"S" - YouTube Halo Reach Map: S - YouTube Here are the full versions of all the screenshots. Spoiler Hello everyone, today I am releasing a map that has been in the works for several months. “S” is a aig team map that has been designed mainly around warthog gameplay. That’s not to say that you have to be in a warthog to have fun on “S”. vehicles and infantry find themselves constantly mingling, and infantry can gain an advantage in a number of ways. In fact, a player on foot can cross the map in the same amount of time it takes a vehicle to do so by using infantry-only tunnels into the map’s center. This creates a unique combination of infantry and vehicle combat. Special Thanks: First i’d like to thank nutduster for pointing out a problem with the map’s spawn system. Flying Shoe ILR was a big help right from the start, providing valuable insight, and participating in numerous tests. “S” was developed alongside Shoe’s Embarcadero, and there’s no doubt that “S” is better for it. Rorak Kuroda certainly deserves mention as well. A while into testing, Kuroda shared some thoughts with me on rebuilding the map. This led to a redesign of the map which has drastically improved the way it plays. Mockknizzle and Soul Slasher must also be thanked for participating in my map pack project along with Shoe. Both have provided valuable feedback on “S” as well. Of course there’s plenty of others who have participated in testing on “S”. There’s no way I can name all of them, but I’ll do my best. Other testers include Eightball, Equinox. Longshot, Berb, Confused Flamingo, nibbles, metawaddledee, shadow viper, mythicfritz, Wraith, erupt, Zeeb, 4shot, KSI Reason, nomis, Juanez Sanchez, nutduster, pyro, Cyborganthro, overdoziz, throwindembows, neverendinghalo, BurningThunder, availablemoth (and his roommate), Gnappy, Dark Overlord, Inferno, naughty badger, Ninja Walrus, cluckinho, capn cant, ChronoTempest, Tutui, Duck NG, frozenlynx, blaze, Rho FS, brassballs, alreadyrogue, Davidjcobb, Noooooch, child7of7christ, BurningInWater, and probably a lot more! Thanks for reading! Making this map has been a wild ride and I hope all of the testers have had as much fun as I have. Please continue giving me feedback, as it is always much appreciated. I have told a few hubbers that I am, in fact, legally blind, and the fact that i can stil produce maps which people seem to like pleases me greatly. Thanks to everyone for playing, and thanks to forgehub for being such an awesome community!
Nice to see this up finally. It's come a long way from the preview you posted months ago. I wish I'd gotten more time to help with it, but it's turned out well anyway. Edit: First.
OMG ITS HERE! i have been waiting a long time for this map and im glad its here. this map is probly one of the best maps ive played. this map has a unique style to it in the shape of a "S". warthog gameplay is always fun in my opinon. this map makes the warthog work were you could just drive the entire time and have a blast from it with plama nades exploding in front of you, going to the other base then just turn around from 8 red team members chasing you spraying you with an AR, pistol, or DMR and chasing you with a two or one warthogs, fighting your way near the middle of the "S" so you can get a Spartan Laser and own some other people, running into the bunker that leads to the middle to get a garnade launcher so you can get ran over and laugh about it and how you killed the driver before you got ran over by the flaming warthog. if this were a map that i could recreate, i wouldnt because i would fail and it probly wouldnt look that good. overall i would give this map a 10/10. third
S: The best name you could give a map. Glad to see this posted, looks great, but unfortunately there is not much I can say about gameplay since I haven't DL'd yet, but hopefully I'll get a game soon (soon meaning 1-2 years since I hardly have friends on Reach anymore, never mind being party leader). DL'd and Nom'd Now we wait for Stone...
