LOCKUP

4v4 Slayer
6.0

Map Description

  1. ViciousSubtlety
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    Lockup

    Formerly: "Reminiscent"

    Blackout/Lockout H5 edition

    V2.3 is live

    [1/5/2016 Update]
    I've received a ton a great feedback so far regarding this map. Just wanted to reiterate here that I really appreciate all the support that the Halo and forge community has been able to offer and it is wonderful to see it alive once again.

    Map is bookmarked in the file share of my XBL profile which is linked to the download icon.

    Map: Lockup
    Forged by: ViciousSubtlety
    Supported game modes:

    - Slayer 4v4 to 8v8 Red or Blue only
    - Strongholds 4v4 to 8v8 Red or Blue only
    - Slayer FFA 6 players

    I'll always keep the most up to date complete map variant in my bookmarks.

    Good hunting.
    BlackStoneJeweL and caseJackal like this.

Recent Reviews

  1. Good aesthetic, but form and gamplay lacks because of the great heights. Maybe next time, try to adjust the map to the scale of a player.

Discussion

  1. this map needs more space whales plox
     
  2. UndeadKillerQc

    UndeadKillerQc Legendary
    Senior Member

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    Really?!? a Lockout/Blackout remake in Halo 5 and you don't even call it Lockeout? i'm dissapointed in you
     
  3. Check One

    Check One Guest

    Looks really nice.
    Need to add jumps (eg. elbow to snipe 2)
     
  4. ViciousSubtlety

    ViciousSubtlety Legendary

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    ViciousSubtlety updated Reminiscent with a new update entry:

    Reminiscent v1.1

    Read the rest of this update entry...
     
  5. NEKTryhard

    NEKTryhard Legendary

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    A small thing I noticed in the screen shot of back BR, the ramp going up to the BR3 platform could use some accent or blocky geometry to hide the sides of the ramp. This will prevent players from bumping into the side of the ramp and it will make it look better.
     
  6. ViciousSubtlety

    ViciousSubtlety Legendary

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  7. ViciousSubtlety

    ViciousSubtlety Legendary

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    Looks like another name change is on the way... Forgot that the big team battle standoff remake had this name. With the new update coming tomorrow, the name will be switching to 'Lockup' to remove the conflict.
     
  8. SEspider

    SEspider Forerunner
    Senior Member

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    Great job on the remake.
    I fixed a few errors you missed and made some pathway changes to the map. I sent you a Xbox message about it the other day.

    I'm TRYING to post a thread about these changes, but ForgeHub keeps giving me a Prefix Error, when I clearly have them selected. ONLY because I, currently, can't post a thread about it, here's a link to the video. BTW, As you update your version's name, I may do the same. Just so it's easier for players to locate your updated version. Or would you like me to create a unigue name for my version? It's up to you. I'll not be using your updates in my version, unless they are needed.
     
  9. gcw0068

    gcw0068 Legendary
    Senior Member

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    Just wondering, did you get the Blue 2 to Tower 2 Bridge idea from MultiLockOn?

    Also, that clamber at 0:26 seems like a particularly good (but subtle) addition.

    I particularly like the trick clamber at 2:30, and the return of the explosive sniper trick is a good idea.
     
  10. ViciousSubtlety

    ViciousSubtlety Legendary

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    ViciousSubtlety updated Lockup with a new update entry:

    Name/fine tuning changes

    Read the rest of this update entry...
    --- Double Post Merged, Jan 2, 2016 ---
    This should be the last name change. As long as ya keep a credit in the map where you post it I don't care of the name. Like the remix, will get to play testing it one of these days.
     
  11. SEspider

    SEspider Forerunner
    Senior Member

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    I don't want to take over ViciousSubtlety's post. So I'll ask that future questions, about my changes, be directed to the video's comments section.

    Sorry, but I don't know who MultiLockOn is. I haven't been on this site in a very long time, and not up on who the members are nor their posts. As for the Cores, I agree. I'm not a fan of forcing players to use the Plasmas to throw weapons. But it needs to be noted that the cores do not throw the sniper. Sadly, they have no effect on weapon pads. The Plasma Grenade is still required. The cores is mostly there to mimic the look of the original and prevent sniper camping. I'm thinking of removing the pads and just placing the normal sniper down instead. The 2:30 clamber is not as easy to pull off in game. I got to test the map with 5 other players and I was shot down before I reached the top.

