Sandbox Asgard

Discussion in 'Halo 3 Competitive Maps' started by xHBxSOLO, Jul 13, 2009.

  1. xHBxSOLO

    xHBxSOLO Ancient
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    Wow I appreciate your review of my map I'm definitely going to remake it with and OLN canvas and throw in some extra stuff fix up my aesthetics. You can bet you see more unique maps from me thanks for the comment
     
  2. MADMAN Redux

    MADMAN Redux Ancient
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    I enjoyed this map quite a bit. It reminded me almost of playing on Blackout in that you could fight from tower to tower. I was fighting on the red base a number of times and was blindsided by people coming up that walkway on the left. There were some great moments.

    My biggest problem is with navigation routes. How many players is your optimal count? The reason I ask is I think for 4v4, it's important to have at least three ways of navigating a map, and I really only found two on this one. Between the center area, each team only has two routes it can take.

    The other part of the navigation issue is there are a fair number of rooms with only one entrance/exit. There are two at the blue base alone, one at the center structure, and one at the red base. I believe the red one houses the overshield, and the blue ones may house important things as well, but the point of a powerup is that it's rare. So if you're hiding power ups in corners that are only accessible by one route, more often than not, you're going to have players hitting dead ends.

    Of course, there's the idea of spawn hives, but you don't seem to use these places as hives. I spawned at the enclosed room in the center structure a few times, but that was a little disorienting.

    Weapon placement was also a little odd. The sniper and rocket launcher are very close to each other. And there were a couple of other things I found odd, such as a lone SMG in the enclosed blue room that leads to nothing. Why would I go in that room?

    Overall, I had a good time, but I think you need to look at the design and add some other ways to navigate the level, if possible. Little things such as punching a hole out the other side of the blue room and constructing a walkway around the side would help a lot in moving people forward. Spawning a whole team on the ledge on blue side is a little weird because, once players see teammates taking that ramp up, they're going to look for other routes to take and be confused when they can't find any. I think you should scrap that spawning ledge.

    Finally, the hill with the red columns poses some risk of falling. We had a big battle in that area and, though I didn't notice anyone falling, I think the potential is there.
     

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