Ever since the release of Halo 4, I've been asked numerous times whether I would be remaking "S" from Halo Reach. S was a classic, a streamlined BTB design which created a delicate balance between warthogs and infantry. My response when asked this was always "no." I knew that with the changes made to the Halo sandbox in Halo 4, the delicate balance of S would now be a failure. You just can't balance warthogs on this type of map when everyone can spawn with plasma pistols and plasma grenades. I also saw Panic Station as a spiritual successor to S in many ways, and didn't feel the need for a remake. However, I couldn't resist. I wanted to play S again as bad as everyone who had asked for a remake. Once Shoe and I released our "Classic" game modes, I just ran out of excuses. So, I rebuilt the map on Forge Island. The playable geometry is almost completely identical, although different objects were used for most of it. The scenery on the other hand, is quite different. I was finally able to realize my vision of the map being set within a city with skyscrapers towering over the roads. Blue side also sports an open exterior wall with a great view of the ocean (as well as a "boat" just to troll Shoe) to aid with player orientation. The weapon set has remained largely unchanged with sensible replacements, of course. The Halo 4 warthog and the use of the BR in the supported gametypes are what makes this version of the map feel better than ever before. [video=youtube_share;1FlyySskEJw]http://youtu.be/1FlyySskEJw[/video] Gametypes: Classic Slayer BTB Capture the Flag Classic Classic Extraction
So glad you decided to remake this map! "S" was one of the great BTB maps in Reach, so naturally I can't wait to see how it plays in Halo 4! From the pictures it looks like you've done a great job recreating it. Haha, I love the new title of the map...very original, just like the original!
A product of persuasion, but a product that looks mighty fine. You never fail to amaze me at what you can create, Duck.
So glad you remade it after all. S was my favorite competitive hogging map in Reach, it felt so balanced, so.. right I guess. The design was effective and provided enjoyable gameplay for both infantry and people using vehicles. It's great that you were able to bring it back after all using your Classic Slayer mode. You're right, the warthog is definitely very awesome in Halo 4 (even though it has always felt a bit clunky and awkward to me), it's a shame not many people realize that. Infinity Slayer sucks anyway so I wasn't ever considering to use anything other than Classic Slayer. Great job.
I remember playing this map back in Reach. Oh, the memories. I'm so glad you decided to remake this. I'm sure that this will be as great and enjoyable as the Reach version.
never played the old one, but this looks like an instant classic. I can see from the shots some ways that you've achieved that "delicate balance" and I assume it will play good based on what I see... clicking right now!
I wasn't a big fan of S in reach. The style of gameplay just wasn't the kind I liked with the cramped pvp areas and being forced to go into the wartog paths but with the added upper walk ways and halo 4s less effective chain hog i feel it may work a little better. The corners of the median are very sloppy though, I'm sure you could clean that up, make it look smooth and in-case a hog would bump into it it wouldn't stop. Good job on the piece use though, even though forge island has almost no non-white objects you've made it look fairly nice. If i end up playing it I'll give a more feedback on gameplay.
I find it strange how many people find the chain hog worse in Halo 4. I spent most of my time in Halo Reach and 4 on a Hog turret and I feel that it has improved in all areas by a long shot. This is ignoring other factors of course, such as plasma nades/ pistols off spawn. Either way, 2 is a very enjoyable map, just as S was. While spawning has never been great, slayer and flag still work very well, and the hog paths give you a surprising amount of choice for a seemingly linear road. Great to play it again!
To say that the chain hog in terms of itself has become weaker from Reach to Halo 4 would be grossly inaccurate. The turret has hugely improved in damage, the hog has a lot more health and doesn't go flying from a single frag grenade. Now, in terms of the overall sandbox, yes the 'hog has lost effectiveness due to the blight of spawn-ready plasma pistols and plasma grenades. Luckily, that issue is fixed in the lassic Game Modes. In short, the warthog on 2 is quite effective. Of course it's still balanced just as well as it was on the original. It's also worth noting that there was never anything cramped about the map. Some areas were kept on the smaller side purely by design. Also, I'm not entirely sure what these "sloppy corners" are. I would need a bit better of an explanation before considering making any changes in that regard.
I think everyone complains about it because of PP and Plasma nades like you said. It is definitely much better in a classic setting than its reach counterpart. It has loads more accuracy and range. Sadly, instead of 343 dealing with the whole plasma issue, they are most likely going to put a bandaid on the problem by upping the hog's damage by 35% (and the mantis). Sorry for going off on a tangent, this looks great. 2 is obviously a serious aesthetic overhaul from the Reach iteration, and I'm loving it. It emits a solid theme no doubt (#forgehub). As for gameplay, hogging was amazing on S in Reach so I'm sure it's great on here. Hopefully the vehicle/infantry balance is still great. I'd love to play some classic settings on this because I've yet to have fun in BTB in H4. Please continue to invite me to your games!
Love the layout, the map looks beautiful, and the gameplay from what ive seen seems to fit what you were going for. Downloading.
I've had a lot of fun playing this map in both Reach and 4. I'm glad you went with a custom game type for the map, Infinity Slayer would be a nightmare on here lol. I wonder, did you ever do anything about the pillars in the sewer that players were getting stuck on?
Yes! The blockers in all of the infantry cut-throughs have been tweaked (you can hardly tell by looking at them) to prevent players from getting stuck on the sides.
The 2x4s in the top left area of this shot. Just how they stick out. Incase no one else pointed it out to you yet.
I've just made an updated version. The previous version was escapable, so that's been fixed. I also removed the pre-placed initial spawns and loadout cameras, which I had forgotten before. File Browser Halo Official Site
Im thinking of using this idea for an infinity symbol layout with an upper and lower bridge at the intersection at the center. One bridge perpendicular to the other but above or below.