Somniphobia: Fear of sleep. I was really tired when I named it, don't judge me.
Recommended players:4-8 Recommended gametypes: CTF, King of the Hill, Slayer Other supported gametypes: Oddball
KOTH works with Lone wolves and team doubles gametypes as well as standard 4v4, but CTF is only good with 4v4. Slayer is fun with any sized teams.
History
This map was built over the course of about a month and a half, with the final three weeks pure testing and tweaking. I went through three different base layouts before deciding to settle on a Beaver Creek style base structure. What's that mean? One entrance in the front, one from each side, and a drop down from the roof.
The whole idea of the map began with the "wings" which you'll see shortly, and those were literally the only thing that I kept from the original mental picture that I had of the map.
For V2 I reexamined my spawn system, corrected a mistake where the maulers were not on the same respawn time, and the most noticible difference was adding a top mid with rockets. No spare clips, 120s respawn time. I redid new rounds of testing to make sure the spawns were working better than before, and the rockets were not overpowering and the tests went wonderfully.
Weapons:
Weapons:
AR: 1
BR: 8
SMG: 4
Plasma Rifle: 4
Needler: 2
Carbine: 2
Brute Shot: 1
Sniper Rifle: 1, one spare clip.
Mauler: 2, 0 spare clips.
Shotgun: 1, 0 spare clips.
Rockets: 1, 0 spare clips.
Plasma Pistol: 2
Frag Grenades: 4
Plasma Grenades: 6
Regenerator: 1
Overshield: 1
Lets be honest, you're just here for the pics amirite?
The new overview shot, plus an elite raining pink death from above.
From A tower towards OS. Opening battle for the center hill. Whoever reaches that OS alive wins their team some nice opening hill time.
3 reds storm the A hill.
Some pink death on the red base hill.
I fire back with some hot sticky death at the blue base hill.
GTFO the A hill bitch!
Brute Shot vs Rockets at close range... This will not end well.
Just a heads up, I added red/blue base indicators and put the rocket on a weapon holder for more visiblility, but those are not reflected in the pictures.
Once again, a DL link: Somniphobia V2!
MLG Somniphobia V2 coming soon...
Original map post in spoiler tags, if anyone cares. There are more pics inside.
Somniphobia
Somniphobia: Fear of sleep. I was really tired when I named it, don't judge me.
Recommended players:4-8
Recommended gametypes: CTF, King of the Hill, MLG King, MLG CTF
Other supported gametypes: Oddball, Assault, and obviously Slayer/MLG Slayer.
This map was built over the course of about a month and a half, with the final three weeks pure testing and tweaking. I went through three different base layouts before deciding to settle on a Beaver Creek style base structure. What's that mean? One entrance in the front, one from each side, and a drop down from the roof.
The whole idea of the map began with the "wings" which you'll see shortly, and those were literally the only thing that I kept from the original mental picture that I had of the map.
Testing found that FFA Slayer and King of the Hill were a whole lot of fun, and Team CTF works damn well too.
On MLG settings, sniper and mauler are drop spawn, non-MLG weapons removed, Custom 120s respawn.
Oh I guess you guys probably want pix
Here's a view of the top of the base, from the back alley. You can see me dropping in through the hole, and the B door. BRs behind the vertical walls there. One hill is on top of each base. Frag grenades are between the hole and the wall.
Here's the base with the roof taken off. Yes I know, don't take pics in forge mode, but I had to delete the roof. You can see that the front corner wall is geomerged to make a grenade window. There's a plasma pistol inside by the A sign and you can see the plasma rifles on the left.
Here's a view from the same location as the first pic, just turned to look toward the other base. This is what I call the back alley. Overshield and mauler are visible, plasma grenades are below the OS, and a needler is on the "diving board" between the vertical wall and the double box. Mauler isn't there in MLG settings, and the Custom Overshield is swapped with the stickies. In King, a hill spawns under that walkway from OS to the boxes. The walk from the wall to the bridge is perfectly smooth, don't worry about the screenshot
Here's a view from the overshield to the A tower. Shotty spawns up top there between the A signs. A carbine is up on top of each wing. Brute shot is visible at the base of the wings. SMGs are visible between the stairs and the window panels.
A closer look at that A tower, showing the snipe spawn and the step up. In King, one of the hills is the top of that A tower.
View from A tower toward OS. You can see that the back alley is mostly blocked from LOS of the A tower, so a sniper is gonna have to do more than camp A. Carbine at my feet in this pic, an AR just for ammo is visible by the geomerged single box, a regenerator spawns just out of sight by that AR. MLG settings the mauler replaces that AR, and obviously the regenerator is gone.
Me using the grenade window, and a better view of the front of the base.
Stairs. Plasma rifles are visible at the base, plasma grenades spawn under the corner wall I'm standing on.
I wanna thank all of my testers and the testers guild as a whole in no particular order:
Great 4v4 map.
The only thing I would reconsider is the bridge in picture 3.
It has a little part peaking out at the top that can effect gameplay.
The weapons are really nicely placed, and some great interlocking is going on in this map.
If you straighten out all the edges, this would be one of my favorites.
Great Find!
4.7/5
Very cool map. I like when people have easy access holes that you can drop down from the top floor. But I think the main bases need a little more cover.
The only thing I would reconsider is the bridge in picture 3.
It has a little part peaking out at the top that can effect gameplay.
I know it looks like that in the pic, but its a smooth walk, I don't have it just resting on top of the wall, I used guides to get it sitting flush with the wall.
Wow looks SWEET! I think it might even deserve a feature... I can't really explain this map other than 6/5! The merging is perfect, and the layout is very well thought out. Well done.
Location: That place. With the fridge, and the TV.
Posts: 101
Map plays great for Slayer, but I found it too difficult to pull off for CTF, since the flag is in a very enclosed area with multiple ways to defend it. On a positive note, that promotes more teamwork, but it's not for the general Halo 3 populus (i.e. kids with no mics and who have to have all 3 caps or they betray you)
I personally really enjoyed it, some nice nade jumps are possible on it.
map looks really good i see some really good interlocking and geomerging but i would consider fixing the bridge in pic 3
other than that great map 5/5 nice work ill dl later
Map plays great for Slayer, but I found it too difficult to pull off for CTF, since the flag is in a very enclosed area with multiple ways to defend it. On a positive note, that promotes more teamwork, but it's not for the general Halo 3 populus (i.e. kids with no mics and who have to have all 3 caps or they betray you)
I personally really enjoyed it, some nice nade jumps are possible on it.
Can you remember from Halo 1/2 if the beaver creek bases had similar difficulty issues pulling a flag? I did not play them competitively at all, so I really can't be sure if I achieved the same effect as those bases, only that I have a similar entrance/exit balance to my bases.
And for the last time, that bridge doesn't have a bump. Have none of you noticed that the effective edges of walls are wider than the graphical edges? An object that visually looks to be a few inches above the wall is actually perfectly smooth with it. I used guides placed on top of the wall to make sure that my bridge did not go above the plane of the wall.