thats why the lifts are there. to get other players back into the mix faster, so that no one can lock down the middle for too long and over-dominate the map. "spammed grav lifts instead of implenting new geometry" if ramps were used here instead of lifts, it would damage the flow of the map, slow things down, overall detrimental to the flow of action in a map like this.
I'm sure that there are at least ten mancannons and two teleporters on this map. Excessive much? Plenty of good maps have those features, but how many have them in such a quantity?
i counted 4 mancans, possibly 6, it was sort of hard to tell from that video. and no, i dont think thats excessive based on the figure 8 map design, where constant movement seems to be key.
He said GOOD maps. Avalanche in Halo 3 had heaps of man cannons as well guys don't forget that. 2 into the bases, two out of the bases, two at the far end of the U to get to the middle faster. then the two inside the cave. And Teleporters to get from the base out to the far mancanons. Not all that different than Meltdown.
QFT. Also, did you know that Meltdown is shown with a Mantis as well as a Wraith in one of the earlier ViDocs?
The difference between Meltdown and other BTB maps is that it seems as if it is so narrow that not a single inch will go untravelled in a match; there are hardly any side-routes aside from some narrow tunnels and pathways that deter from the very narrow main-paths. It's like Rats Nest, but with even more narrow, linear hallways replacing those big rooms that separated each base. I'm not saying that it's a bad thing, it's just probably going to be a map supporting a much faster paced, push-and-pull (Conquest-like) style of gameplay more so than the BTB maps that we're normally given.
I have a feeling Meltdown is built to work with this new gametype they added as Spire only worked well with invasion.
Are you comparing "Good" to Halo 3's fastidiousness as to what passes as a map that CTF plays well on, or Reach's.
i dont really see why i have to compare it to either game, im saying "it would play well" in the sense that a game of CTF on meltdown would be balanced and fun and interesting. but if i had to choose one i'd say halo 3, since i think i played a total of one game of CTF in reach, and not much reach at all in general.
I don't know. The map is a figure eight, a very basic, robust design. It doesn't seem like it could possibly favor one gametype over the other.
Imo having a default map that forces pseudo conquest gameplay is a good thing. If I wasn't so concerned about all the other BTB maps limiting vehicle combat. (like vehicles just been used at transport or in games of chicken till one vehicle dies) Hard to say without playing but that's the impression I'm getting.
Yes, it was very different from meltdown. Look at the relative sizes of the two maps and the distances that the mancannons and teleporters took you in each map. They don't seem to be quite as necessary in meltdown as in avalanche. I'm not saying that the mancannons shouldn't be there; that's just how I would compare them. Avalanche was based off of sidewinder, I was told, so I figure that they might have had a smaller design without some of the mancannons if it was redesigned without restrictions, in which case the snow pathways could still be wider/longer (before turning) than in meltdown. They could have eliminated the entire section of the map that was in line with the abyss between laser and shotgun, giving that room a smaller contiguous floor, and making a walk from sniper to camo possible.
They served a different purpose in Avalanche, though. They were more cross map, though often with a vertical element, whereas these ones almost look more like lifts to escape the main rat run and get back on to infantry-friendly areas. I guess this is to try and stop an absolute divide forming between vehicle and infantry areas and stop the rat run being a death sentence. EDIT: I guess it's not that dissimilar, actually, as the Avalanche ones were also to help get you out of a "no man's land." The main difference seems to be the sheer distance covered, and I maintain that Meltdown's look more short distance but vertical, half way between cannons and lifts.
I don't feel like finding the quote, but somebody said that meltdown could end up like spire, only being good for the new gametype. I would probably argue that if any map is going to be like that it's going to be longbow. It has those main 3 buildings that seem like they could be awkward in any game other than dominion
I just re-watched the forge videos and looked very closely at some of the pieces. But they pretty much were determined at what they would use, i know this is old news but i saw two new items at the scenery section, and the ones of halo reach are back too (Dont know about the skin, most defenitly re-skinned) The two were, an folding chair and a pallete. So i see pallete,s are returning wich is a good thing, only saw this on impact though. Maybe you already knew this, but i wanted to make that sure, even if its not that important. (Sorry for going off-topic)
What is the obsession with pallets? I've not seen them used in a forge map as anything other than map clutter yet some people act like the are essential to everything forge...