It's probably just showing the forging abilities of the map. I'm guessing the messed up one is the actual version, and they were just saying "Don't like it? You can change it yourself."
Well reach isn't going to play the same on these maps as it did in the original Halo CE. You move slower, can't jump as high, and kill times are longer. It's probably for the best that these changes have been made, although I can see where you're coming from. You want the classics as they are.
"...and never play it because it's not in MM" I hope you're wrong, that reasoning never sits too well with me, especially since this playlist is supposed to be 'Classic.' I could well see you being right though. On the other hand, if you look at my edited post above I added loads of quotes from Frankie. He said that they are putting the new maps in default Reach as well, and that's why they picked maps that would still work with AAs etc. Perhaps the original style version will be in the CEA playlist and the new one with the lifts will be used in default playlists? Idk, just a thought.
I actually REALLY like the changes that I've seen so far, so I don't quite understand why people are so upset, all they are really doing is fixing things, like how the bottom bit of Damnation had no bridge but now does. It may not be exactly the same as the original, but so what? Its fixing broken gameplay and making them fit better to the Reach style of gameplay.
One <2min flythrough and you're proclaiming it to be fixed? Facepalm. It could well help, but it could well hurt too. Honestly, I'm working on the principles of gameplay I enjoy here, not just demanding what I know. I was far from in love with H2, so there's no nostalgia here. I just dislike focusing things too heavily around CQC, which tele's placed inside a confined corridor area could well do. Areas like that are at risk of being either a) redundant because very few people go there, or b) self-perpetuating battle grounds, like top yellow lift on Sword Base. Just replacing the teles with lifts could have worked, removing the teles would have changed gameplay but not necessarily in a bad way, and adding height advantage as a perk to that back base route should work really well. I'm just not too keen on the corridor dynamic of those 2 new tele rooms, based on what I've seen anyway.
To be honest, the changes to the map itself on Beaver Creek are okay with me. The weapon layout didn't need changing though. As for damnation, my only complaints are that the broken up bridge was cool. It offered reward to those who bothered to take it as a dangerous path. Additionally, the new gravity lift in the plasma rifle room up to sniper room is stupid. No one will use the damn stairs now, and it takes away all risk and reward for trying to work your way up the stairs. Now you can just jump in the lift and spam grenades in an already spammy room.
With already spammable grenades. Gotta agree in principle, Dammy is all about path focus and this could well mess with that. Though JPs are gonna mess with it infinitely more, not looking forward to playing it in regular, AA inclusive playlists.
Just watched it. I see what you were saying, that's crazy that their chancing them. I did see some teleporters but they weren't where they should have been.
I'll have to agree that the lift in damnation is pretty stupid, but its gonna have to be something I try out in gameplay myself. And as to the broken bridge, i just didn't like that 9 out of 10 times traveling on that path meant you'd fall and die, assuming someone was actually going after you, at least for me anyways. The teleporters in Beaver creek look to be better placed now, seeing as it won't be a complete clusterf*** when you come out of it, now someone may chuck a few grenades back there to try and kill you, but you can just go out the other exit or use armor lock. So, sure I cant be certain that the things I felt to not work completely right are fixed, but they certainly look like they have been fixed. Though, personally I'd have liked to see the teles get put on some kind of elevated cliff edge behind the bases and have tunnel access to them, that way they cant be camped, but also can have some dominance in height. However they'd have to make sure the center bit of rock was still the highest point, otherwise putting the cliffs in would negate the risk v. reward of going up there.
I noticed the plasma rifle didn't have a bloom. I don't know if there is a bloom on it in Reach though. (I never use it, Haha.)
I bet you could answer your own curiosity if you went into forge, spawned a plasma rifle, and fired it. oi....
I don't want to walk five feet to my controller and I don't care too much. I was just making an observation. I am well aware I can check, my laziness gets to me though.
Peg! We were right. Two versions of each map. Halo News - Halo Official Site - The Halo Bulletin: 8/17/11
<3. Notice how they also said that the bits joining up the bottom bridge in Dammy will be removable forge pieces, so you can have your perilous bridge back and all!
Watch the Halo 4 trailer again. Notice the gun Master Chief shoots at the very end. Then re-notice how he reloads it? Is this like an M6d with a grenade launcher attachment?