Eagle Square is a inverse symmetrical BTB that I have been working for a couple weeks now. I started with the idea of a BTB map that had similar driving routes to the routes seen on Rats Nest from Halo 3. The driving routes on Eagle Square are similar in that they encompass the playable area of the map, however they also provide a little bit more variation in relation to height and access to the middle bridge of the map. At the moment I am still working on weapon layout and other small details that effect the flow and overall gameplay of the map. Here is a quick walkthough of what I have got at the moment. Version 2.4 Outdaed version Any feedback is greatly appreciated.
this map played pretty solid at the custom game night last week. paths are solid and the locations for the strongholds are great. i like how you allow the bottom two to be held with vehicles.
Technically all of the strongholds can be defensible through vehicle combat, however the two lower strongholds were designed for vehicles to be able to drive by and lay fire on the stronghold with little risk to themselves. Since the version we played last week I have removed one of the two warthogs that spawned at the bases and replaced them with ghosts. So now each team has a warthog that dominates the lower roads and the ghost that is able to move more freely through top mid.
You haven't updated the thread yet, but since you asked i'll comment on the changes you made. I like the new barrier with terrain that you added where the old car and streetlamps used to be. i'm not sure about the new middle though. i like that it curves and the bridge is good for infantry, but the physical size seems to sacrifice a good amount of vehicle playspace. I'm also not fond of the lift, as it feels lacking in structure and distracting to vehicles. I know you wanted some kind of soft route in that spot, but I don't think another lift is the solution.
Played my first custom games in H5 on this map and I really enjoyed it. I actually thought it was a dev map since I hadn't played them all yet. Strongholds played really well, very competitive. Vehicle+player movement blended very well, I greatly appreciate the vehicle accessibility to the higher parts of the map. I would like to play some CTF games on this to see how flag transport works out. Great forging though, this is an appealing map that was fun to play and it deserves to be checked out by anyone who likes BTB.
I have added an updated walkthrough video to the original post, that shows off some of the changes that have been made as a result of feedback from custom game lobbies. Some of the changes include: Removed gravity lifts leading to the balcony of each bases with stairs. Opened up the tunnel connecting rockets to the underground bends. Added snipers to both teams rock area. Added camo to both teams underground bends. Added a man cannon next to each teams bases that launch to the opposing teams rock area. Moved shotguns to top mid balcony's. Added assault support.
*watches video* *feelings of Forging inferiority intensify* One thing I'm concerned about from the videos is the possiblity you could spend a good chunk of the match getting hit from every side and from people way above you. Halo 5's new mobility makes it hard to ensure that people aren't getting back in to combat and around too quickly. I'd have to personally be on the ground, but I'm having flashes and thoughts of constantly getting hit from multiple angles and oh, oh god. The many places to get SPARTAN Charge'd from.
Based on playing it last night I think the spawns might need a bit of work, and for Assault those open areas behind the base where you can play ball are an exercise in frustration. I would suggest opening up that space behind the bases a bit and not making it possible to drop off the map from there (add a garden area and another elevation change perhaps?). I'll go over the film and get back to you with more specifics regarding the spawns.
Thanks for the feedback and for play testing last night, was really helpful getting to spectate you guys. Ive updated the map based on what I saw last night and completely changed the back area of the base to something similar to what you were suggesting. It is no longer possible to play the ball anywhere on the map now. Ive also added a few more spawn points over by the man cannon side of the map to try and prevent that forced garage spawn when your team took control of the enemy base. Hopefully with some work I can get the spawns working and you guys can get another play test going on it.
I run playtests with tryhards at the same time every Saturday night so I'll definitely get it played again. In the meantime I'll download your latest version and see what changes you made.