CHECK OUT THE LATEST UPDATES IN THE UPDATES TAB!
Outpost is my recreation of Halo 2's Sanctuary with A few modifications for H5. I know it's already been done several times (very well) but I've wanted to create a matchmaking worthy competitive map and have always loved sanctuary.
My WIP version of the map was sort of bland aesthetically and I really wanted to nail down that old UNSC art style. Several people left comments with great feedback on how I could achieve this and I think its come a long way. I started by studying some details from H3's Pit and making note of the color palette and how some of the structures were built. One of the main things that I pulled from was the structure of the building. Although the ceilings aren't as tall as the hangar from Pit, I love the atmosphere that it gives the map and helps it feel like a training facility. However, once the roof was on, the lighting from the sun created too many issues with visibility on one side of the map which would have given one team an advantage. So, I packaged the whole thing up and moved it to Tidal to avoid any bright glares or strange shadows.
After adding the roof I honed in on the details to give it a more gritty, old-school UNSC feel. I changed the color palette and materials to feel a little more faded and gritty. I added paneling to the buildings and gave each panel a couple of brackets to mount them to the concrete. I also made the panels different tints and shades so that it looks a little scrappier and not so pristine. The "rocks" area of the map used to have all sandbags which I replaced with several different pieces. I started with all creates but it was just too many and didn't really provide the cover from the original. After tinkering around for a bit I ended up using the "pyramoids" pieces because the look very modular and were the right size for the job.
I tried to stay as true to the original when it comes to scale, angles and jumps (see the comparison video from the 1.1 version of the map) but made some modifications here and there as needed. At a walking pace the map measures the same as the original. The second and third levels of the map (Ring 2 & 3, bridges / catwalks etc) are proportional for H5 so that players cant scope jump and clamber. All of the rooms (Bases, Huts & Rings) have been increased proportionally as well to allow for smooth movement throughout.
I would love to get some constructive feedback on how it plays / if there are other things people are liking / dislike. Please feel free to message me or comment your thoughts / changes. I plan to keep tweaking the map as needed and am open to suggestions. The main two game modes I've got working are Slayer and CTF but I do have it set up for Assault and Strongholds as well if you want to give it a try. Let me know what you think and hope you enjoy!
- Pwn Jones