Project Warehouse

This page was last updated: Sunday the 10th of May, 2009

This little side-project to create an alright Halo 3 map using the Forge in Sandbox’s crypt, also known as Project Warehouse.

Latest version: v2.1.1 (10th May 2009)

Aim of the map

To be a fun map that is viable for all types of games, whether they be symmetrical or asymmetrical, default rules or wacky settings, matchmaking-style or completely custom. The topography of the map changes according to the gametype to create a balanced map for fun gameplay.

Topography

There are essentially four distinct “corners” to the map. Taking the red team capital base as the North of the map, asymmetrical gameplay goes North-South, while symmetrical play goes West-East.

The North base is a large open base used as the defending side in asymmetric games. A pair of turrets are available for holding down the area, or ripping off and assaulting. It is also the spawning location of the lone shotgun on the map.

The South base is a former base that has fallen into disrepair with debris all over, used as the attacking side in asymmetric games. It is the location of the lone sniper and Power Drainer, and also features an Overshield on a raise platform near the center.

The West and East bases are the mostly protected spawn hives of both teams in symmetrical games. Both bases feature a Mongoose for rapid expansion, and a pair of rockets for heavy assault. Both bases are equidistant from the main hotspots on the map and main weapons: sniper, Power Drain, shotgun, Overshield and the center structure.

The center structure is a roofed square featuring a raised platform which is the location of the neutral objective in symmetrical games. It is the major hotspot and pathway in both game modes, particularly as it holds the ball spawn, neutral bomb spawn, as well as being a hill, territory, and destination location.

Gameplay

Asymmetrical

The attacking team starts in the South as the dilapidated Blue base. Starting with an array of weaponry, featuring extra power and a pair of Ghosts for rapid assaults on the enemy base. Extra walls through the center provide less direct sight lines to the enemy base, requiring attackers to get closer to be within attacking range. The Western base is changed to an outpost, ideal for the attacking sniper to assault the enemy. The Eastern pathway has additional options for spilling through to attack, and an extra tunnel at the far path to get closer to the enemy without coming under fire from the defending turrets.

The defending team starts in the North and must hold down the base. A few extra weapons are provided at the spawn, most particularly a well-stocked set of rockets for defending against the attacking vehicles. The base level itself is quite open, but there is a protected area at the flag spawn point for sitting back with the shotgun. Defenders need to watch carefully as there are more paths for the attackers to come through.

Symmetrical

Both teams start in the West and East bases. Early movement can be directed towards the South, rushing for the Overshield and sniper, or towards the North to grab and carry the turrets, or the shotgun. Symmetrical objectives spawn on top of the inner platform inside the center structure, with direct sight lines through. Both bases are covered from above, with protective shield doors to deter spawn camping, with a mostly inaccessible spawn area.

Loadout

Default symmetrical layout (asymmetrical changes in brackets)

Weapons: 12x Battle Rifle, 6x Carbine, 1x Beam Rifle, 4x SMG, 4x Plasma Rifle, 6x Spiker (2 only, one per side), 2x Needler (location change), 2x Rocket Launcher/2 rockets (1 Launcher/4 rockets on defense), 1x Shotgun/12 shells (1 Shotgun/6 shells on defense, location change), 3x Mauler (1 only on offense), 2x Brute Shot, 2x Magnum, 10x Frag Grenade, 14x Plasma Grenade, 2x Machine Gun Turret (asymmetrical on defense only)
Equipment: 1x Overshield, 2x Bubble Shield, 2x Regenerator, 1x Power Drain
Vehicles: 2x Mongoose (symmetrical), 2x Ghost (asymmetrical on offense)

Download

The latest version can be downloaded from Bungie.net here. However, as each new revision is added, a new version is saved and uploaded, so it’s probably better to find it on my File Share in slot 6.

Revisions

v1 – Initial complete version.

v2 – Symmetrical spawn hives enclosed, roofed and protected. Asymmetrical base weapon and equipment load out altered. Separate asymmetrical topography added. Centre structure roofed. All empty wall space sections in double height walls replaced with half walls, to set all walls to double height.

v2.01 – Shotgun location/stats changed in symmetrical. Power Drain and block it sits on location moved. Asymmetrical rockets increased respawn time to two minutes.

v2.02 – Power Drain fixed to appear on both types of map.

v2.1 – Inside corner respawn points in symmetrical bases changed to be used only in symmmetrial games. Beam Rifle moved around to other side of column. Geo-locked half walls on West side moved to remove gap which was present. Small column “staircase” added to Eastern point of Blue asym. base; previous column, Brute Shot and respawn point moved to accomodate.

v2.1.1 – Turrets at Red asym base changed to appear in asymmetrical games only. Western VIP destination spot moved to top of platform. Errant starting point in Slayer (in front of North base) found and removed.

To-do List

  • Find errant starting spawn points, which have somehow managed to go missing when all the things were being dropped down into the Crypt: 2 missing in KotH; 1 missing in VIP, Territories, Slayer.
  • Straighten and align all walls in the middle of the map.
  • Fix shield door locations protecting symmetrical bases.

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