GUILLOTINE

8v8 Strongholds
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Map Description

  1. Psychoduck
    An asymmetrical BTB map inspired by the Halo 2 Classic, Headlong.

    The Psycho Duck, Community Forger

    When we were given the chance to reimagine classic BTB maps, I knew I had to tackle Headlong. Bravo note: everyone thought he was crazy for trying to tackle Headlong. For one thing, the vertical nature of the map was sure to be a great fit for Halo 5's mechanics with the appropriate tweaks. Of equal importance, though, was the opportunity to really see how far this new Forge could be pushed. Headlong is one of the most complex and intricate maps in the series' history, and forgers have been trying to recreate it since Halo 3. This was the first time the map could truly be remade with a high level of detail and without suffering from any performance issues.

    With Guillotine, I set out to create more of a true remake rather than a reimagining, though I absolutely took the opportunity to make a few adjustments; a 1:1 remake was not going to make sense for H5. I took an organic approach to map scaling, tuning each individual jump and line of sight to make the most sense for Halo 5's mechanics and sandbox. Thanks to multiselect and grouping features, I was able to continually readjust scaling of different areas over the course of the week until I got things just right. Studying how players like StrongSide moved around the map helped me make informed decisions about these scaling adjustments (and allowed me to add lots of new trick jumps). Another thing I wanted to improve was Headlong's vehicle circuit, which was originally somewhat convoluted. I opened up a new movement option for vehicles, allowing them to ramp up to the broken bridge landing, jump through the hanging basket, land behind Blue Building (Soda Room), and re-enter the circuit from there. This new route not only preserves the travel time balance which the original circuit created but also opens up some exciting new options as well.

    It was great to work with the devs to make a few other tweaks to this classic design and to get some additional awesome visual assets in place, such as the 'Hog billboard, the cranes, and some other cool details. Hopefully, you enjoy playing Guillotine in Big Team Battle this week!


    Mike Byron and Adrian Bedoya, 343 Multiplayer Team

    Headlong was one of the very first maps we considered when we originally huddled around Quinn’s desk to see which maps would serve best as inspiration for Halo 5 BTB maps. Despite everyone loving the map, we quickly dismissed it as being too ambitious and complex to be done in the Forgers’ timeframe. However, the very first thing Dana (The Psycho Duck) asked when he arrived was if we had thought of making Headlong in Forge - he then informed us of his intent to recreate it. After we finished laughing out loud at him (and saying he was a crazy person), he assured us he could do it. Within a couple days Headlong was there and ready to be played in all its urban cityscape glory.

    Dana did such a magnificent job faithfully recreating the level, that after he left, our work mainly concentrated on the gameplay design and overall aesthetics - perfectly placing the weapons and spawns, intro and outro cameras, as well as harvesting tons of new Forge assets. The map is populated with everything from street lamps, cranes, and soda machines to civilian vehicles and the Warthog billboard (we even demanded our concept lead, Darren Bacon, create a new billboard for us to use in the map). We love the Forge tools and the scale of creations possible with them is endlessly exciting. Mind your head as you roam through the streets of Guillotine.
    II SEGA USA II, Kai, Quoper and 6 others like this.

Discussion

  1. SecretSchnitzel

    SecretSchnitzel Donald Trump
    Forge Critic Senior Member

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    Changes to the OS area of the map significantly nerf its utility. The lift behind the tall tower is inconsistent and sometimes causes players to clip the landing space, requiring them to manually land. The Mantis is ridiculously over powered. Awesome map all together, and very faithful to the original design. Might even player better for H5 than it did H2.
     
  2. SmartAlec13

    SmartAlec13 Ancient
    Senior Member

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    I haven't really played Halo 2, especially this map. The map does seem fun however. There is a lot of open air, and the map in general feels huge. Every time I play on it I discover new areas. I can't comment too much on positives or negatives. I enjoy playing on it, and I don't mind the grey theme that everyone else complains about. Its a city. It feels right to me.
     
  3. Preacher001

    Preacher001 Forerunner
    Senior Member

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    I like it more than the original. :yes::yes:
     
    SimmonsZore likes this.
  4. SloppyBottom

    SloppyBottom Recruit

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    A very honest reproduction. Needs warthogs badly though, and I think the Mantis is just bad vehicle design even if it isn't overpowered on this particular map. The only thing I would think to change is perhaps make the jumps in the hanging bits require a bit more skill, but that's nbd.
     
