Sandbox Icarus Wing

Discussion in 'Halo 3 Competitive Maps' started by Xeno Kage, Nov 10, 2009.

  1. Xeno Kage

    Xeno Kage Ancient
    Senior Member

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    INFO:

    -Symmetrical Sandbox map
    -Accommodates 4-12 players
    -Outfitted for any gametype, but especially slayer and objective
    -All Covenant weapons and vehicles (except the sentinel beam)
    -If you love mid-air splatters, this is a map for you

    2x Gravity Hammers
    6x Carbines
    4x Spikers
    4x Plasma Rifles
    2x Plasma Pistols
    2x Brute Shots
    2x Beam Rifles
    1x Fuel Rod Cannon
    2x Needlers
    2x Plasma Turrets
    2x Sentinel Beams

    12x Plasma Grenades
    16x Spike Grenades
    2x Firebomb Grenades

    2x Bubble Shields
    2x Trip Mines
    2x Power Drains

    2x Ghosts
    2x Prowlers
    2x Choppers
    ______________________________________

    Icarus Wing began as an project to utilize the oft neglected Prowler. To include Warthogs would be to totally outclass the Covenant counterpart, and so I left the human version out. Keeping with that theme, I made all weapons/vehicles Covenant class.

    Let's begin with the sun arena:

    [​IMG]

    If anything represents the sun in the Icarus legend, it's this center area. I interlocked sets of ramps together to create a fanning out effect on each side. The ramps allow vehicle access (or a tactful Spartan jump) to the bases. At the center rests the fuel rod cannon, this map's power weapon. While the weapon may be tempting, anyone trying to get it risks vehicle collision from any direction.

    Here's a picture of a vehicle jump into the arena:

    [​IMG]

    Here's a look behind the base:

    [​IMG]

    You can see how the base ramps both launch vehicles into the center and receive flying vehicles from the middle. The are no banshees on this map, but there are plenty of opportunities to fly.

    Here's a look at the top of a base:

    [​IMG]

    The shield door separates the room where the flag spawns and the bomb needs to be planted. As shown, a hammer guy can post up in the room and make it a challenge for attackers. The shield door is vulnerable from the slit where grenades can be lobbed and the garage underneath, where (if the defending team forgot to make use of their Prowler) the attacking team will have an easy way in, shown below:

    [​IMG]

    Any vehicle parked in the garage can be used to step up in this fashion. While the Ghost and Prowler reside in or next to the base, the Chopper can be found in the tower to the rear and left of each base.

    Bringing the Chopper into play, shown here:

    [​IMG]

    Because the Ghost and Prowler hover slightly, the curves in the terrain help to direct the vehicle through several choices of direction while maintaining maximum speed for splatters. The Chopper, however, does not hover. While a little more difficult to navigate for this reason, the Chopper is able to use some jumps that the other vehicles can't, shown here:

    [​IMG]

    And because the Chopper can jump up onto the sun arena from the side, if timed correctly, a Chopper can slice through an attempt to enter the base:

    [​IMG]

    Download at this link!

    Icarus Wing

    That's all. I hope you guys play my map and enjoy, leave feedback if you want something tweaked.
     
  2. The Trivial Prodigy

    Senior Member

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    Very nice map. I love how you made it vehicle oriented, while not too overpowering. And I like how you made it so that the bases can be infiltrated from the bottom by that gaping hole, and not just have to deal with an annoying hammer-guy constantly blocking one entrance. The flying vehicles should certainly had some much needed hilarity to the matches here.
     
  3. pyro

    pyro The Joker
    Senior Member

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    The sadly underused prowler on this is great, especially becaues it handles these jumps better. Seeing as you made a vehicle oriented map, you probably know about splattering a banshee with a chopper, which would be possible with the airborne capabilities of the chopper on such changing terrain. The terrain would also make banshee flight fun. The shield doors should probably be removed, since these usually entice people to camp somewhere. Although the center ramps look good, there are some other things, notably tubes, that could use a little touchup, possibly using ghost merging to eleminate the tube ramps. The chopper spawn also looks like one of those terrible floating objects out of place. possibly make this more connected to the ramp so it does not look like some afterthought.
     
  4. G043R

    G043R Ancient
    Senior Member

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    I played CTF on this map tonight. Enjoyed it to a certain point. Loved it to a margin.... I would suggest looking into lines of sights. With the amount of powerful weapons make it so there is raining choas in the map. I was literally trying to know were the Fuel rod, both snipers and Sentinel beams were on the map... that I couldn't keep up with ghosts as well. Thou this is fun to a certain point, it wares down repeatability. Once you get threw the rush of playing the map for the first time nothing makes the gameplay stand out. Think the Pit, you know how exactly wield those rockets on that map. As well the sniper, because of the lines of sights the map offers. Since your map does not use a lot of closed lines of sights Flag runs can be stopped suddenly or the Map can run with out being noticed for half the map. If you need help understanding this further PM me I'll show you what I am meaning.
     

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