Let me introduce this map to you by explaining my mindset when I made it. I had just come off a weekend of playing maptionsac. After seeing how the community views the warthog and playing with random people I came up with a fiew ideas. I realized that when making maps you don't need every weapon in the book. It seemed that alot of times there was a lot of weapons on a map that were unneccasary, a missel pod on a map with no major vehicles. Other times there were marginal weapons, warthogs with not a misselpod or laser in sight. Yet the map was fun and competitive. Also, I had my eyes opened to how 3 dimentional a map could really be. I realized that by cutting the map in half, by building things like a bridge, you can take the dominance of the warthog away.
So with these things in mind I set out to put a parking deck on a map. I thought that if a warthog had to travel up and down 3 stories to get to the other side of the map, that it would be unnecessary to make the game about laser control. After making this large garage I could'nt help but think of the movie Tokyo Drift and the way they raced up to the top. With this structure looking so hideous I wanted to make up for it and build beautiful bases. I used Japanese architecture to come up with a driveable yet safe place to spawn. And to finish the map I use shield doors and kill balls to insure a difficult passage for warthogs to get to the enemy base. If anything I wanted this map to reward skillful and creative drivers, not those guys who just park the hog out on the sanddunes allowing the gunners to get respawn kills unharmed. So here is the map, and as always your feedback helps me make maps better. My ultimate goal it to make a map considered the MLG of warthog maps.http://www.bungie.net/Online/Halo3UserContentDetails.aspx?h3fileid=106354265Wepons x 1x 1 x 4 x 2x 2 x 2 Vehicles x 2 repawn 90 Equipmentbubble shield x 2 respawn 60grav lift x 2 respawn 60
You can actually get on top of the base with out a grav lift. Just jump on the ball of light. Also you can't snipe through the balls of light.
Warthog spawn behind the base, yet there is room for it to pass under the base.
Behind that ramp is the bruteshot spawn.
Quarter walls were put in the floor for safe passage behind cover to the lower level of the base.
Sub structures infront of bases for extra cover during safe spawns
An outside view of the parking deck shows the heighth of this monstrosity.
The bottom level of the base shows the warthog entrance with ramp to second level. Plasma pistol and plasma nade spawn in the corner and an elevator takes you to the top floor. (its actually two way sender nodes) Notice there is a wall seperating the bases so no direct fire comes from the start of the game on the ground floor
Level 2 shows the ramps coming from both sides of the map from levels 1 and towards levels 3. The barriers are in place to force warthogs to travel to the third floor and to keep them from jumping the wall to the enemy side. A single sniper riffle spawns in the center of this level.
An open floor for the warthogs to drive on level 3. Two way nodes on both sides of the floor for each team to teleport a quick start towards rockets in the center.
An ariel view of the top deck shows the potential of high spots for snipers to get to. But not to worry, most spawns are under cover.
Though I am not fond of the use of shield doors, with a lack of objects left and a dwindling budget, they were a must to slow the speed of warthog travel to the opposite side of the map.