I think I recall some kid having remade it for UT2k4 too actually. (Which obviously would make for a far more enjoyable experience than playing it on Quake. =])
Wow.. didn't expect that many people to reply to me.. especially since that was my first post. Thanks everyone, and sorry to Eightball for essentially hijacking his map preview So I searched up "Aerowalk" on the forums and found FOUR remake attempts... some of which were not exactly "well forged"... I did like SecretSchnitzel's quite a bit (great minds think alike...) although Auburn's was cool too. I was surprised to see Hulter's, Isao's, and xzamplez's comments on that thread It's a small world (lol Disney) I apologize to Eightball because I still have not found anyone to play this map with me In terms of forging, would having specific positions counter specific areas be a positive thing in 1v1s? (If you see someone in area X, you can move to position Y, from where you can either finish off the opponent or see where he goes without being able to shoot). Of course, those positions would have some other disadvantage or weakness to another position. EDIT: I just read over my post and I seem to have made this particular paragraph here ^^ overly complex. If it's hard to understand, please tell me so I can write it again in a less convoluted way. What is UT2k4? (I'm not sure if you're being sarcastic or not)
Know what'd be awesome man? If you were to sit down and write up a small article about how the Quake community is such a solid model community and why the Halo community should strive to follow suit by supporting forge maps. The future of Halo isn't looking too grand with the maps that the developers are giving us... Well, the hyper competitive side of Halo anyhow.
Basically a a thread about map design theory from a quake perspective would be great to kick off halo 4. As for people actually reading it...meh
@Erupt Thanks.*PUTS ON STALKER FACE* I know you like Quake . (I've been stalking the forums for a long time)
basically about the inclusion of teleporters and lifts, balance of flow (Restrictive/free-flow), and/or the importance of verticality. It doesn't have to be from a quake perspective (or any game in general), but people simply forget about Halo 1. Though honestly, considering I mentioned theory, I would only mention quake or halo 1 as an inspiration for the thread. Edit: Oh and sorry eightball :/
I don't particularly associate any of these map elements with Quake selectively... They're practically a staple for the Arena Shooter genre. Bummer... Was really hoping the whole "quake perspective" was gonna be about how receptive the community is of user created maps. @8Balls, sorry for the thread hijack...
This map looks like it has some nice designs, and interesting structures. I really seem attracted to the camo spawn, well done sir. Well, almost done.
agreed wholeheartedly Quite a bummer indeed. I don't think that closed minds will open anytime soon unless we get a godly map editor. It's the only way I see it.
Dude, I have tried to talk to the competitive branch of Halo about how important forge maps are for MLG, but it just results in me getting very angry. They want to play the same maps they were playing 5 years ago for the rest of their lives. It has a lot to do with the general audience of Halo compared to Quake. Now I'm not blaming the quality of maps on Reach on casual players, but Quake is composed mostly on hardcore gamers who are constantly playing to improve their shot, and they recognize that the more complex the map is, the more skill is required to master it. Competitive players on Halo are just as bad, if not worse than the casual players in terms of what they think a perfect competitive map is. I have heard one say that it is a rule that you should recognize the whole layout of the map within the first ten seconds of the game. It's a lost cause, and MLG can go **** themselves. This. Why are you talking about the map? Quit re-railing the thread.
Just getting this out there... I feel like the map preview thread was finished once I mentioned Aerowalk. So, sorry, Eightball. @xzamplez I lol'd at re-railing. But I understand your point. And sympathize. @Schnitzel I like your Aerowalk remake I compared mine and yours.. and well.. yeah.. I have some work to do. Let's leave it at that. EDIT: I'm not remaking Aerowalk. FAIL. I'm making a map inspired by Aerowalk.
Don't worry about it, guys. I was just messin'. I know the problems on the map, and it isn't necessary to give me any more feedback.
*Looks at Eightball's post* *Proceeds to take map topic off topic (Lol) again* I've decided to reforge my Quake-style 1v1 map. It just doesn't feel right. And Eightball, holy sh*t, 1,214 posts? Wow.