Casket My version will be closer to Tombstone than Hang 'Em High for several reasons. The biggest of these reasons is Tombstone was a logical extension of HeH's essence, in terms of block placement, general geometry and weapon placement it was thought out much more thoroughly than HeH. I intend for this remake of Tombstone/Hang 'Em High to play well in Reach while maintaining its classic feel. It will NOT be a pixel-perfect remake, but it will still feel like an old friend when you load it up. Human Weapons: 2 Assault Rifle @30s 2clip 8 DMRs @45s 2clip 1 Grenade Launcher @120s 4clip 4 Magnum @30s 2clip 1 Rocket Launcher @180s 1clip 2 Shotgun @120s 2clip 1 Sniper Rifle @180s 2clip 10 Frag Grenade @20s Covenant Weapons: 2 Concussion Rifle @60s 1 clip 4 Needle Rifle @45s 2clip 2 Needler @45s 2clip 4 Plasma Pistol @30s 2 Plasma Repeater @30s 1 Sword @120s 10 Plasma Grenade @20s Miscellaneous: 3 Healthpacks @25s 1 OS @180s Screen shots: Above Sword (Sword floats without using fixed or phased physics) Red Base Front Red Base Superstructure Blue Base Front Blue Base Back Command Center Trench Cloak Ramps Bunker & Catwalk Red Ramps Rock Room Tombstone YouTube - Casket Gametypes Supported: Assault ( 1 Bomb, Multi-Bomb, Neutral Bomb) CTF (1 Flag, Multi-Flag, Neutral Flag) Headhunter KotH (Always starts at center. Ordered hills setup & ready for the eventual fix) Stockpile Slayer Territories (Land Grab, 3 Plots, Territories) Oddball Gametypes Tested: 1 Flag CTF (4v4DMR, 5v5, 6v6, 8v8AR) Assault (4v4AR) Slayer (4-8,10 players) Team Slayer (4v4AR, 5v5DMR, 6v6) Territories (4v4AR, 4v4DMR,) 3 Plots (4v4DMR) Thanks to some of my many testers: SP Dark Killer TRAINVVRECK jaw boogie v2 Ciro 1500 B0RG k79 nillapuddin626 JSX29 iamkarlp Superbob551 The psycho duck ...and more! Notes: Contact me on Xbox Live if you want to play. (v1.4) -Added Headhunter and Stockpile. (v1.41) -Fixed Weapons are now set to Normal Physics. (v1.5) -Plasma Rifles Removed -2 Magnums added -Purple and Orange colors added to encourage call-outs -Other Minor adjustments Added Rendered Tour (v1.6) -Adjusted Spawn zones for CTF & Assault -Added One way shield door to lift to keep people from getting stuck. -fixed z-fighting (v1.7) -minor changes -replaced some stunt ramps with some Coliseum walls due to Decadence Night's insistence. -cleaned up a couple little things, (v1.8) -fixed a kill wall that affected game-play after a minor change in 1.7 -moved two territory locations (v1.9) -Improved Lift Microramp at blue base -3 ARs removed -Sword is now floating without being fixed or phased -Spawning adjustments -Multi-team loadout cameras (v2.0) -Adjusted Safe Zone that resulted in a soft kill zone being in a playable area. (v3.0) -Moved entire map to reduce wave action in trench (Thanks to Ciro 1500 for the help with this task!). --This also increased contrast at Red Base. -Modified rocket & OS nooks. -Lowered & widened ledge above rockets. -Altered upper red base structure. --Now more accurate to original. --Balance, upper railing allowed camping and domination of lower levels. --additional room created behind red base. -Red base interior ramp is more jump friendly. -Blue side of trench expanded to be even with red side. -Replaced multiple stunt ramps for more specific and fitting pieces. -Spawn areas tweaked for CTF & Assault. -Added support for Infection Safe Havens. -Added support for Invasion Slayer -Added support for Bro Slayer. -Removed two Assault Rifles. -Removed two Plasma Repeaters. -Removed Pink & Brown team support. -Other miscellaneous aesthetic & game play tweaks. Added Updated Tour Video
Phenomenal. I'm one of the many people who have already downloaded the other HeH remake, and this one DOMINATES it. Love the attention to detail, especially with the rock zone...super nice! Keep up the great work, man. =)
Its good to see a remake of one of my favorite Halo 2 maps.. You must have made this fast, ad at first I was skeptical, thinking it was rushed, but after seeing the screenshots it really looks like you puts lots of time and effort into it. Hit me up if you need help testing, gamertag is The Psycho Duck. Great work. lol it had 69 DLs before I downloaded.
Going to download right now. I saw the "official" HeH remake, and I thought it was cool. But this one far surpasses it, even the trench is filled with water, unlike "that other" map. Keep it up!
There are 3 Healthpacks in Casket, I'll add that to the thread. One in the Middle of the trench against the 'crane', under Red Base, and behind Blue Base. Another note, I'm trying to get people together to test the next version of this map. A couple blocks straightened and/or added to fix little things. It also has headhunter setup whereas this one does not.
I have uploaded the photos for the updated version. You may have noticed the colors were off in the old version's pictures. The blocks were improperly assigned to teams and not colored. I have made other small changes as well. Headhunter is supported and a couple of small problem areas have been fixed. Enjoy!
This is one of the best remakes i've seen of tombstone yet, i'll be sure to download and offer my opinion, seeing as Hang em High was one of my favorite maps of all time, from any video game, ever. xD
u know that the weapons in "fixed" position like the grenade launcher when being switched out with another weapon floats in thin air right ?
The water was an excellent touch. For some reason it caught me completely off guard. I love what you've done. Nice job.
"I intend for this remake of Tombstone/Hang 'Em High to play well in Reach while maintaining its classic feel. It will NOT be a pixel-perfect remake, but it will still feel like an old friend when you load it up." I am so glad that some people think this way. If you have to remake a map, for the love of god make it work for the game you are remaking it for. The map played pretty well on Team Slayer (AR and Mag starts). Magnums felt very good, but did not feel like the "end all" weapon on the map, which is exactly where they should be for Hang em High in Reach. The Plasma Repeater was very easy to find and very fun to use in the close quarters of the bases. The placement of the Armor Ability pickups was fascinating just because of how Armor Abilities work in Reach. They're not a camo or overshield pickup because you can control when they turn on and off on your character and you can essentially use them indefinitely until you die, and it's not like Halo 3 Equipment because you don't drop it on death if you don't end up using it. As such, controlling their spawns actually became fairly important without feeling overly important. I can't wait to see how others incorporate Armor Ability spawns into their maps.
This is the best Hang em High/Tombstone remake around. 9/10, hands down. I really look forward to playing on this one with more people, but you've really done an excellent job. Not only is everything where it should be, with near-perfect dimensions, but everything is very well-forged and attractive. Keep up the good work!
I know its not an exact remake, but wasn't there another 2nd floor walk way along the wall/corner to the bottom right of the picture above (in spoiler to reduce vertical space)? Its been a long time I have to agree, that was one thing that really stuck out there to me. Looks like a very solid and precise remake, innovative use of structure objects to recreate details of the map. I like!
Ridiculously accurate. Amazing redo love that you put a couple of armor loadouts around as well. Going in the permanent reach map file. MRX
Nexovus, there wasn't as you can see here: Spoiler (Keep in mind this is rotated 180 degrees relative to mine.) I thought I'd reduce space as well.
i love how this one has lots of cover everywhere and lots more detail than the other remake. Have you tested this map at all?
We have tested it, but I want to test it a lot more and it has been difficult getting people to want to play customs or play-test anything. They all want to get to Lt. Colonel first.