Unfortunately, I do not have another map to present today...
...KIDDING! I do have a map to present! It's about time, eh?! I spent about eight hours on this today!
In two previous skirmishes, the members of the Alpha Halo Gear Brotherhood have taken significant losses, with two of their major facilities being captured. Now, their main facility has been located; take it down at all costs. This is it: finish the fight.
In other words, this is Halo Gear Solid 3. I planned on having an underwater segment and having two islands connected to each other, but before I knew it, I used up a lot of the budget. So one island it is. Just like its predecessors, it uses the Halo Gear Solid gametype.
And this is where ~$1500 of the budget went... I think.
The crane isn't just for show; it's the only way for the red team to get down to the pier via teleporter. It also has some goodies.
I always wanted to make a Halo Gear Solid map on Forge Island, but its lack of natural terrain to utilize made things a bit tough. Eventually I came up with the idea of using the edges of the islands. Even then, things got a bit iffy. I nearly used every single rock available.
This is one side of the cliffside route.
As per Halo Gear Solid standards, there are multiple paths for the blue team to take to infiltrate the red team's base; of course, the extraction point can only be reached by the blue team. Since this is the primary base of the Brotherhood, it is the toughest one to infiltrate. Not only does the blue team have to traverse rocks...
This is the dark side of Citadel Island.
...they have to climb to the top of this tower. The pier has three Ghosts for the red team to use, which means they can drive them up and down the stairs... so the blue team had better watch themselves.
Their citadel is heavily guarded.
The blue team's trek to the tower top will take them to the Inner Sanctum, which is located in the inner sanctum of the middle island... in other words, inside the island. There's a boggy effect on the floor, and thanks to a well-placed grid, you can walk on water without being a prominent religious figure. If you make it to the end, you will be greeted with a catwalk leading to the Brotherhood's servers, and the end of the Halo Gear saga.
The Inner Sanctum is riddled with lines of sight and prevents bullets from ricocheting.
This time around, there are jump pads. Instead of previous maps where a player would suddenly have a speed boost effect which enables them to jump higher, there is a capture plate to signal where they can jump higher. Although I could not change the colour of the capture plate, most of them have a 1x1 block with the team colour they work for.
As this is the toughest Halo Gear Solid map I've made, I should warn you that your observational and platforming skills will be put to the test. If you are on the blue team, look carefully before you leap. The land punishes the slightest miscalculation with a plunge into the drink. Halo Gear Solid 3 is not for the faint of heart, especially the European Extreme edition.
I'd recommend playing the previous Halo Gear Solid maps first. The first one tests your jumping skills if you go to jail, while the second one tests your stealth skills within a base. This one combines both and turns the difficulty dial to 11 out of 10, while European Extreme turns it to 12... and yes, the difficulty dial is a logarithmic scale, with 12 being equal to ten 11's. For comparison, my racetrack I'm working on is at a 20, which makes it 1,000,000,000x tougher than Halo Gear Solid 3: European Extreme.
Anyways, thanks for looking, and if you gave this map a try, my gratitude is also logarithmic, so it'll also be tenfold!
Heh, math.
This map has been deleted from my file share.