Sandbox Enigma

Discussion in 'Halo 3 Competitive Maps' started by ONEARM, Jun 17, 2010.

  1. ONEARM

    ONEARM Ancient
    Senior Member

    Messages:
    53
    Likes Received:
    0
    Download Enigma




    Enigma is the new Sanbox version of my older map Tonic (which can be found on my older account ONEARM ASSASSIN), which was originally constructed on Foundry.

    WEAPONS
    BR X2
    Carbine X1
    <Magnum X2
    Mauler X1
    Plasma Pistol X1
    Shotgun X1

    EQUIPMENT
    Plasma Grenade X4
    Spike Grenade X2
    Bubble Shield X1
    Power Drain X1
    Plasma Rifle X2




    SCREENSHOTS
    NEW Version / Original Version



    [​IMG][​IMG]



    [​IMG][​IMG]




    [​IMG][​IMG]




    [​IMG][​IMG]



    Enigma is a small asymmetrical map that is meant to 2-4 Players. It is almost the exact same as the original as you can see above.



    Since I'm keeping the new version very close to the original, the gametypes will also be the same. The new map (like the original), is compatible with Slayer, Team Slayer, and Oddball.





    The original map was originally leaned towards Team Doubles and 3v3 Team Slayer. Keeping with that tradition, the new map is the same.







    Thank you to the following: PredatoryChin, SILENTCALLS, Pandabomb, rooroojp, TheyCallMeCrazy, and Danzig Forever.
     
    #1 ONEARM, Jun 17, 2010
    Last edited: Jun 18, 2010
  2. pyro

    pyro The Joker
    Senior Member

    Messages:
    3,703
    Likes Received:
    4
    Was the original foundry version of this map made by you?
    I could not find it anywhere on the forums under that name.
    If it is not your map I hope for your sake that you got permission from the creator and that you are quick enough to edit in and give credit.
    Why would your remake an old map that worked perfectly on foundry. Most maps actually look better on foundry.

    Edit:
    When was the original map created?
     
    #2 pyro, Jun 18, 2010
    Last edited: Jun 18, 2010
  3. Jex Yoyo

    Jex Yoyo POETRY, bitch.
    Senior Member

    Messages:
    3,872
    Likes Received:
    1
    Enjoyment
    Overall, this map was very fun to play, and will definatly get played by me a few more times. After a make a few changes. I mean colorblind AND juicy filters in the crypt? Really?? I cannot beleive that you did this, i was freakin blind even with my lighting settings set to Very High. We had to go to forge and turn them off before we could even play, which is just horrible for a game. While it may have made it look pretty damn good, it just wasnt even close to being good enough for playing. The lights do work in theory, but because of lag for some reason the lights would never be there once you died and when somebody made the mistake of throwing any of the three peices of equipment they would all stop working for everyone. This was just a dumb idea to start with. While they are great when used properly, this wasnt the right situation for a filter. Also, the erratic spawns which could have easily been fixed with a few respawn areas, where NOT set up for more than four players at a time. More that once i accidently stuck the wrong person. However, this may be one of the most effecient 1v1 maps i have ever played, and with a couple tiny tweaks (such as a jump up to the shotgun from the floor that doesnt involve grenades) could leave this map as something absolutly brilliant. Also, the filters sincerely and compassionatly murder you in this catagory.​

    --Rating: 5.5/10

    Balance
    This is an interesting one to rate, because you go from showing some unheard of brilliancies to a few simply idiot inclusions. For example, the weapon layout may be almost perfect with both the shotgun and the OS as far away as possible, and both of them in hard to access and well open areas, but having Plasma Grenades AND Spike Grenades, especially on such a small map, is just asking for overpowering grenade whores. I deleted the spikes quickly, and then suddenly that problem evaporated. I highly suggest you do the same. Also, i think it is smart how you placed the shotgun where you did, but there is no way to get to it from below! It is imperetive that you make everything logical, so if somebody wants to get up to the place above them they should either see a ramp or be able to jump, not walk halfway across the map to get up there! Dont ever try to follow the example of Epitaph... So make a little block for people to jump up onto so that they can pop up top. Also, the corners on the ramps that are currently the only way to the shotgun create horrible camping oppertunities. Just a few more ramps to fill in the rest of that and you are right as rain there... The last camping spot is the OS spawn, and i think you could remove that as a threat entirely and fix another problem as well with my next suggestion; Switch the Bubble Shield and OS around, and delete the two walls around where the OS used to be. That will allow more flow, and put the OS in a harder to access yet more visable location, which is exactly what you want for such a powerful item.​

