<center>Titan started off as a direct remake of Aerowalk on Impact. After various reforges and a move to Ravine, I showed a draft version to Hahka, who liked it and thought it had potential in Halo. The result was a coforge.</center>
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<center>After some 2v2 and 4v4 testing, we realized that Aerowalk as it was wouldn't work in Halo. Too many teleporters disoriented players, the lack of hard routes to the top encouraged camping, and the weapon locations on Aerowalk exacerbated the camping. 4v4s were also very hectic; too hectic for our tastes.</center>
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<center>We decided to focus in on 2v2 gametypes, tweaking the weapon layout and replacing teleporters with hard routes and lifts. Titan was born.</center>
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<center>Titan is a 2v2 asymmetrical single-atrium map with a heavy focus on top control. However, with no power weapons spawning up top, players are forced to move around the map. There are long lines of sight for good sniping angles and also short lines of sight and cut-off areas for closer interactions. Our goal with Titan was to convey a sense of environment; that there is more behind it than tiled Forge objects..</center>
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Special Thanks:
to SecretSchnitzel, for explaining to me how Quake maps transfer to Halo and for giving feedback every step of the way
to Overkill and Solo XIII, for helping me understand the scaling problems of Titan
to Doju and the Unity gang, for testing Titan and for putting it into their 2v2 settings
to a Chunk, for capturing several gameplay videos on Titan <li>to Dax, for advice regarding the routes around the map
to thefro3po, for coming up with the name
to everybody who tested and abused the map, for helping me improve it
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