

    [​IMG]
    Bombsite A

    [​IMG]
    Bombsite B

    [​IMG]
    Bomber going A

    [​IMG]
    Confrontation in Long Hall

    [​IMG]
    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
    [​IMG]
    Blue Flag

    [​IMG]
    Red Flag

    [​IMG]
    Back Stairwell

    [​IMG]
    Top Floor Overview

    [​IMG]
    Top Floor Generator Room

    [​IMG]
    Bottom Floor - In front of the Blue Flag

    [​IMG]
    Bottom Floor - Below Generator Room

    Screenshots: Halo-Strike
    [​IMG]
    T-Spawn

    [​IMG]
    CT-Spawn

    [​IMG]
    Bombsite A

    [​IMG]
    Bombsite B

    [​IMG]
    Blocked stairwell leading to bombsite A

    [​IMG]
    Blocked stairwell leading to bombsite B
     
    #1 magnet20, Apr 8, 2008
    Last edited: Apr 8, 2008
  2. Gordo24

    Gordo24 Ancient
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    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.
     
  3. Creeping Death

    Creeping Death What's a Halo?
    Senior Member

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    Armories usually don't work out well,is there any weapons on the actual map?
     
  4. MNM1245

    MNM1245 Ancient
    Senior Member

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    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.
     
  5. magnet20

    magnet20 Ancient
    Senior Member

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    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.
     

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