New version of this map can be found here: http://www.forgehub.com/forum/reach-competitive-maps/111659-guardian.html This map is no longer hosted on my fileshare, and the link has been re-directed to the new map, untill this thread can be locked or removed. Thanks to all who downloaded. Remake of Guardian from Halo 3. I didnt like any of the Guardian remakes id seen so far, so I remade it myself. The map is adjusted for Reach gameplay, so that all the jumps and other perculiarities that I remember work with the default Reach settings. I remade the map from memory, based on how you moved around it, which jumps required croutching, and the general feel of the original map. The one thing that isnt in this remake is the centerpiece above the map, as the map uses a lot of objects and i didnt want the middle of the map to get to laggy. Some parts of the map are inspired by bits from other remakes i thought were done well, like top middle and the rock around the camo. Grav-lifts work as they're meant to so far as ive experienced while testing. The only thing im not happy with is the Blue-Room, which I think is a bit narrow. The spawns for all teams are set up and the map is ready for Slayer based games. I havnt put any objective goals in, but I will if i make a refined version, although thats unlikely as I believe Bungie will release a proper remake of Guardian at some point anyway. PICS From camo to mid Green Blue room balcony and bottom lift Snipe-ramp, the hardest part of the map to forge, Jump between Blue and Gold rooms Gold room View of blue room and middle from gold Blue room Hammer spawn Fusion wall Overshield room -RADlTZ
Wow man. Absolutely amazing job. Cant wait to finish class for the day and go home and play this. 10/10
I'll DL and take a look. As far as I can see it looks well forged and I like how you put rocks instead of trees to still keep a feel to the map. 5/5
It's so tiny.... your hallways provide no room to dance... I strongly recommend making the hallways, gold room, blue room, sniper, and green bigger. Because right now your ceilings are to low, and in a competitive match you would and will get caught on geometry. The only thing that seemed to be about the right size was the middle. but even that could use some work to prevent z glitching.
The map overall is 'flatter' than the original to allow players to make all the jumps and viewing angles with Reach's default jump setting, which is a lot lower than it was in halo 3, so on the lower levels i cant help the ceiling height, but if i get round to editing it again ill deffinitly work on making the top level less claustraphobic. My corridoors are too thin, I agree, especially around blue where the map geometry was closer than i'd estimated. The map is also sligltly smaller because the players are slower in Reach, although if thats a big issue ill deffinitly take note of it.
this has got to be the most accurate, best looking guardian remake I have ever seen, this must have take days to get every detail! holy crap. Is it only set up for team slayer and slayer though, you also could put some king of fx on it because the original guardian was definently not light out, also why is this in asual it should definently be in competitive.
This is fantastic! I love the touch-ups you did to Blue Room. I really want to do a play through but I can't because I am pretty much grounded. Soon as I get the change, I will determine whether this remake beats out several other Guardian remakes that are sitting on my Harddrive. Great job!
It took about 2 days to make the map, I was on holidays but not any more, so i didnt have the time to finish the gametype sets 100% and make tweaks, so i released it in casual just to get it out there, once i get some time ill add in everything it needs and resubmit a Guardian v.2 in compeditive. I did manage to get a guardian lighting effect going in a few different ways but it always turned out too dark to play properly, ill work at it though. Also, thanks for the feedback everyone,
definitely looks a lot less laggy. The other remakes had wayyy too many pieces merged together, so when you played on them your framerate dropped like a fat kid diving for a twinkie on the ground. Also looks accurate