Remake Redemption

Discussion in 'Reach Competitive Maps' started by thesilencebroken, Oct 12, 2010.

  1. Paulie Walnuttz

    Paulie Walnuttz Ancient
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    ahhhh its back in reach, very nice job silence on remaking redeemer. I played some territories on it the other night and it played well. Great job on bringing it into reach.
     
  2. Skisma

    Skisma Creative Force
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    Although I never played Redeemer in Halo 3 I must say, this map is fantastic! When playing on it I could instantly tell in was originally made on Foundry, correct? I'm glad you rebuilt this in Reach, cause if you hadn't I would never have seen this awesome map. The weapon layout is outstanding and the gameplay shows that. I'm gonna have to get you to do the weapon layout on my next map;) ...deal?
     
  3. thesilencebroken

    thesilencebroken Jill Sandwich
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    I don't know if I tested Territories... Didn't figure it'd get played. Glad to hear it didn't turn out awful.

    Woah, missed this post, so I'm sorry the reply took so long. Yeah, it was originally a Foundry variant. I actually had to build the empty shell of the Foundry canvas in the coliseum before I built the rest of the map. It was kind of weird actually. It's still my favorite work to date, so I'm glad you enjoyed.

    I'm always happy to help with weapons, so hit me up if ya need me.
     
  4. Blue227

    Blue227 Ancient
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    DL'd but never had a chance to play the original in H3.

    I remember reading about the success of this map though in that it combined close-quarters combat and vehicle play into one map. I feel that you should not recommend Armor Lock as an armor ability if you want to continue the success of the former map. Armor Lock significantly subtracts from the balance between vehicle play and close quarters combat. The Ghost is the only representative of vehicle play on this map. It maintains vehicle play through it's survivability on this map - quickly darting around the map taking cover from Rockets, Grenades, Overcharged Plasma Pistols, and now Sniper Rifles to a greater degree, and the Grenade Launcher. Most kills are earned through quick splatters on distracted foes as they duke it out with teammates. Foes were required to jump and dodge on the former.

    I would suggest creating a custom game type without Armor Lock to play the map with a reasonable balance of it's originally intended purpose.
     
  5. thesilencebroken

    thesilencebroken Jill Sandwich
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    I tested this map pretty extensively. The results showed no real decline due to armor lock. The ghost players played smarter, and the people with Armor Lock were picked off pretty much just as often as others. The map is pretty wide open, so it's not a total life saver in this case. I wouldn't recommend something to players if I thought it hurt my maps gameplay.
     
  6. Organite

    Organite Journalist
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    [​IMG]

    Redemption



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    Written by Sathers

    The enjoyment of the map is not to be questioned, but the style of gamers matched against each other are to be kept in mind. This map is not ideal for the relaxed gamer." This map is very competitive, being a symmetrical map, you are not just going to cruise around having a good time. Size also factors. Players reported: (Not to be believed; but kept in mind) Blue team always arrives to the centered ghost first. Some competitors did not like said accusation, but also it gave more time to the opposing team, to which got the ghost first, time to stock on ammo, power weapons, ect.

    Overall, said players loved the idea of the surroundings, and the flow of walkways, and gravity-lifts to propel you to higher elevations, the ghost did not fit well, even though at their dispose, rockets & snipers could easily and quickly rid the ghost of existence. Another quick disposition to Redemption is how some players use the Sniper Rifle. If a skilled player takes advantage of that, then that player could easily find nice spots to expose the other team in, and inform their own. While not heavily talked about, just another small thing to factor in.

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    Written by Zenixlio

    Redemption is an enclosed symmetrical map suited for 4 vs. 4 gameplay. The map being symmetrical, weapons and spawns are the same reflected across the other side. In regards to Balance, Redemption truly shines.

    The map design is made to constantly change where battles take place. The map may be small, but it is divided up so that it seems much bigger than it actually is. This make players constantly running about, trying to find the enemy. Throughout the match, there was no area where players constantly went to fight.

