Designed for 4v4 but also plays 2v2 quite well. HeH inspired blockout. Map name subject to change. Currently, the powerup situation on the map involves rotating powerups. 2 minutes from the time OV is picked up, Camo will spawn. 2 minutes after Camo, OV spawns. This prevents them from being stacked. Recommended gametypes: Slayer, Strongholds.
You sir have done a fantastic job with this. The sightlines feel wonderful and you get red reticle in all the right spots. The asymmetry just works, and all the battles are interesting. And the nostalgia of HeH is perfect. I really enjoyed playing this last night and I look forward to further tests on this. You got my feedback already. Come around to my lobby several more times so I can keep an eye on its growth. You done good sir.
The original hangout. Map looks cool btw. I can't walk around on it right now but I like the little bit I see in the pics.
Yeah it was a really popular custom edition map. I know the mlg forge forum back in halo 3 really liked it.
I appreciate it! As i'm sure you noticed, I implemented the jump up system to the rocket from the main floor as suggested. I decided to only put the structures on the one side to balance the opening push and to add more incentive to move to that lower corner. You also can't tell from the pictures but the bunker has also been adjusted so it's a simple crouch or slide to make it through the window. I've got you added now so I'll try to look out for when you have a lobby running as I always enjoy testing. I did draw some inspiration from The Hangout but I made so many changes that i feel it has became its own map. My main goal was to open the map up to allow for longer lines of sight and lessen the room-based feel to cater to Halo 5's mechanics.
Yeah only posted that because the guy said Hang'em and Chilly. i didn't really notice that you did from the pictures to be honest.
Okay so as mentioned in a few places the only critique i have is making the top catwalks a bit more dangerous and a little less camp-able. I thought it was a super fun map and I can only imagine what an organized team will be able to do on here. I think the sight lines are open enough that team work will devastate an uncoordinated team even if they are all really strong players. The level changes (I'm so tired of saying "verticality") were great. I agree with @Captain Punch when he says good height differences make it so that you can still see the lower levels in your periphery when you are looking up and I think thats spot on. Its nice to still be aware of where you are and whats happening and i felt that your map did a great job with that as well. Really good map thats all i got.
Ok gotcha. When you do get a chance to walk around on it, be sure to post any likes or dislikes. Thanks Thanks for the feedback, I am at work at the moment which is why I haven't been able to update the map after last nights feedback. I do have a good idea of how to achieve those nade angles you mentioned in your post on the other thread. You saying that an organized team will have a definitive advantage over a team who doesn't work together was exactly what I was going for. I cant wait to see what two organized teams of good players can do on it. The initial spawns are completely fixed now for 4v4. I deleted the neutral initial spawn points which were causing the issue. I'll start working on some lighting and named locations to help accommodate orientation and callouts. I am still a bit cautious to start any art at this stage in testing yet, however.
Yeah only posted that because the guy said Hang'em and Chilly. i didn't really notice that you did from the pictures to be honest.[/QUOTE] Ok gotcha. When you do get a chance to walk around on it, be sure to post any likes or dislikes. Thanks Thanks for the feedback, I am at work at the moment which is why I haven't been able to update the map after last nights feedback. I do have a good idea of how to achieve those nade angles you mentioned in your post on the other thread. You saying that an organized team will have a definitive advantage over a team who doesn't work together was exactly what I was going for. I cant wait to see what two organized teams of good players can do on it. The initial spawns are completely fixed now for 4v4. I deleted the neutral initial spawn points which were causing the issue. I'll start working on some lighting and named locations to help accommodate orientation and callouts. I am still a bit cautious to start any art at this stage in testing yet, however.[/QUOTE] Def put some name locations up and even if you just toss up some blue and red and yellow or something just for the test, and you can throw it out once it's ready for art. You don't want to get weird feedback that just ends up being a result of players not being able to orient you know?
I really enjoyed this map and here are some opinions of mine: I thoroughly enjoyed the CE/H2 feel the map gives off I think you did a great job with that. I also like the way you incorporated CE medal for the rockets. Since i do that on my own maps i really like seeing it on others. I felt the map was a bit open in a lot of areas and felt like i was scrambling for cover frequently or exposed. im not sure how to help this besides adding cover some where to the map. I would like to play some objective here but at the moment i have only played slayer I also like your alternating power up, it allows for the feeling of having both power ups but it balances out not having out at the same time. I would love to see more of this map as it goes on. It looks like it a great map.
Having gone through multiple versions, rebuilds, and countless testing. This map is officially up for adoption. All it needs is art. Message me if you're interested.
Got a head's up that you were looking for someone to work with you on this and art it up. Can't make a guarantee till tomorrow night, but I need something to cut my teeth on after the major break I had to take and am likely to have a good deal of free time starting this weekend.