here is version 2 of this map: http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=10554987&player=Willko this update has the respawn times and ammo of weapons changed to match what they were in Halo: CE. vehicle respawn times have been altered from the default values to best suit gameplay(since there were no vehicle respawns in the original Sidewinder). a hole was fixed that could allow players to be stuck outside the intended playable area. i haven't seen many attempts at a remake of Sidewinder, so i thought i'd give it a go. this remake is pretty bare-bones due to the budget constraints, though given the size of the map, i think this is a forgivable shortcoming. the map is as close to accurate as i could make it with the available pieces and limitations. the map is set up for nearly all gametypes other than invasion. "BUT WILLKO, WHAT ABOUT THE SCALING!?" well, that's a very good question. this map is a little bit smaller than sidewinder, but not by much. i tried to scale it by running speed. for instance, in Halo CE's Sidewinder, if you stand with your back against one of the bases and run a straight line for the overshield in the middle of the map, it will take you approx. 40 seconds to reach it. in this remake, if you stand with your back to a base and run a straight line for the overshield, it will take you approx. 33 seconds. unfortunately, the budget just didn't allow for that tiny bit of extension. overall, this is not a perfect remake, i don't think a perfect remake is possible in Reach, but it's a better remake of Sidewinder than any i've seen attempted so far. overview shot of the entire map exterior shot of Blue Base interior of blue base cliffs of blue side central ledge on red side the powerups, viewed from red side video preview: YouTube - Copperhead preview.wmv
ugh y grids it play fairly well and its probably the best out there but there something about those grids that just irk me lol
lol, sorry. i had no choice. there just weren't enough coliseum wall pieces to get around having to use grids
I would try to find substitutes for the grids because it is a bit distracting. The map looks great and thats the only bit of CC I can give to you with the current Forge limitations. You did a very good job, you got a DL.
Think of them as ice patches. Honestly, I don't why everyone seems to cringe at the idea of using a grid.
if the grid was pit on top of the coliseum wall then idt id mind so much but i find myself looking at the scenary below plus its usually sort of an eyesore lol but ill deal with it on this map because it is a great sidewinder but like Gollygeeanelite said if theres any alternatives i would highly recommend it
I'm gonna agree with Trivial Prodigy here. I see the grids as ice, which makes it more true to the original. The map itself looks fantastic, but I can't imagine we'll see a true Sidewinder remake without having a good winter-themed forge map courtesy of Bungie. I just can't envision Sidewinder without snow; it's like trying to see New York City without buildings. That's not to say you did anything wrong at all, Willko, just disappointment on my part with Bungie. You definitely have my download anyway.
I personally think you could've used the side of a cliff or some flat area (possibly the quarry, above the coliseum??).. that way you could've had more budget for other stuff. Anyways, it looks pretty good considering Reach's constraints... and I'm really glad at least SOMEONE attempted this cuz i remember my brothers and i always played this map when i was younger. It brings back a lot of memories. Thanks bro
i thought about doing something like that, but decided against it because it would only save a few pieces and would just kind of interrupt the whole aesthetic of the map. most remakes i've seen that try to use existing pieces of landscape tend to feel less like the original than it would if it was made entirely of forged objects.
i thin you should have tryed to use the blood gulch landscape to save some money. i could think of a perfect area to do it and add some extra features