Sanction By zombievillan Recomended 4v4 and 5v5 but also works with 8 player FFA Sanction is a competitive map based off a map I made in Halo 3 by the same name. Only this time around, there have been some major changes and all in all its been a great improvement. In H3, the map didnt get much attention because is was more plain than my normal maps but this one is most definitly a higher standard. This is my first map to release from Reach even though I have about 5 maps built. Sanction is probably the fourth map I started but I neede to get something out there so this is it. Its a basic 4 base map with a layout consisting of, counter clockwise, Blue base, Green base, Red base, and Orange base. The center room is the purple tower. Its big enough to play BTB on, but its mainly designed with intentions to play 5v5 and it works great for 4v4 as well. Hopefully it takes well to the Forgehub community since its my first map, but if not, I have plenty of surprises in stock for the future. Anyway, off to the pics now. I'll start off with Blue base and work my way around clock wise ending up in the center. Inside of Blue base Outside of blue base A Plsma pistol is on top of the bridge Moving toward Orange base from Blue The Sniper spawns in the lower tunnel leading into the base The curved bridge above leads here and the Concussion Rifle spawns in the cave The view coming from Red base Red Base Another plasma pistol spawns on this bridge as well Goind from Red base to Green The Rcket launcher spawns in the tunnel behind the crates Between Green and Blue bases Shotgun spawns up high on the platform in the left of the pic Center structure from blue side And then from red side Thats the layout. I couldnt get a good pic from above the map because I dont know how to get out of the map and dont really care to but I think you can get the idea. For those of you who were around back then and saw the H3 version, I think you can see the similarities. Its just been revamped and its also larger now that I am not restrained by the Crypt. I will most likely do a walkthrough and render the video. Ill post it in here in a little bit and that will probably give you a better idea of the map but hey, you can always just Download it, LOL. WEAPONS LIST 10 DMRs---------------30 sec-------------2 spare clips 4 Needle Rifles---------30 sec-------------2 spare clips 2 ARs-----------------30 sec-------------2 spare clips 2 Plasma Pistols--------60 sec----------------------NA 2 Needlers-------------30 sec-------------2 spare clips 2 Plasma Repeaters----30 sec-------------2 spare clips 1 Concussion Rifle-----120 sec--------------1 spare clip 1 Shotgun------------120 sec--------------1 spare clip 1 Sniper Rifle---------150 sec--------------1 spare clip 1 Rocket Launcher----120 sec--------------1 spare clip 2 Freg Grenades----------------15 sec 6 Plasma Grenades--------------15 sec Thats it guys. Special thanks to the Testers Guild for helping me out. They have come a long way since the Halo 3 days because now they actually tested my map and gave a great review so thanks alot guys. Please feel free to comment and let me know anything you can to improve if needed, thanks. DOWNLOAD MAP
10 DMR's on a map? I don't think that's exactly needed even without DMR starts and the sizing of the map. Other than that, ill run some games on this map and post back on gameplay.
Well this is a pretty big map and it works out fine. An extra DMR or 2 isnt going to break a map, lol. Besides, they are placed well enough, in places in which you would probably need one and may not have one if you are playing with AR starts. But I still recommend DMR starts. @ seven: Put the direct link to the pic in the specified box, and thanks for the coment on the map, lol.
I'm glad I had the chance to test out this map, as it is definitely one of my favorites in Reach now. The adjustments you made work swimmingly, too, and I look forward to getting more matches in on this in the future. I'd be glad to help with any upcoming maps, as well.
While I may not have room to criticize you for taking forever to post, I still want to. Finally! It took you forever and a day to finish this map. I can recall some enjoyable FFA action here a few months back and it looks like you made some changes for the sake of framerate. Is there no more framerate lag on the map at all Zombie? Edit: And no Roundabout does NOT beat out your first map post haha. If I can be on par with the legendary Zombievillian though, I'll be happy. We'll call it a draw
I remember playing this map. Chrono you were testing this right? Anyways, the gameplay was great other than the fact I couldn't find a DMR, even if there were 10. Not a big deal though. I liked the location of the map as the grass added a nice touch of realism to the map. The aesthetic were fresh and the bases were very well-constructed which made gameplay very smooth. There was no framerate lag and the lines of sight were not rediculously long. I really have no serious complaints. Great work, sir.
About f*cking time! I've been waiting for a map from you for a while. It's nice to see one of my favorite maps from Halo 3 make to Reach. I can see the familiarity as much as I can see the improvements. If you bring back another map, I hope it will be Alizarin.
