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Old 02-23-2009   #1 (permalink)
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Somniphobia V2


Somniphobia V2
By: Ladnil, AKA Vodka Fountain
V2 posted 4/07/09

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.

Last edited by Ladnil; 04-08-2009 at 09:57 PM. Reason: V2
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Old 02-23-2009   #2 (permalink)
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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
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Old 02-23-2009   #3 (permalink)
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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.
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Old 02-23-2009   #4 (permalink)
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Quote:
Originally Posted by N1lly View Post
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.
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Old 02-24-2009   #5 (permalink)
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with the ramp on the third picture looks like ther would be a bump when walking down everything else looks good
sorry didnt see the pos above me
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Old 02-24-2009   #6 (permalink)
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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.
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Old 02-24-2009   #7 (permalink)
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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.



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Old 02-24-2009   #8 (permalink)
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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

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Old 02-24-2009   #9 (permalink)
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Wow. This map looks amazing. The layout looks sweet and I like what you did with the bases on each side. 5/5 and DL for sure

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Old 02-26-2009   #10 (permalink)
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Quote:
Originally Posted by oberlin View Post
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.
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