Sandbox Mausoleum

Discussion in 'Halo 3 Competitive Maps' started by Mearm, Jul 5, 2009.

  1. Mearm

    Mearm Ancient
    Senior Member

    Messages:
    105
    Likes Received:
    0
    [​IMG]

    Map made by Mearm.
    Gametypes: Team Slayer, CTF, Assault, Team KOTH.
    Players: 4-8​

    I haven't posted in a while on Forgehub, and I have some maps that I have made in the past couple of months that I never posted or tested. I made this map a couple weeks back after I had not been forging for about a month, and I decided I would post this map before I posted any of the others. So here is my latest creation, Mausoleum. Testing shows that it is a good map for doubles, but can be used for up to 4v4, although it is best for doubles. Mausolem is an entirely Symmetrical Map. There are about 5 pathways from one side of the map to the other, so you have alot of different pathways to take to get to the enemy.​

    Weapons:
    Battle Rifle x8, 45 second respawn, 2 extra clips
    Sniper x1, 120 second respaawn, 2 extra clips
    SMG x2, 45 second respawn, 2 extra clips
    Spiker x4, 45 second respawn, 2 extra clips
    Plasma Pistol x2, 45 second respawn
    Plasma Rifle x2, 30 second respawn
    Needler x2, 45 second respawn, 2 extra clips
    Brute Shot x1, 60 second respawn, 2 extra clips
    Energy Sword x1, 150 second respawn
    Carbine x2, 45 second respawn, 2 extra clips
    Mauler x2, 60 second respawn 1 extra clip
    Equipment:
    Plasma Grenades x4, 20 second respawn
    Bubble Shield x1, 60 second respawn
    Power Drain x1, 60 second respawn
    Regenerator x1, 60 second respawn
    Deployable Cover x1, 60 second respawn
    Overshield x1, 180 second respawn​

    Overview Pictures
    [​IMG]
    This is the Red Base. Like I said earlier, the map is symmetrical, so blue base will be the same. There is a lift in the back of each base that leads to the upper pathway between the bases. This pathway has little cover but comes with the high ground advantage over the lower pathways.​

    [​IMG]
    And this is the Blue Base. The same thing as the Red Base, only blue. One last thing about the bases; watch the holes in the middle. They can be a death trap for anybody not being careful about where they step.​

    [​IMG]
    This is the large structure in the middle of the map, the Mausoleum Structure. The inside of the Mausoleum can be seen in both this picture and the Title Picture at the beginning of the post for views of different sides of the Mausoleum. This is where the Energy Sword spawns. The Mausoleum is a close quarters area, and the Energy Sword can be a deadly asset in this area, so grabbing in early on in the game is a good idea.​

    [​IMG]
    This part of the map is called the Courtyard. It has a ramp leading down from both bases, as well as one from the Mausoleum. It is also looked over by the upper pathway. This part of the map has a small temple that houses the Sniper. You can look right from the temple to where the Energy Sword spawns, so you can keep whoever is going for the sword in check with your sniper. While the temple looks good for a place to snipe from, you can actually be shot at from both sides and the front, so it is a good idea to move around instead of staying still to snipe.​

    [​IMG]
    This picture shows the pathway in back of the Mausoleum, as well as the wooden pathway that goes under the Mauseolum. In the middle of the wooden path lies the Overshield. Getting the overshield is dangerous though, as a power drain, as well as plasma grenades and plasma pistols, are on the pathways above. You could lose the overshield as fast as you got it, and you won't get another one for 3 minutes.​

    Action Shots
    [​IMG]
    There are platforms along the side of the Mausoleum as ways to get to the upper floor, as well as ambush spots for the lower or upper paths.​

    [​IMG]
    Height advantage at is prime moments.​

    [​IMG]
    Fending off attacks from the base with only a sniper at the temple is difficult and dangerous at the same time.​

    [​IMG]
    The grassy part of the Courtyard is a mosh pit. Imagine if I had put a hill point in there. (Hint Hint)​

    [​IMG]
    There are a few tactical jumps on this map, and they come with their risks. Like this.​

    [​IMG]
    Spiker duel to the death.​

    [​IMG]
    Power Drains are an Overshield user's worst enemy, although they can be avoided easily.​

