I may be on tonight later. I'll give it a deep look so I can give the best feedback. GT: Ryouji Gunblade
I checked it out. Your bases successfully hit that warzone aesthetic. The natural terrain looks good and I like the rock layout, but you may want to consider more tree types. The only thing that felt strange to me was the steep slope to the beaches. You may want to expand your beaches and soften that slope for vehicle gameplay. This is really cool. I'm working on a giant forerunner island and I'm going for a strictly heavies experience, and at least one friend called it big enough to be a warzone map. It's tentatively called Tidal Isle in my files, maybe you'd like to open it in forge and comment on what you think about it because we have similar BTB goals. (No finalized spawns exist yet.)
I'll be sure to check it out! Okay, I just checked it out... boy, that was fast. Well, THIS one's staying in the bookmarks! You nailed the Forerunner aesthetic, and the scale is impressive. Couple of observations: -I couldn't find a lot, or any, for that matter, Tier 1 weapons or ammo crates on the map. This is a map where people will be running out in a hurry, especially given that there are vehicles to be taken down. - No kill boundaries or invisible blockers is ballsy for a map with such elevation differences, flying vehicles, and a sniper right off spawn. I know you said the map's not complete, but maybe that's intentional. - Fuel rods strike me as a less practical choice than something like an incineration cannon. - Beautiful, natural feel to the organic elements. - There are lots and lots of tiny hidey-holes. I know some people who would thank you... but I also know some snipers that would camp to their heart's content. - I think SOMEONE'S played Narrows... Overall, I love this map so far! Already it feels like something that could have reasonably shipped in an early Halo game. Yeah, my beach slope on my map is something I'm not too sure about. I mean, I really don't want the map to get a whole lot bigger (as you saw, it's huge). However, the slope's a bit absurd- especially on Blue side, and we all know how that wreaks havok with tanks. I think I'll get the group I usually play with together and see what they think. Thanks for the feedback!
I'm glad you noticed the missing weapons. I haven't decided on those yet. Probably Halo 2 BRs in the bases and CE Magnums near the pipes. I already put silent DMRs on the raised cliffs near the bases, opposite to the overshields. In regards to your map, I found the Spartan Lasers in the bases quite shocking. It's as if you decided that the lasers are tier 2 and that the plasma pistol is tier 3, haha. A good habit is putting weapons on notable landmarks. Perhaps you could put more UNSC stuff down whenever there is a weapon by itself on natural terrain? Anything to help catch a player's eye. It could even be a clever light source. I also noticed some small nooks in the rock walls at ground level. Were those intentional?
Ah, the 'plasma pistol.' It and the Carbine are, at least temporarily, hybrid weapons- I assume you're talking about the weapons on the pads. The 'plasma pistol' is actually a lightrifle that fires black holes when scoped, and the Carbine fires a BR-like burst. The Spartan Lasers run counter the Woodland vehicles; a Woodland Scorpion takes 75% of the charge to kill. As a weapon, they aren't a good gamble on this map, so I made them more accessible. The lightvoid, however, can incapacitate and deal rapid-fire damage, making it deadly against vehicles and more-so against distant infantry. If anything, I'm more curious about the Carbine. It has a faster kill-time, but it's not really worth rushing to the weapon pad, in my estimation. It may be replaced with a sniper at some point. I like the idea of making it clearer where the other weapons are on the landscape, at least in the case of the actual plasma pistol and the BRs. The DMR might even get a little structure; that open rock is pretty exposed from the central base. The little nooks in the rock- if they're the ones near the center of the map, they are (kind of) intentional. As in, a friend of mine who likes his hidey-holes took one look at those spots and told me not to close them off quite yet. It's fine for the kind of customs I do- very casual. However, they'll more than likely be covered when I kick the map into the public eye.
And some of my best memories were of Halo Reach Heavies on that one map Alzeran made... can't remember what it was called. The thing with Halo 5 is, that 'loose BIG just have fun type of BTB'- has lent itself to Warzone this time around. Warzone IS BTB heavies, just on a bigger scale. You want big chaotic craze BTB- that IS Warzone. So naturally, the community converged to cover the more competitive version of BTB, by designing maps that are lent more to that gameplay style. While in the past, you could find somewhat more competitive BTB AND mindless fun BTB in the same playlist, by creating Warzone, 343 has split that playlist right down the middle into now two separate playlists and then enchanting each of their attributes: BTB Heavies got bigger and heavier, and 'competitive' BTB got more focused and Arena like.
Y'know, that's not at all untrue. Although, I do wish Warzone was a bit more of a 'chaotic craze' and a little less of capturing the same three points over and over. I'd love to see Warzone lose the objectives- at least as an experiment- and... aw, who am I kidding? I guess I just want the older BTB back. I don't like being that guy who complains about how good the older games were, but after 4, I can't help but feel disappointed in the feel of BTB this time around.