@ Urban: I did do alot to this to take out the framerate. It wasnt too bad really but I still went in and removed or covered about 95% of the glass and removed as many lights as I could and I havent had any trouble anymore. Lol at "The legendary zombievillan", Ive almost had Reach a year and I can only put out one map. I have alot of catching up to do and I am far from a legend. @ Panic: Ya, its pretty ridiculous it took so long to post something but I just get so many ideas and start on some cool layout and then lose track and start another map. I swear I have at least five maps in the works and at least 2 or 3 will probably not ever get finished. I dont want to get too carried away with remaking my H3 maps because I want to post something fresh, but you never know what you might get
I have yet to get an actual game on this, but if it plays as well as the halo 3 vers' then it's going to be an awesome map. Glad you've finally posted a map. I'll do my best to get a game on this and what not.
The Halo 3 version was amazing and knowing you zombie you'll have improved the map 20x over making this new Halo Reach version simply outstanding! I'll need to play a game on this if I ever find myself on while you are.
The original looked pretty good for forge 1.0 but you've really done an awesome job bringing this to reach; it looks so great with the new pallet. I also really love the layout and I can appreciate the difficulty you must have had in spacing and integrating the map perfectly into the walls of the quarry. My only crit is the rocket location: it's a bit hidden and in a small corridor. I feel like it might have been better suited for the middle of the central structure, especially since there's nothing else that spawns there weapon-wise. I can't wait to play on this one. Excellent job.
You have a good point with the Rockets spawn location but the thing is, I have so many nuetral objectives in that central room which is the exact reason there is no weapon in there. In the H3 version, the shotgun was there but I dont want to have a Shotgun camp inside the nuetral center hill. Its not bad in the corridor though, really the only downside is it being somewhat hidden, but if you think about it, you have to find all the power weapons in any regular Bungie map just as well and some of those are a bit harder to find than those Rockets. I also like them to spawn in a small enclosed area because its more dangerous to use it against an opponent who is trying to get them at the same time as you are since it could be easy to kill yourself or injur yourself with splash damage. Its also a spawn point that doesnt give you a huge overpowering position with rockets, like high up with a view of the whole map. And yes, it was actually harder than I thought it would be to resize it to the quarry without completely changing the layout but also not keeping it the exact same. I wanted a refreshed version due to the fact that the H3 version did not get as much attention as I had hoped. It just kind of fell back in the forums while everyone who played had nothing but positive thoughts on it. Much like its doing in reach I sadly admit. Its been so long since I posted a map and its sad to watch it disappear into the forums. Not that its supposed to be featured but I would love for it to be spread out and for plenty of people to actually play it and see how good it truly can play.
I see your rationale about the rockets. I wouldn't worry about the map disappearing into the forums anytime soon, congrats on the FHF. This map still deserves more attention. If you ever want to run some games on this, just let me know.
Awesome, Zombie! If I ever get around to actually playing this game again, rather than just putz-ing around in forge once a blue-moon, Im definitely going to give this a go. Glad to see this map finally reach its potential. *exits stage left*
*slaps knee* HA! That was great Lights, I was loln. Thanks for the comments guys and thanks for the FHF too. I was surprised I got it since I had the least votes, but hey, I still got it, lol.
This is a good map, kinda reminds me a bit of Wizard/Warlock with hints of Asylum... I hate Wizard/Warlock, but luckily this map doesn't really channel the angry circular movement from those. I like the columns with platforms around them that you can jump to and there's cover in all the right places. I did notice some framerate lag at each corner in forge mode, though from what I've read that doesn't bleed over into gameplay. And very few people place ARs on their maps, something I consider a necessity, good job. An excellent creation sir, worthy of FHF.
Yeah, I like to place the ARs, but since this map was recomended for DMR starts, it was a definite choice for those who like ARs. Plus, there are some really good areas for AR use in the map. And no, Framerate in forge isnt in game also. At least not on this map. Thanks for the comments.
Although from looking at the pictures I can't properly visualise the entire map, the design looks awesome. Actually the fact that I can't properly visualise it must mean that it's a map that you can get lost in (forgive my ignorance; I haven't played the map, but I defo will do), which is awesome in a map since it means it's well built and thought out. Just one thing by looking at the weapon list: the number of DMRs relative to all other weapons seems a bit excessive, and the opposite with the frags (2 for the whole map?!). Otherwise it looks like an awesome map with a good balance of cover and open spaces. Good job buddy, .
Wll, you most likely will not get lost in this map, which is a good thing. As for the weapons, this map is a DMR dominant map. Its larger than your normal 4v4 map and I have that many for people playing with AR starts. Though, I recommend DMR starts. They are spread out enough and placed in places that are sufficient, and I promise it works fine. The frag count is fine as well. Everyone starts with two frags and this map was meant for 5v5. Thats 20 grenades in the beginning so there is always frags laying around so this is not, nor was not an issue during testing. Thanks for the thoughts, but I recommend you get a game or 2 on it and you will see what I am talking about.
This map have some crazy framerate lag splitscreen. Completely ruins the gameplay if a team has a splitscreen pair.