    Conclusion
    Well, the post is almost over. My first post in a couple months turned out pretty well, and I am happy with the way the map turned out. Even though I had some problems with the object limit and some wierd glitches, the map turned out pretty well in my opinion. Well, I guess thats about all to say. Thanks to Parune for helping with object placement and making sure the map was unbreakable, and whoever else for testing the map. Hope you like the map.​



    Extra
    A friend of mine made a fun game mode and used the middle of Mausoleum as a template for his arena. So here it is. Gravity Death.​

    [​IMG]
    And an overview picture.​

    [​IMG]

     
    #1 Mearm, Jul 5, 2009
    Last edited: Jul 5, 2009
  2. Mr Garfunkle

    Mr Garfunkle Ancient
    Senior Member

    Messages:
    228
    Likes Received:
    0
    I felt compelled to review this map considering I have a map with the same name. No hard feelings on the name, it's bound to happen plenty of times with so many maps posted here. Your map is probably better anyway, lol. I like the map design, it reminds me of telekinesis. The problem with maps that have the thin, open, outer walkways like this map has some, is there can be some bad spawns out there. The mosh pit is cool, It seems like a great hill spot. Your weapon setup is good, but there might be too many BRs. For many people like myself, on a non-BR start game, the BR is almost a power weapon and should be treated like it. Maybe slim down on the BRs and drop a mauler, but this is a great map. Keep forging.
     
  3. Mearm

    Mearm Ancient
    Senior Member

    Messages:
    105
    Likes Received:
    0
    I was thinking about dropping some of the weapons and replacing others. I tried to make the map have as little thin walkways and more of the large platforms, but with the object limit and everything, it was difficult. I was deciding wether or not to even make an upper walkway because of the object limit, so there is not much I can do to fix that. As for the BRs, i prefer the BR to the AR, and I like to have a BR in easy to find places. It's just a habit that I have to make many BRs and Carbines on my maps.
     
  4. Fruitbat7

    Fruitbat7 Ancient
    Senior Member

    Messages:
    26
    Likes Received:
    0
    rarely do i choose to take the time to review a map, but this has definatly caught my attention. your forging is good, your map layout is masterfully designed, and the weapon placement doesn't look to bad either. I am especially a fan of the "grassy" courtyard. nice job and keep up the good forging
     
  5. RebelCow

    RebelCow Ancient
    Senior Member

    Messages:
    215
    Likes Received:
    0
    this is a great map! it is very clean and looks fair to both sides. but you can't do doubles with a sword and no shotty. in the right place in can be nearly impossible to counter. but it look godd and the upper pathways look fun. i like maps with death pits in the middle so you get a plus there. so a good, clean, equal map. nice work! 4/5
     
  6. Mearm

    Mearm Ancient
    Senior Member

    Messages:
    105
    Likes Received:
    0
    I made the maulers to counter the sword, plus you could always use those frags you spawn with, or one of the stickies around the map.
     
  7. Benji

    Benji Ancient
    Senior Member

    Messages:
    2,311
    Likes Received:
    4
    maulers aren't really a good counter for a sword, unless you have both. also, could you add an overview/underview of the entire map so i can see the whole layout?
     
  8. MetaLemur

    MetaLemur Ancient
    Senior Member

    Messages:
    96
    Likes Received:
    0
    i really like the red base and the way you did the ramps the sniper spawn platform looks cool but the courtyard around it is very unappealing and ruins gameplay maybe if you would change those single boxes then it would be awesome. also like the sword spawn. keep up the good work and dont stop forging
     
  9. Mearm

    Mearm Ancient
    Senior Member

    Messages:
    105
    Likes Received:
    0
    You're right about the maulers, i was thinking about putting a shotgun in place of the overshield, and taking out the maulers entirely. I could probably do an overview shot but I will not be able to get the entire map in the picture.

    How does the courtyard ruin gameplay? And what would I change the single boxes to? It's not clear as to what is bad about the courtyard and what I could do to fix it.
     
    #9 Mearm, Jul 6, 2009
    Last edited: Jul 6, 2009
  10. l PATRICK l

    l PATRICK l Ancient
    Senior Member

    Messages:
    195
    Likes Received:
    0
    one thing i've noticed on this map is the constant line of sight change which is key in a game with close quaters. It keeps people on their boots, im glad somebody dawned on the fact that it helps to have multiple levels on a map. Excellent job 10/10
     

Share This Page