Sandbox Constitution v2

Discussion in 'Halo 3 Competitive Maps' started by RichIBuildJumps, Jun 16, 2009.

  1. RichIBuildJumps

    RichIBuildJumps Ancient
    Senior Member

    Messages:
    105
    Likes Received:
    0
    CONSTITUTION
    [​IMG]

    Name : Constitution
    Download : Bungie.net : Halo 3 File Details
    Creator : Sidekickboy

    Description:
    Recently refurbished as a monument to the great war, Spartans now train here to prove their selves in armed combat.​

    Constitution is a four-way symmetrical map, set up for bomb and slayer. AR start is probably most favourable for beginners, whereas more advanced players will prefer BR start on this map. The map contains four identical bases, with (two starting spawns, facing each other, and to the sides; an overshield and camoflauge spawn. Each base consists of one BR spawn, and each starting spawn has one regenerator. Heading down to bottom middle, you will find the rocket spawn. Top mid houses the bomb spawn and shotgun spawn, along with four ledges around the outer edge, two of which contain single SMGs.​

    Gameplay on this map is very fast paced, and players must keep on their toes at all times. Controlling bottom middle is a no-no to any team playing this map, whereas top middle and two of the bases would be ideal. I have used a risk = reward system on weapon placement. The rockets obviously being the dominant weapon in the game, have the higher risk of you dieing, as they are at the bottom and in the middle, offering no cover. The shotgun is precariously placed above the bomb-spawn, and requires two (easy) jumps, however it is easier to escape with than the rocket launcher. Battle rifles spawn just below the entrance to each base, meaning the player will have to show their heads to pull one, but there is a little chance of death. SMGs are placed next to a respawn point with the idea that they are slightly more powerful than an AR, and may help somebody who spawns into a sticky situation.​

    All respawn points on the map are set to neutral, besides the starting points and spawns in this room. There are no spawns in the bottom middle area, as a vain attempt to stop repetitive spawn killing, or instant death. Spawn points are placed at higher vantage points, thus the player will not be blown completely to hell before they know where they are. From the testing of v1, I have discovered there is little spawn killing, due to the neutral spawn hives.​

    The map is currently set up for 2v2 Team Slayer, Neutral Bomb, KOTH, Oddball and Multi-Flag. I am thinking of setting this map up for FFA and if I get good enough feedback on the current (I have played a couple of 1v1s on this map and they work well, the spawns are just funny, so would need editting).​

    Due to the map not taking up the whole of the crypt, I have had to make it unbreakable, I have currently found no way out, and nobody I played with has. If anybody does find a way out, please let me know where and how and I will set about it. Interlocking has been used, but only to make blocking off the map look pretty, no geomerging was used, as it was unnecessary for my idea. I feel, even with little interlocking, this map has been a success, because it plays smoothly and you don't bounce around when crossing onto new planes (I hate that). A little aesthetic touch which I (personally) like, is the top middle section, and the weapon placement of rockets and shotgun, which are suspending using upside-down weapon holders (NEET HUH?!) and the pink/purple light at top mid casts all the mid-map into a light pink colour, which looks kinda nice (haha).​

    After traversing through that wall of text, I'd assume you'd want to rest your eyes, here's some pictures !​

    The Map

    Overview (As posted above)
    [​IMG]

    Top and bottom middle
    [​IMG]

    One of the four bases (Pictured is red spawn)
    [​IMG]

    Action Shots

    Bomb armed
    [​IMG]

    My Rockets
    [​IMG]

    Much More Better
    [​IMG]

    MI3N?!
    [​IMG]

    Into Thee Regen
    [​IMG]


    Equipment & Weapons -
    • Battle Rifle - x4 (30 second respawn, 2 spare clips, placed at start)​
    • SMG - x2 (45 second respawn, 1 spare clip, placed at start)​
    • Rocket Launcher - x1 (180 second respawn, no spare clips, placed at start)​
    • Shotgun - x1 (180 second respawn, no spare clips, placed at start)​
    • Active Camoflauge - x1 (120 second respawn, placed at start)​
    • Overshields - x1 (120 second respawn, placed at start)​
    • Regenerator - x2 (60 second respawn, placed at start)​
    Here is the download link again, for those of you who missed it at the top :) :

    Version 2 contains:
    • All known hiding spots fixed​
    • All 'breaking' of the map fixed​
    • Faulty spawns fixed​
    • Shotgun spawning issues fixed​
    • Extra gametypes added Oddball, KOTH, Multi-Flag (along with original Neutral bomb and Team Slayer, all gametypes work with AR and/or BR start)​

    I'd love any feedback you care to bless upon me, negative or positive, and hope you enjoy the map !
    Many Thanks
    R​
     
  2. FORGING2PERFEKTION

    Senior Member

    Messages:
    143
    Likes Received:
    0
    hmm looks very interesting but i would postthis map as a mini-game.
    i like your layout maybe you could interlock your objects a little bit better but overall its good.i think your map would very good work KOTH with one hillin the middle.
    maybe its a little bit to small so if you would do a version 3 with a the good tipps the member will give i think you can do a very good version 3.
     
