Pwn Jones submitted a new map: Outpost - A UNSC Spartan training installation used for hands-on tactical combat training and weapons testing Read more about this map...
Apologies but to my knowledge no one else has remade Sanctuary using the same methods I did. I know that its been remade several times but most of those have been done 1-1 scale and match the original aesthetic. All of the previous remakes are very well done and those forgers did incredible job, not trying to say it needed to be redone because they were bad. I've never done a classic map remake and Sanctuary is one of my all-time favorite maps so I wanted to do it even though others already had. A 1-1 scale remake is different than measuring the distances by time and as far as I'm aware no one has done the map in this theme either. I attached a few screenshots of a my early in progress work on this just to show it wasn't a re-skin of someone else's work. This isn't an original layout if thats what you're speaking to, but I don't see the problem with that or reason to be upset about it. I enjoy the process of making / arting these maps without the headache of designing the layout (although I do have several maps Im working on that I've designed from scratch). No offense but I spent a lot of time meticulously measuring and perfecting the map to get it to this point so I feel justified in defending that this is my work. In progress images from 2/11/17: http://imgur.com/B54VdtX http://imgur.com/hQlchl6
Interesting idea, haven't seen this done before. What I would suggest is you go with the UNSC style, ditch the alpine terrain and do a metal flooring or concrete with some verticality (as in not completely flat). The buildings look very well done from the pictures you posted, I really like the central one. Put some simple Structures as a backdrop and it will go a long ways. Now now, what kind of constructive criticism is that?
I tested a metal floor at one point and ended up ditching it to keep a little more of that outdoor bootcamp look. Especially because the ground is kinda wet and has some warthog tire marks through it. Reaches remake had too much metal in my opinion so I was trying to avoid that. I like this note though and am going to test it out now that the map is finished. I totally agree about the backdrop structures and adding some verticality. Im definitely going to add some of that and possibly tweak the walls to be more interesting as well. Thanks for the constructive feedback! Let me know what you think once you run around / play on it.
Just ignore any idiots that can't appreciate a forge map for it's effort whether it's an original, remake, spiritual succesor or a remake reskinned... It all takes a lot of time and effort and a lot of people enjoy playing on remakes also. Map feedback - There is way way to many sandbags on the ground for no real aesthetic reason. Sandbags are for bunkers and retaining walls for temporary builds. Try to find other things that would make more sense if you can. Also add a little bit of texture to the outer walls and some grime on them or use a different shade of gray. Also add a bit of grime to the floors of the bases and the walkways to help differentiate them from the walls. Floors should be different shades than the walls. Reference the floors on the pit vs it's walls. It looks really good otherwise!
Thanks for the positive note and feedback. I totally agree with you and dont love the number of sandbags either. Im still trying to figure out a good alternative. Im going to work on some tweaks tonight. Love your comment on the grime / rust look and color differences between walls and floors. Between making the colors different and adding concrete floors (to TimeDippers point) I think it will change it pretty dramatically. This map is still very much in Beta in my mind but I felt like it was at a point where I wanted to share it with the community and get feedback / playtesting on it. Thanks again for the help and let me know what you think when you play on it.
