This is the final version of my latest, as well as final map, for Halo 3. It is an interesting map, IMO. Official Gametype: Relic Oddball Mechanics: 6-10 Players recommended. You have 30 seconds to get ready. In 30 seconds, the balls spawn. The catch is there are 2 oddballs. Fight to get one, and make sure nobody gets the other. 5 Second ball reset. Link to Official Gametype: Bungie.net : Halo 3 File Details This map is my best-forged map. Almost all of the map is ghost merged. It has a lot more cover than the Beta version did, and I personally like this MUCH, MUCH better. I edited a few things and made it suitable for 3 gametypes. The map is a symmetrical map. The interesting thing about it, honestly, is that it looks hectic, but actually is a very fluid map. By this, I mean the flow of the map depends on the gametype. Slayer - Around edges Oddball - Inward Juggernaut - Anywhere The inspiration for this map came from a few things. 1. The Pipes on CoD MW2's Rust 2. Old Japanese Shrines 3. Oriental Walkways 4. Modern Art Structures 5. Oriental Structures Map Download Link: Bungie.net : Halo 3 File Details Overview of map View from Shrine Top View of Metal Garden 2 Frontal View of Metal Garden 2 Ledge Mini Tunnel View from Hill Top Another view from Shrine Top View of Metal Ridge 2 Thanks for viewing! Just so you know, there really aren't Callouts for the map. Those are just what I call them
Please dont do that anymore....... its annoying and pointless, and doesnt help ANYBODY at all. Which makes it spam. @The actual map: First, i recomend that you replace the teleporters with weapon holders. It serves the same purpose and doesnt effect aesthetics or grenades nearly as much. Second, the layout looks like its a bunch of seperate ideas all fused together. While it has several great potential directions, they dont flow together and dont feel like they belong together. Its almost as if this map was made by a bunch of different people all at once.
The lack of tall buildings on the map suggests that anybody on the high ground will have complete dominance. Also, I can't really see the map flowing very well, as nothing really seems to fit in with any one particular theme. One last thing, have you tested this map, because it doesn't look like there are many spawns?
12 spawns. 10 Starting Points. And, yes. I have. It works just fine. TBH, getting high ground doesn't work. The highest ground is the hilltop, and is pretty much a grenade trap. I see what you mean.
12 spawnpoints generally isnt enough for a competitive map, if you haven't already, look up the spawning guide in forging 201. other than that i say this map looks great, but as others have said, you could definitely work on the flow of the map