    No problem there. Thanks.



     
    gcw0068 likes this.
  12. FTG Insanity

    FTG Insanity Forerunner
    Senior Member

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    This map is more like Blackout and less like Lockout.

    There's a lot of things that made Lockout great such as trick jumps, aesthetics, ledges for jump ups, and the complexity hidden in small spaces.

    I think your map needs to be renamed just on the bases that it's nowhere near like Lockout.
    It's a well made map that works well with sprint and Halo 5's mechanics.
    So far, it's the best Lockout/Blackout hybrid remake released, that I've seen.

    I'm biased about your map because I prefer Lockout over Blackout and because I'm making my own Lockout remake that's close to exact in scale to the original.

    I thought I'd give you some suggestions and comments to improve your concept.

    The pieces you used for your railings have an inward incline to them in which, on many occasions, messes up a player when they try to jump on them causing them to clamber over the ledge instead.
    I feel that these pieces need to be worked with to prevent this or even replaced altogether.

    Your ramp piece on the middle of BR tower going up to BR3 is out too far which can stop the players movement.

    The cornered piece that connects to back BR is very narrow due to how your BR tower merges into your bridges. I recommend reworking this entire section.

    BR tower cover is set very high to where clambering on them is a necessity.
    I think the clamber ability should be there to improve or add to a maps playability, not change the flow completely.
    If you lower the cover, it will allow players to sneak up on people at top BR by using their clamber from the back bridge.

    One of your columns in middle is wider than the other columns.
    This column's width is more preferred, in my opinion.

    At sniper you have a forge piece in the ground that holds a BR spawn.
    This looks really sloppy and doesn't really seem necessary.

    You have camping spots added on top of Library because of the glowing blocks used for it.
    It's not very easy to get onto but it's there.

    Shotgun room always had some sort of cover, I think you should add some.

    There's a huge gap between top lift and your SMG spawn.
    The block used for this should be longer to fill this gap.

    In Library, I feel like those triangles on the floor will mess up the flow of combat and I kind of wish the ceiling was higher so I'm not so limited when jumping on those blocks between the gap to sword.

    The ramp transitioning from bottom middle to sword could be smoothed out.

    There is a camping spot that leads all the way down the side of Library in front of sniper that I can use to get to the very back of Library, pretty big issue XD

    Thank you for adjusting your lift area, it feels much more natural now.

    I hope my advice helps you.
     
    WAR likes this.
  13. ViciousSubtlety

    ViciousSubtlety Legendary

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    Really appreciate the feedback.

    New update will have complete CL with fixes to most of these as far as the name though at this point i'm sticking with it as i themed it after a prison esk environment and already had two name changes, but i agree that it is much more blackout than lockout.

    • Fixed pillars so they all reflect the double wide width
    • Sniper tower got a face lift with some minor edits still to come
    • Green was narrowed to increase the risk/reward with shotgun on a corner heavy map
    • The curved front of BR tower was fixed while maintaining the flow of the player needing to jump first on the railing then BR3
    • Back BR open and closed ramp were opened up into a square corner to help movement
    • BR3 cover was lowered. Users able to clamber back side and crouch jump front side
    Keep the feedback coming, getting closer to completion.


     
  14. FTG Insanity

    FTG Insanity Forerunner
    Senior Member

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    Thank you for taking my advice to heart.
    The railing that's to the side of the BR ramp you fixed needs to be angled properly so players can't walk right of the map.
    There's a camping spot on the side of shotgun room, in front of your windows, which can be fixed by using invisible blockers.
     
    #15 FTG Insanity, Jan 5, 2016
    Last edited: Jan 5, 2016
    ViciousSubtlety likes this.
  15. ViciousSubtlety

    ViciousSubtlety Legendary

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    ViciousSubtlety updated Lockup with a new update entry:

    V2.3 Final Draft

    Read the rest of this update entry...
     

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