Told you so. I'm glad we finally have 3 of the four maps up for FSDN, though Stone is kind of an unknown at this point. S has always been fun to play, and honestly it is very different BTB experience. Unlike most BTB maps, where you can just run anywhere and paths are loosely defined, S offers a much more structured experience, which is refreshing to be seen done right. The hog gameplay is very fun with the right driver, making hairpin turns down one of the many turn-offs in order to avoid an obstacle or enemy around the corner. With the right people, this is some of the most interesting and least random Hog–Infantry gameplay I have ever seen. Weapons are great as well, with a good combination of weaponry. The shotguns and grenade launchers are difficult to use at times (more so the shotties) because of the long lines of sight, but both are rewarding when you do get a kill. The Splazor and the needlers are absolutely beautiful to use. Not too easy, not too difficult, both very powerful against their specific target. Aesthetically S is rarely clean for a Big Team Battle map, forfeiting the usual extreme theme for simple yet beautiful aesthetics. S even still maintains somewhat of a city theme through it's roads and sewers, keeping everything interesting. The only complaints I have are the long lines of sight in the middle that often lead to long range DMR mow-downs by the opposing team with little cover besides a small block, but this is only minor. Flag paths used to be an issue, and I still doubt many people will go by the mongoose spawn with the flag, but they are much better than before and honestly the added top has just improved objective immensely. S is a phenomenal 10 to 14 player map and easily my favorite symmetrical map of all time. I don't care what you say, but this is probably the best of the Map Pack, and it is better than Barky was. Gameplay: 9.5/10 Aesthetic: 9.5/10 Performance: 10/10 (I have not heard of any Framerate issues) Originality: 9/10 Final Verdict: 9.5/10 Great job man, you really nailed this one! I'm glad to have gotten to test this so much and that I have been a part of the map pack!
I told him about that in the first thread. You should still be able to see the post there. And wow, did this really just get released? I could have sworn you posted this months ago, but I guess I only created that illusion because the preview thread was so popular. It's not too often that you see preview threads receive that many posts.
Well! Im glad that you finnally finished it! I think I have tested this map more than any other map ever. Id have to say, this is one of the best maps out there. There is that elite group of community-made maps, and this definatly makes its way there. I doubt anyone has ever (or ever will again) thought of making a map in such a unique shape. When Playing on it, you feel that it is accually alot longer and bigger than it accually is. The warthog is nowhere near overpowered. warthogs on this map is kind of like a DMR on any other map. If you have the skillz, you will kick ass, but if not, it is just another weapon that is always there at your disposal. Again, congrats, and thanks for the mention! P.S. it is accually more like a Z or a 2 when you think about it. P.P.S. LEgally blind? Ya right.
I have not played the final version, but from what I remember in the testing sessions I was a part of Nutduster destroyed with the laser. Aside from that this map is a very unique BTB arena of killing with fun yet restricted vehicle play. The infantry is never at a disadvantage here but neither are the warthogs. I do remember having some orientation issues, but that was the older version so I cant tell if its better here. I can cay I am glad to see the platform raised in spoiler image 5, and that grenade is very nicely placed. Overall this is by far the most fun and interesting BTB map I have played on yet, great work.
Great layout, aesthetics, cover, everything! This is a lot better than the BTB maps that got placed into Matchmaking.
When you were talking about the infantry only access tunnels throughout a vehicle-based map, I immediately thought of Rat's Nest...I loved that map, but this one looks nicer and, from the looks of it, will produce better gameplay. Just a couple of questions; during testing, was there a large amount of combat going on in the middle and very little anywhere else? It just seems that, in a map structured like this, it would be very likely. Anyway, nice map, definitely worth a download. I'll give you more feedback after a good couple of playthroughs.
You told me a while ago that you had some suggestions for me, but never told me what they were. And first, really? No, it is not in the shape of a "2". It is in the shape of an "S". The "S" may be backwards, but it is still an "S" shape, as a "2" is a completely different shape. Thanks for all the positive feedback, although I am sorry to tell you that your grammar is awful. The name was constantly in question, some people gave me crap for it and some people loved it. Hopefully this will catch on at TGIFs, so you should be able to play some games on it there if you want. It's unclear whether or not Stone is actually going to be released also. Thanks man. All of the kind words mean a lot. Thanks for being part of the map pack, and helping so much with S. I loved how Barky and S sort of grew up together, they each benefited from lots and lots of tests, and they both coverred very different styles of BTB gameplay. I don't think you even participated in that many tests on here. Judging by that statement, it's obvious that you weren't around for the Cargo Port days! The way you described the warthogs on this map is exactly the way I wanted them to work, and hearing you say that makes me happy. No, it's an "S", just a backwards one. And yes, actually, I am legally blind. Keep that in mind next time I out-DMR you! And and yes, your spelling is awful. Crap, I think I managed not to mention you on the testers' list. Sorry about that. I'm glad you liked the map, and I hope you'll enjoy the final version once you get to play it. Some people have compared S to Rat's Nest. I can see where they're coming from, but the maps play very differently. Yes, a lot of the action takes place in the center of the map, but not too much. Warthog fights generally take place along the central row, or at the curves of the "S". Infantry fighting takes place throughout. In slayer the action is focused towards the center, but in flag it moves all over, and in gametypes like 3-plots and stockpile it tends to move around a lot. I look forward to seeing further feedback.