    At first glance, weapon placement on Redemption seems hectic and overpowering, but it later balances out and works very well with the map. The Sniper and the Shotgun are on both sides, but the spawn time and clip size balances it out to fit the map. There is plenty of cover on the map, so the Sniper is not over powering. The Ghost is set in between the two bases, and it works well for Redemption with the floor being relatively open but is not to over powering with the Sniper and Grenade Launcher. Normal Slayer has the average loadouts, making the Drop Shield a key asset on the map.

    There is one sole problem with Redemption. To get to the Rockets and Drop Shield, you must crouch jump to the bridge and ride up the gravity lift. This gives players who use the Jetpack the right away to these items. Overall, Redemption branches away from the average map when considering Balance. The map shows that the creator has gone through trial and error to perfect this map, and he has gotten really close to this goal.

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    Written by PacMonster

    Redemption is a completely enclosed map so escape is impossible. Redemption is also a very tall map, leaving itself open to the possibility of jetpack domination and unfair vantage points. For the most part, this possible problem has been addressed through judicial application of the soft-kill barrier. Almost any high-up platform or angled piece that a player could jet up to and try to rain death on those below has the soft-kill barrier on it.

    There are two exceptions to this otherwise solid net of kill-barriers. The starting bases have a glass cover piece turned sideways which is used as an aesthetic wall. The top of this piece has no barrier on it and from this high vantage point players can have a good bead on half of the play area while remaining well enough out of view from casual glances by opponents. Another area of notice is the ramped area near the rocket launcher has a little alcove with a one-way energy shield playing the role of a window. On top of this alcove players could stand on the very edge of the forge piece and avoid the countdown. This spot would not offer the player much strategic value but it is a hole in an otherwise perfect system.

    Redemption is a fairly sophisticated forge job, so to expect zero framerate lag is asking a lot. There were a few locations, primarily when viewing diagonally across the map so most of the forge objects were in view, that a little bit of framerate lag is detectable. This is not noticeable in gameplay and players would really have to be looking for it to even notice it.

    The spawn system was serviceable if not a little bit predictable. Players tended to spawn in their starting bases a little too frequently but there was still just enough variability in spawn location to keep teams from spawn killing or for the game becoming stale.

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    Written by Sgt Surchin

    On many areas of the map, several pieces that are merged together create an unattractive outcome, such as the walkway up to the sniper. On several occasions, there is a minute amount of z-fighting as well, such as the pillars in the corner areas or the bridges in the walkway heading towards the sniper spawn.

    A few items within the map seem out of place. A good example of this is the corner jump-ups and the railings behind them. They stand out too much without contributing to the overall aesthetics of the map. Even though the map is a remake, many areas of it are not to scale with the original, while other areas are, hence creating a distorted effect in comparison to its predecessor.

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    Written by Sgt Surchin

    Being a remake of a previously forged map, the idea for this is a bit mundane. If an adaption of the halo 3 version were to be made, the originality would be within speaking terms, but as an exact remake it creates it has a repetitive feel with different surface. All in all there isn't much to say about a remake in terms of how original the concept is, but on many occasions within the map it is quite distorted from the original in terms of both size and distance.

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    Rating Multipliers

    [floatleft]Enjoyment:
    Balance:
    Durability:
    Aesthetic :
    Originality:
    [/floatleft]7 x 3.0 = 21 out of 30
    9 x 3.0 = 27
    out of 30
    8 x 1.5 = 12
    out of 15
    6 x 1.5 = 9
    out of 15
    3 x 1.0 = 3
    out of 10

    Final Score

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    #26 Organite, Jul 2, 2011
    Last edited: Jul 2, 2011
  7. thesilencebroken

    thesilencebroken Jill Sandwich
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    Appreciate the review and the honesty boys, though I will be throwing out the accusation about blue team and the ghost, seeing as its 100% symmetrical. Additionally, the several comments about the jetpack and all that were unnecessary, as I asked for it to be reviewed with the custom classic gametypes in my fileshare, which contain no loadouts. It was a halo 3 remake, meant to be played like such.

    Regardless, glad most of you enjoyed yourselves.
     

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