I have been working on this map since Halo 4 (360) and recreated it several times on the maps Ravine and Forge Island. Then MCC came out and I recreated it twice on Awash, and in case your wondering why I recreated the map so many times that is because I hated the lighting in most iterations. Now the inspiration for the map was derived from ODST's New Mombasa area. Compared to the original area the map was inspired by, it is a little smaller but does play fantastically with BTB. Supported Gametypes: Team Slayer 12+ Players Strongholds 12+ Players 4 Team Multi-Team Weapons: 1x Rocket Launcher 2x Hydra 2x Shotgun 2x Carbine 2x Battle Rifle 2x Storm Rifle 1x Needler 4x Plasma Grenade 4x Frag Grenade Vehicles: 2x Gungoose 2x Ghost Spoiler: Pictures OUTDATED
I really liked this map man. The ODST is strong with this one...It's very impressive visually and the gameplay is tight. Aside from the feedback about nudging the strongholds boundaries that was heard in the lobby last night, I don't have any criticisms. I wish I had something constructive to say, but damn, great job. I'm looking forward to more updates on this one.
I was a huge fan of this map, even though i was on the red team... Im not sure if 4 teams is the way to go but ill just need to play it more to really be sure on that. I loved the map theme, being an odst fan myself. The only thing i figured would be to alter the size of the strongholds and better identify what the switches control. beyond that I dont have to much to say and would love to run another iteration of this through a Forged Friday Lobby. March 18th Feedback This time around i think it played very nicely. i like some of the subtle changes and not playing with 4 teams.
Below are some thoughts after a fly through. More to come in the future. First thing I thought of when I spawned: I’m definitely not going down the bottom middle. Its out in the open and I can get picked off from all sides. I’ll take the side routes on the left and right. You could add some more cover or add a Power Weapon to create a risk-reward situation. Move Rocket down to the bottom mid plaza? Additionally, you could then place a long range weapon (Sniper Rifle or Binary Rifle for example) inside the top floor of yellow building. Routes between major buildings are well defined. I did not get lost or get disorientated. I can easily move from point A to point B. Inside blue building, next to the Hydra Launcher is a grav lift. To me, its unnecessary since you have the stairs and clamber allows players to get up to the top quickly anyway. Either move it to another spot or remove it completely. Move it to the back of Rocket Spawn building or in one of the side routes to get up top? You could even scrap the stairs and just have the grav lift in blue building. From bottom middle, I can jump onto a car and then jump straight to the yellow building Rocket spawn from red side. I cannot do this on blue side. If you spawned on blue side you need to go into the building and go up the stairs instead. In other words, blue side has to do more work to get to the Rocket. This may become unfair. No incentive to go behind Rocket building. Maybe place a power-up? I don't think you should play multi-teams on this. Red vs Blue is the way to go. Of course this is all based on a simple flythrough and running around. I will need to play a complete match to see how things go.
Like promised, I have found the time to look at your map. I did not play an actual match on it but i played around in it in custom games and forge to test flow, sight lines, spawning, and other stuff of the sort. Aesthetics The map looks beautiful and the construction of the elements and buildings make it look and feel like they are apart of the New Mombasa city. Aesthetics are something I look at closely for detail is something I enjoy so there is a few minor things i have found. The first is a little more major than the other. Near red base the planters could use some adjustment because the terrain piece is wider than the block so it looks weird, since it is right at eye level it is even more noticeable. Also when you are next to it and jump it flings you to the side. The next things is a minor detail i noticed and not a gameplay issue, but the small 2x4x2 pipes in between the platforms for rocket spawn can be changed to the 2x8x2 pipes to achieve the same effect but make it look more connected than what it is right now. See told you i looked at detail, it is an OCD thing lol. I want to say again how cool this map looks, it has inspired me to do some different architectural things with my maps. Oh and I also found your little Easter egg Construction/Flow The map is well put together and i didn't encounter any bumps in the map while walking around or anything like that. The flow seems to work well, getting from one place to the other is easy and simple to understand which is key in Halo 5. There is a few spots around blue base that could benefit from additional cover to make it more balanced to the red base side. The first area is along the street and in front of the building. It seems very exposed and doesn't provide much obstacles for the ghost or cover to get behind. I suggest adding in some garbage cans or polls/signs to break up the area and lines of sight some while also providing cover. The second area is just around the corner at the bridge from blue base. The upper platform at red base have shielded railings that provide cover but the blue side is more exposed. Adding the same thing to the blue side even if it is not extensive as the other side will help provide cover as well as break some of those really long lines of sight. maybe the addition of a crate or something up there too can help with additional cover. Overall the blue base feels to open/exposed compared to the other bases, kind of like it is that friend in the group that always likes to take their clothes off. Gameplay I have not yet been able to play a match on this but i did look at weapon placements and do time trials to the power weapons. At first I thought the Needler was going to have a Blue team bias but the time it took to get to it from red spawn was the same as from blue spawn, with an error margin of 1 second. Same for the rocket launcher, the blue team can do skill jumps from the 1/2 level of the blue base stairs to the accent piece and make it to the rocket in the same amount of time as the red team. Once again with a margin of error of 1 second. I hope this feedback helps and if you have any further questions about my review or want me to elaborate on something i said, feel free to ask, you know how to reach me.
Nice to see this map up and running finally do you still have those blockers that you can stop the warthogs with on here?
Not sure what you mean by blockers, but if your talking about the road blocks that pop out with a button press then yes? Each warthog was replaced with a Gungoose though as the warthog did not play as well as it intended to.
As promised @Rex Journey, I have some more feedback. Suggestion for Power Weapon and power-up placement (NOTE: this is based on Red vs Blue not multi-team) Fig. 1 Rocket Launcher in bottom middle plaza generates a risk-reward situation, changing flow in the map. As I was running through the map I noticed that there was no incentive to move through the middle portion of the map. I felt it was too open and there was no reward in taking the risk. I took the sides routes to move from A to B. My suggestion is to move the Rocket Launcher down to the bottom middle plaza. This gives players a incentive to move through the middle during the game. Fig 2. Sniper rifle (or any long range Power Weapon) placement In Fig. 2, I suggested that the Rocket Launcher be moved down to the bottom middle plaza. In its place, I would put another Power Weapon, preferably a long range type. If it was me, I would place a Binary Rifle. The Sniper Rifle may be too powerful for this map. Fig. 3 A power-up behind the middle yellow building allows players to push into the opposing team's base in objective games As I was running through the map I preferred moving through the major buildings to from one base to another. Power ups are powerful in objective games such as CTF or Strongholds. Sometimes, it becomes difficult for one team to push into the opposing team's base to get their flag. A power-up, such as Active Camo or a Overshield, can benefit the map in two ways: 1. It helps one team to push towards the objective; 2. It gives players a reason to traverse through the back of the building. Additionally, I would open up the back of the building and place a grav lift to let players get up to the top. Extra notes: I think the Rocket Launcher and Sniper Rifle spawns could be swapped as well. The Sniper Rifle is a strong weapon in this map. Therefore, putting it in a open area would help balance it out. The Hydra Launcher (and even a Light Rifle) can also counter it, bringing balance to the Forc- I mean map.