Sandbox Peril

Discussion in 'Halo 3 Competitive Maps' started by The EAKLE, Aug 19, 2009.

  1. The EAKLE

    The EAKLE Ancient
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    Peril
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    Slayer
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    Peril is a ground level map based on vehicle combat. The first version had four Banshees and two Ghosts. Because of the amount of ridiculous air combat, a Banshee at each base has been swapped for a Wraith. Each base is armed with a Plasma Cannon, and in the center of the map there is a Rocket and Laser, One for symmetrical games, the other for asymmetrical.
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    Overview
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    Center
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    Blue Base: Front
    [​IMG]

    Red Base: Back
    [​IMG]

    Download
     
  2. TexasTuckers

    TexasTuckers Ancient
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    this is a very basic map. i understand that it is supposed to be a vehicle map so it does need to be very open but you could at least put more asthetics in it so that people dont get bored of looking at this map. For now i give it a 3.5/5. If you make a V2 and make it much better looking (make eye candy!) then my score would probably be changed to a 4.5 or 5.
     
  3. kill4overkill

    kill4overkill Ancient
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    This needs something to stand out aesthenticly, merging and geomerging wouldn't hurt either. Also it seems way to open, even if its made for vehycle combat. Paying attention to minor details, like have all the tattoo sides of a block facing the same way would also make it better. 3.5/10
     
  4. superduper66

    superduper66 Ancient
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    Well, the map doesn't NEED aesthetics, you guys just seem to want it to make it look nice. It is a competitive map, after all, not an aesthetic map. It doesn't need any merging or interlocking at all.

    It does, however, look like that Banshee would dominate to no end. The map is open and I think could easily support the Wriath and the Ghost, but the map seems a tad too open for a Banshee, even with a laser and Rocket. It looks good, simple and fun :)

    The Plasma cannon looks to be balanced, especially since the map is open and the Plasma cannon has to lead it's opponents. Great vehicle offender too. Mabe you could put the Spartan laser on one side of the map and the Rocket on the other to create points of interest (both neutral, that way it doesn't need to be different for each gametype). Giving each team an Active camo would be awesome as well. Would help with crossing the openness. A power drain would be helpful too, or instead of a power drain, maybe a Missile pod at long respawn time a little offsided for each team (like Sandbox's Rocket launchers). this, for some reason, remeinds me of odmichael's Crypt map lol.

    Good job sir, let me know what you think on my suggestions.

    EDIT: I totally didn't see the missile Pods lol. Disregard that part :p
     
    #4 superduper66, Aug 19, 2009
    Last edited: Aug 19, 2009
  5. The EAKLE

    The EAKLE Ancient
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    I, honestly, dont care much about how a map looks. I put my priorities into gameplay. I'd rather spend a game having fun on a map then playing an awful map that looks good. Aesthetics do not matter. They are nice, but not needed. In a later version, after all the gameplay issues are fixed, i may make it look a little better with leftover supplies. But for now, game play comes first.

    There was an issue with the banshees spawn killing in an older version, but now that one at each base was switched for a Wraith and the spawn time on the missile pods was turned down a bit they work pretty well. Thanks for the comment, Super.
     

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