Not sure what kind of constructive criticism you are looking for to get it into multiplayer when you are trying to modify a map that is not fundamentally designed for Halo 5 meta. Sure you have increased the proportions and made adjustments to accommodate sprint and other spartan abilities. However since you have modified the map to accommodate the halo 5 meta, it loses the aspects that set sanctuary apart from the rest of the pack. You can fall back on the increasing the proportions of the map and balancing for new meta argument all you want, but if you cannot understand what aspects that made sanctuary the map that its is then you cannot make it multiplayer worthy. Then there is the issue of trying to balance a map that is made for another meta in Halo 5 in order to try and get it into multiplayer. You have basically restricted yourself from making major changes to the map itself if you are trying to achieve a "remake" of sanctuary. Since drastically changing the map will result in the map only remotely looking like the map you are using. But that is not the objective your trying to achieve here is it? From my perspective your trying to make a remake of sanctuary with the right proportions, drastically altering the map any further will defeat the purpose of what you have done. Sure you may have the gameplay down, but if it does not achieve the same experience people felt on sanctuary then people are going to forget about it when the next shiny remake roles around the corner. When I look at this map you made, the biggest changes you made that could set it apart is you increased proportions and adjusted the pathways to accommodate sprint. This is just strictly going off the fact nostalgia plays a heavy part into its popularity. I am not sure how much thought you put into map design when trying to UNSCfy the map, but I can tell it needs improvement. My evidence is is your choice of weapons on the map. Why is it a good idea to replace the covenant carbine that got the job done right with the mother of all cross mapping weapons in halo. This will only incentives players to camp in the corners of the map with the dmr since it can easily out range a pistol. You do not need to totally UNSCfy the map, it only restricts what you can do even further than before. Ask yourself this, why would I go down a dinky little tunnel just to get an smg when I can go get myself a dmr. That shotgun was a pot of gold that allowed people to punish campers if the were skilled enough. What are you going to do with an smg when your trying to clear 2 people out, spray one with bullets while both unload into you. Or you can show up with a shotgun to bring the law down on two scrubs when enter their tent. To me replacing the shotgun with a dinky smg removes fun from the map because why would I want to take a detour to get an smg. Then there is the removal of the turret, which removes choices the player can use to take on the enemy team now that its good again. Then you will also have to overcome the issue of over saturation of remakes in multiplayer, where there are at least 8 remade maps that I know of in multiplayer. Why would the community want another remake that is not even going to bring the experience they want. I think if you want to set your map apart, you need to figure out what aspects that made sanctuary good and try to incorporate it in maps that you build from the ground up. If you are able to understand what aspects of previous maps made them special, then you can create a map that will have a really chance at getting into multiplayer.
First, I still consider the map to be in "beta" if you will and have things Im working on and want feedback on. Thats the main reason I put it up on forgehub and asked for feedback is because Im not done with it. I had it in a place where I wanted to share and get others thoughts. When I said matchmaking worthy I didn't mean my goal is to get it into matchmaking, just that I wanted it to play very competitively. Second, I still don't understand the need for the negativity and hate in your first and second post. Halo's forge community used to be so positive and exciting. It was exciting to build maps and share your creations that you spent days and weeks pouring yourself into and get feedback to make it even better from others. It made you want to work on it more and keep creating things because the community was behind you and encouraging you to make it better. Post like these really bring it down and don't bring anything to the table. Constructive criticism is great and I love hearing what others like / dislike or want changed, but not when it's paragraph after paragraph of shitting on someones hard work. If you hate it, that completely fine. But I'd rather you help me improve it by saying "I would replace the DMR with the original Carbine to avoid players cross mapping the entire game and promoting camping." instead of "Why is it a good idea to replace the covenant carbine that got the job done right with the mother of all cross mapping weapons in halo. This will only incentives players to camp in the corners of the map with the dmr since it can easily out range a pistol." Thats just one example but I hope you get my point. Also comments like "I am not sure how much thought you put into map design when trying to UNSCfy the map, but I can tell it needs improvement." is just another shitty jab with no real criticisms. As a fellow forger you should know how long maps take to make and how each and every choice is considered and reconsidered constantly. Because Im trying to replicate something so precisely and make sure the scale, angles, sightlines, gameplay, etc are exact, its taken a VERY long time to get it where it is (and some things still aren't perfect). All Im saying is have some respect for people and their work. Again, criticism is welcomed but its hard to decipher what I should work on when its nothing but "I hate this" or "why would you ever do that?". I leave your post with very few takeaways other than you don't like the DMR or SMGs.
Forge is for creativity and exploration of the mind. I think this map was incredibly well done, heck, better than anything you could probably do. This man sat down and took the time to make something that he felt like making and he achieved it. Just because it is the 10th or so remake of the map doesn't mean he can't make it? Makes no sense for you to come in here and speak for the "halo community" as a whole in your own words, its not fair to the creator of this map and it is 100% not fair to the community. If you need to ***** to someone do it to your mom so she can slap you around to act right. On second note, this is a very well done map, I do applaud sir. I think that you should keep the alpine for it makes the map feel more out doors and concrete would make it feel like an outdoor campus more than an outpost. Great scaling and great imagination 9.5/10 only cause I'm not the biggest fan of sanctuary
No matter what one person says man your map looks amazing I honestly have no problem with remakes even if it's been done ten times before, yours is different and that makes it stand out. I don't see why anyone has a problem with this map, the aesthetics look brilliant and I'm yet to play on it but I honestly can't wait to try this out. Don't let the negative parts of this community bring you down man, keep up the great work and if anyone gives you problems just ignore them. --- Double Post Merged, Apr 20, 2017 --- Also keep the Alpine terrain I love the boot camp/outpost feel.