I really enjoyed this map! It has this feel to it that makes me think it's a remake from some Halo 2 or 3 map that I just never had the chance to play. It feels like a classic. I also really love how effective the splinter grenades are at closing off hallways on this map due to the small doorways.
Lastly, I really enjoyed how effective the sword was on this map, it's not a common thing for sword gameplay to be that fun. But it is! I highly recommend downloading.
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PineappleRocket
- 9/5,
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Doctor Squishy
- 9/5,
This map has excellent spawning and the map layout is great. There are plenty of flank routes along with the more heavily traveled routes. The man cannon to the Incineration Cannon is something that takes a while to learn about, but once you do it changes how you get around the map by quite a bit.
Weapons on the map feel great and there are nice variety to choose from that is spread out so everyone has chance to get one.
Every gametype felt great on the map and was a blast to play. The theme and aesthetics also brought the map to life. I would honestly love to see this map in 4v4 Arena. -
Dunco
- 8/5,
Played this map a few times and always a blast. That death pit gets me most of the time. Once I found the lift to the incineration cannon it became my new fav spot.
Played this on 2v2 and 8v8 assault and both played awesome -
Zern
- 10/5,
I watched you forge it, play tested it, and can honestly say you made an amazing map. My favorite game type we played had to be ctf as it was the most intense. Never felt too cluttered and it was fun looking for different ways to get around the map. When we played it I think it was a 2v3, hopefully next time we can play it in a proper setting. Watching you forge this has taught me a lot, thanks max.
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ToRn1ne
- 9/5,
I playtested on Strongholds in a BTB setting (14+ players). While the map was intended for smaller team conflicts it still plays well with a large party due to how well sight lines are constructed. The verticality is possibly one of the greatest assets to this map as it works to provide natural cover, like for Red and Blue Bends Strongholds, while splitting the encounters across the entire map. In a BTB setting almost every room was in a constant gunfight which made for a lot of fun, and I'm really impressed on how balanced the map felt as no matter where my team ended up spawning we had a chance of fighting back.
Visually this map is a treat and the inspiration drawn from prior Halo's is clear. Geometry was used well and the lighting theme carried throughout the map. The only issue was that some lower areas of the map were a bit on the dark side, like bottom of the Lift where it was hard to see where the ledge was. Either making the room brighter entirely or adding some cool floor lights around the floor edge of the Lift should help this a lot.
Spawning felt right even with a large team as I never felt like I was immediately placed into a vulnerable situation. I liked the weapons that were offered on the map but can't say much about their placement as everyone was picking up everything, so I don't quite have a good grasp on where everything is.
Going back to the teleporters briefly, I like where the exit is and they worked well in this objective, team setting. However, if this was Slayer I could see a team posting up near the teleporter exit and locking down that area with a few rifles and close range weapons. There was a portion of the match where three or four players just sat up there, one sitting on the teleporter assassinating people coming through, while the others kept the doorways locked down with grenades, sword, and rifles. My only thought for how to possibly fix this would be to add another sight line or path to top mid that is advantageous for attackers, like choice windows or cannons.
This map is definitely a personal favorite and I look forward to seeing how you iterate on it for the future.
4.5/5 Stars:
Rating was docked for...
0.1 = Too dark in some areas, like Lift, where ledges were obscured and my attention was averted from gameplay to find the lines.
0.4 = Teleporter exit area is too powerful a position for a Slayer game mode, plays fine in an objective setting like Strongholds.