    Luckily, the majority of flow is incredibly well done for such a small map, and it comes out beautifully. That and the majestic 1v1 gameplay style that this map boasts keep the rating from getting too low. In both 1v1 and 2v2 gametypes everything worked perfectly (barring one or two minor spawn problems) and it was extremely well built. However, any more than four people on this map and the delicat vermillion-tinted house of cards that is the staple of gameplay within Enigma comes tumbling down, like the hammer of Thror upon the unworthy. In other words, all hell breaks loose. The lack of a real spawn system finally comes to bite you in the ass (painfully) and all sorts of chaotic spawns happen. People manage to get killtrocities multiple times a game with a power drain and a battle rifle, or even just a shotgun. It does NOT support five people, let alone six... Just say that this map can support no more than four people and this problem is fixed. Because i had a quintessential 1v1 moment while playing this, and it was beautious.​

    --Rating: 6/10

    Durability
    As far as I can tell, it is essentially inescabable. The walls are simply too high, unless by some freak miracle you manage to fusion coil launch yourself onto something, but i sincerely doubt that possibilty of pulling that off in a real game. While there are a few places where grenade loss occours, for the most part the geometry is clean enough to make up for it. Overall, durability is impressive.​

    --Rating: 9/10

    Aesthetics
    Here, once again, your map is pretty damn good looking. While it doesnt actually bring anything new to the table, it takes all of those things and uses the filter to make them look pretty damn cool. This may be the only place the filter helped; creating something dark and vicious, and attractive, faintly reminescent of the mysterious air a newly bloodied blade or a brunette russian hooker might have about them. But, its not even close to the best ive seen. You could have easily created much cooler stuff for the back walls along the OS, and im certain you could have found a creative way to block the holes back in that same area caused by the strange walls. They annoy the hell out of me, and are the reason you lost a point on durability. :)P) Also, the wall tubes on the bottom floor to the shotgun spawn; you let the damn gold collumns go through the ceiling, creating a place that you could walk through, but the useless aesthetics there affected gameplay in that you couldnt jump, and you couldnt toss any grenade in there other than a frag. Just delete this and find a way to replace them up top, and i think youve got something beautiful, a work of art worthy of being forever remembered in the annals of forging history, or simply as a Forgehub Favorite.​

    --Rating: 6/10

    Originality
    Okay, its based on taking an old map and updating it... this is one of those moments that i beleive the score system ISNT quite perfect. But, you did manage to add many aesthetics that were not in the first one and you did it without destroying a single moment of gameplay. So, for that you get a decent score. However, i think you should have taken advantage of the increased budget and object limit to make this map larger, and added bases or something cool. Just something new, that would seperate this map from its predecessor and something to seperate it from every other map that we see.​

    --Rating: 5/10

    Summary
    This map is actaully really good already, and only minor changes are needed to perfect it, mainly removing the god-forsaken filters. I really love a few of the things you did with the weapon layout, but i highly reccomend removing the spike grenades and the power drain. Also, Plasma Rifles arent equipment 0.o Hahaha, might wanna fix that one! Also, never use 45 degree ramps. They are impossible to see up, you cant jump on them, and most importantly grenades fail on them. I learned this from a freind of mine who is definatly worth listening to, and i definatly think you should listen to this. Finally, there is only a few things to fix with the actual map. I would suggest toying around with respawn areas until you find something that works, and i would REALLY, really, really, hope that you decide the delete the walls around the current OS position and move it, and add a jump up to the shotgun. After that, all it needs is a way to prevent camping behind the shotty ramps and it might be one of the best 1v1 maps ive played this entire month my friend. Good job, and keep up the great work there buddy!​

    Enjoyment Rating: 5.5/10
    Balance Rating: 6/10
    Durability Rating: 9/10
    Aesthetics Rating: 6/10
    Originality Rating: 5/10
    Overall Rating: 31.5/50

    ::Map Rating::
    6.3



    Does that answer your question?
     
    #3 Jex Yoyo, Jun 21, 2010
    Last edited: Jun 21, 2010
  4. NlBBS

    NlBBS Forerunner

    Messages:
    1,388
    Likes Received:
    1
    This remake is a prime example og how a remake can look completely different on Sandbox and how the aesthetics can be greatly increased. I remember playing the original and the gameplay is similar with the original which is a definate good thing. That means that you stayed true to the original design with pin-point precision. After playing some Team Slayer, I quickly came to the conclusion that the aesthetics are absolutely breath-taking and so was the gameplay. I've yet to play Oddball on this map, but if it plays anywhere near as well as Team Slayer, then I know i'll like it. Also, in looking at your design and weapon placement, I think this has actually taught me a few things about how to make a well-balanced, Smaller map.

    So thanks for the amazing gameplay and help you didn't even know you were giving. Hope to see more from ya soon.
     

Share This Page