AngelitoCO submitted a new map: Reconstruct - A remake of the Halo 3 Construct Map Read more about this map...
This looks fantastic! I'm yet to test in game, but initial impressions lead me to believe it could be the best construct remake yet.
So just a few things to help with the frames. On a map with many pieces, groups cause framerate jarring, you have 41 groups, ungroup everything. The bottom mid glass... it looks good, but sacrificing that aesthetic, you could in turn use one floor piece and add a pattern or something with just a few pieces and get rid of everything underneath. You can see the other pieces that stick out down there and you had to use a lot too make that floor work. You would get 40+ pieces back out of the middle by doing this. These two things alone would help you dramatically. Behind the map, you have an additional forerunner pylon floating that no one can see. Also when you look at the 256x256 pieces behind the emissive wall, you have them side by side poking out of the map. You can just center one of them and no longer need 4 of the 8, since they stick out, no one can see this. Not to mention it is just that much more that the lighting has to draw a shadow for. Kill boundaries are needed outside near the pylons, you can boost and ground pound to them breaking out. At the bottom by the blue initial spawns, if you spawn in, under the ramp on the left you have a 24x24x2, there is an obvious hole under it going to the middle down ramp. A bigger piece would be suffice. The shield colorable walls, put projectile blockers along them so grenades bounce more predictably, nothing like nading yourself because your grenade bounced off a small design. Plus, in the original, those upper long sightlines were naded constantly. I would also look at safer spawning, you have a lot of open spawns. You may find that some players will spawn in being shot at. And to be proper, take the sword off the weapon pad as it isn't a tier 3 weapon, put splaser on one. That would also help the flow in non objective game modes as the top is always a heavy play area in slayer game types. This would bring the players down a bit. For CTF, change up your spawn volumes, dividing the map in half. Use 4 as you have, disabling opposing team spawning on each side. If you need an example, check out Ancestor's spawn volumes. 343 used my file for the playlist. Disable or repurpose spawns that are within a stronghold. You should never spawn in capturing a point. A few pieces stick out funny here and there, as a personal preference, I would encourage you to look around and clean up anything that looks not connected right. A good trick to make some maps look less forged, don't expose obvious lines and pieces in a way that the player can instantly tell which forge block it is. Lastly, if you have anymore frame rate issues, using many accent pieces (like the pylons) also can cause a dip in frames. Only if the issue still happens, consider removing a row of the outer pylons. I love your map, I spent a good hour searching and typing. Please, feel free to invite me if you would like to look at this together.
Thanks for helping me to get the map better.. I'll look into every detail you mentioned and try to simplify and fix.. Some aesthetics, spawns, spawn volumes, weapons and game modes are exactly where they were in Halo 3 but because this isn't halo 3 I'm willing to sacrifice some things to achieve a better gameplay in H5
Spawning and volumes work completely different between these two games. Gotta use the Halo 5 sandbox!