So there's this map. With some Warthogs. And some tunnels. And a splazer. It's a friggin' sweet map. I could post a long, wordy post about how I want to put on a nice polo shirt and some cologne, take this map out to a fancy Italian restaurant, head over to the theater and see a scary movie with it, and then take it back home to my place for some hot 'n heavy action. But I won't. Cause y'know, there's children here and stuff, and that would be inappropriate. What I will say is that you need this map in your life right now. So badly. You yearn for it. And unless you click the download link right this second, you will forever have a gaping hole in your heart. And tears will ensue.
Stupid life getting in the way of halo. Among other things it involved making a ledge at each end of the sewers to keep vehicles out while conserving walls and replacing the upside-down doors in the middle of the roads with a 1x4 at a 45 degree angle or some similar structure. Then of course replacing large braces with the now available coliseum walls would free enough budget to do a lot of other stiff. There were quite a few other coordinating things that I've since forgotten, but you can at least keep those in mind for future maps.
Too tired to right a full review, and I haven't played it in weeks, but I love it. I also love you. I like the change in the underground tunnels. I obviously haven't played since that change, but I agree with the thought process. I've always enjoyed the games on this, and if I ever find time (and want) to get online at some point, I'd love to play again. P.S. <3 for remembering me in thanks
[bungievid]25025878[/bungievid] Just some random stuff Shad0w and I found when running through. The point of the video is to point out the random kill zone (kills you as a player, too) and the fact that you can drive vehicles up one ramp to get up top, but not the other, even though they lead to the same area.
It's about damn time you posted this. I'm glad you ended up modifying the infantry paths up , it really plays a ton better. Love the map, and the thread is cool, but that font is driving my head bonkers man. Is there a plaintext version? I'd love to actually read it.
Now that's pretty funny, thanks Mock! Forcing players to jump into the tunnels is not a good idea, although I suppose angled 1x4s aren't such a bad one. Saving some budget would be nice, but there was nothing else I particularly needed budget for, except for one thing which I'll discuss below. Making the outer walls out of coliseum walls would have looked awful anyway. I thought you had gotten some games on the newer version? Hope to see you online soon man. I would have loved to use a blocker on the other ramp as well, but i was out of wall pieces, and didn't have enough budget to use columns. This is the exception to my lack of need for more budget/objects I mentioned in my response to Pyro's post. that killzone is something I noticed a while ago. Unfortunately, that killzone doesn't exist. The only thing I found that could be causing it was a killzone extending too far out of a nearby wall, but I made sure that wasn't the issue. Luckily, it only kills you as a player if you jump very close to the wall in just the right spot. I hadn't seen it happen in a vehicle before. i'd love to fix it, but I'm completely baffled by the cause of the issue. Yay, someone finally commented on the thread. I've gotten mixed comments on the font, and I realize it can be hard to read. i actually attempted to change the font, but it would have required me to completely re-write the thread in order to make it fit properly with a different font. As it took several hours to write the thread in the first place, I wasn't sure that it would really be worth it. I'll get to work on copying the thread into the spoiler in standard font though.
Ahh, S. What a breath of fresh air when it comes to playing such a unique and creative BTB map. S is like that light at the end of the tunnel and the tunnel is made out of all of the BTB maps that sucked, that I played on. S brings a new experience to BTB and it definitely stands out. I'm glad you decided to re-make the map and fix all of the problems people were complaining about. I think you did a great job at fixing the spawning and re-constructing the top to make gameplay flow more smoothly. I remember this map in the very beginning and to see what it has become today makes me happy. Downloaded; Great work, my friend.