    #2 FORGING2PERFEKTION, Jun 16, 2009
    Last edited: Jun 16, 2009
  3. Crazed Pixel

    Crazed Pixel Ancient
    Senior Member

    Messages:
    6
    Likes Received:
    0
    Looks awesome. definite download!!
     
  4. RichIBuildJumps

    RichIBuildJumps Ancient
    Senior Member

    Messages:
    105
    Likes Received:
    0
    Thanks guys ! :)
    I know it looks small, but people need to get over this issue, it does look like you'll do nothing but get nade raped and get spawn killed, but you don't :) I am considering a v3, depending on what people have to say. I have got it set up for KOTH with 2 hills alternating at 1 minute, one is bottom middle, the second is top middle and the surrounding platforms, I am yet to test this variant.
    Thanks again for the comments :)
    R
     
    #4 RichIBuildJumps, Jun 16, 2009
    Last edited: Jun 17, 2009
  5. WhyHelloThere

    WhyHelloThere Ancient
    Senior Member

    Messages:
    77
    Likes Received:
    0
    This map looks pretty fun and well made. I think you could get out by jumping off of a teammates' head though.. I'm not sure. Just saying. Anyways, I actually read what you wrote and I still think that you can get spawn camped while the other team has the rockets or shotgun. They could get those weapons and as soon as someone spawns just kill em because there doesn't seem to be much cover where teams spawn. Other than that I think that this map will bring a lot of fast-paced fun to players
     
  6. last_chaos_7

    last_chaos_7 Ancient
    Senior Member

    Messages:
    286
    Likes Received:
    0
    looks interesting.... the layout is different and it looks quite fun for a 4 player ffa becuase it will be alot of jump to the middle and throw grenades and meelee and hope to god you get a kill lol.... cool map =)
     
  7. Gunnergrunt

    Gunnergrunt Ancient
    Senior Member

    Messages:
    945
    Likes Received:
    0
    Hmm I would definitely consider this to be casual, not competitive. I like the creative weapon placement though. I would consider adding teleporters or mancannons at the bottom. That would probably make the map a bit larger. If you aren't concerned with size, I think the rest is fine. I could imagine this map being fun with a grenade-only gametype, OVERBOARD. Ever heard of it?
     
  8. RichIBuildJumps

    RichIBuildJumps Ancient
    Senior Member

    Messages:
    105
    Likes Received:
    0
    I don't quite understand what you mean with the teleports and mancannons, is this back to the spawn rooms up top? Until you play this map, it is hard to categorize it, but it is definately competitive, even with 2v2 you have to play incredibly strategically to win.
    I've never heard of the nade only gametype, could you give me a link and I'll investigate :)

    You cannot get out of the map by jumping off your team mates head, the walls are 2 large blocks high at the lowest point. Also, the shotgun is almost useless on this map, and the rockets are out straight away, each power weapon has 180 spawn with no spare clips, as an effort to reduce spawn killing :)

    Thanks for the great comments guys :)
    R
     
    #8 RichIBuildJumps, Jun 17, 2009
    Last edited: Jun 17, 2009
  9. Dobam

    Dobam Ancient
    Forge Critic Senior Member

    Messages:
    932
    Likes Received:
    4
    Did you konw , someone stool your map ! But your map are so great i really like the shotgun spawn !
     
  10. RichIBuildJumps

    RichIBuildJumps Ancient
    Senior Member

    Messages:
    105
    Likes Received:
    0
    Someone stole it?
    Thanks..
    R
     
  11. MousseMooseROCKS

    Senior Member

    Messages:
    413
    Likes Received:
    0
    Sorry, but it doesn't look like a competitive map, so I will give some reasons why.

    First, there is really only one path from base to base. There are only two paths in total. This is not competitive because it is very predictable on where the player will go next. Next, the spawns are also extremely predictable and a set up can be made to spawn camp all of the spawns. After that, this map is very small. If someone dies, they can quickly spawn and go kill the person who killed them possibly before their shields even regenerate. Finally,due to the size, rockets and shotgun are very powerful and can ruin gameplay because the spawn close to each other. That makes it easier for one team to grab both.

    I know you have good ideas, you just need to learn how to make them work well.

    P.S. You might want to put the new version in your sig.
     
    #11 MousseMooseROCKS, Dec 11, 2009
    Last edited: Dec 11, 2009

Share This Page