  5. SgtSlaphead

    SgtSlaphead Talented
    Forge Critic Senior Member

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    They just had to include a Mantis on one of these maps didn't they... Get rid of it and put back the Warthogs the map was so clearly changed to support 343! The fact that this map plays well even with the ridiculous vehicle changes proves how great it is. Great job with this remake. It's amazing to me that an 11 year old design suits Halo 5 near perfectly. It will be perfect as soon as I see Hogs and hopefully no Laser with that.
     
  6. Kamera

    Kamera Ancient
    Senior Member

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    The Headlong remake was pretty to look around, but I immediately noticed how empty a lot of the hallways and rooms are.
     
  7. End My Misery

    End My Misery Legendary

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    Meh. I was never a fan of the original Halo trilogy map design (the maps I did play anyways).

    - You guessed it. The Mantis.

    - I'm sure this will subside over time, but navigation is a huge pain on this map. (I never really played Halo 2 MP beside MCC, and this map never came up so I never learned the original.)

    - Not a fan of the weapon placement. They just kind of seem placed there for the sake of being on the map.
     
  8. purely fat

    purely fat The Fattest Forger
    Forge Critic Senior Member

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    So in the lord of the rings you had the two towers. Isengard and the dark tower. Now the reason lord of the rings worked is because there was the flank cirith ungol so frodo and samwise were able to flank from above and drop the ring. Now like middle-earth this map has two towers and sure you have helms deep and minus tirith but the map lacks cirith ungol so players are not able to flank the dark tower. That is my feedback.
    --- Double Post Merged, Nov 22, 2015 ---
     
    Kell Of Scots, a Chunk and WAR like this.
  9. Nadendary

    Nadendary Guest

    There are two areas you can climb up onto to get out of the map, lift at rockets has a small gap that looks terrible if you notice it and kinda a big let down from popular forgers and 343. Mostly the map has small little thing but the map is good just the Mantis isn't a good vehicle on it kinda wanted to drive a Warthog like the original
     
  10. Foxy

    Foxy Promethean

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    Often times creating a lot of vertical play space in a map that already has a large footprint can excessively fragment gameplay. This isolates players and can lead to stale games. Headlong was the unsung hero from Halo 2 that proved that verticality can exist effectively in a big team map. Psycoduck achieved the impossible by creating an almost exact replica.

    Bases have been simplified and vehicle routes accentuated. The map has upheld its original arbitrary nature while making the paths more understandable.
     
  11. TheClubhouse

    TheClubhouse Ancient
    Senior Member

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    Headlong is among my top 3 favorite halo maps, and in alot of ways this plays better.

    That one lift behind the centre building isnt 100% working. I missed my hogs. I can easily understand people not liking the Mantis, but I enjoy slaying vehicles (its why I play BTB). Its great that with the running/evade you can make it from tower one to the middle building (up high). I wish that large dumpster was behind the attackers base was still there (not replaced with a garbage can), as I often find myself back there on my way to take that stronghold.

    Overall amazing map, love it everytime i get to play it
     
  12. SimmonsZore

    SimmonsZore Promethean

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    I like how the high way jump is made so that Warthogs can jump back and forth, as well as behind blue building... then 343 replaces warthogs with a Mantis. XD
    I love your remake of headlong! However, strongholds on here is alittle unbalanced me.
     
  13. Psychoduck

    Psychoduck Spartan II
    343 Industries Cartographer Forge Critic Senior Member

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    Psychoduck updated Guillotine with a new update entry:

    Version 1.5

    Read the rest of this update entry...
     
  14. Preacher001

    Preacher001 Forerunner
    Senior Member

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    Wouldn't mind a few comparison shots.
     
  15. ReclaimerX22

    ReclaimerX22 Promethean

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    I noticed a few days ago that there were Warthogs back in the matchmaking version. I haven't touched matchmaking very much since Forge released so I wasn't following any news on it, but was this 343's doing or did they update the map with your changes?
     
  16. Psychoduck

    Psychoduck Spartan II
    343 Industries Cartographer Forge Critic Senior Member

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    This initial update was done internally based on player feedback. the changes outlined in my update entry in this map posts are all in addition to the changes already made to the version in matchmaking.
     
    ReclaimerX22 likes this.

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