"Redemption" is a remake of a Foundry variant in Halo 3 called "Redeemer". Redeemer was nominated in several categories on Forgehub.com's Best of Forge competition. It has also been featured on the site, and was in a video displaying the best of forge on Halo Waypoint. The original version of the map on Halo 3 was a co-design and forge between myself and Linubidix. This time around, I built the map myself, but being that I tried to remain as faithful as possible to the original, Linubidix still deserves some of the designing credit. This version definitely plays better than the original, and will feel great to players whether they are new to the map or if it's an old favorite of theirs. Enjoy. YouTube - Forgehub.com presents: REDEMPTION Music by The Devil Wears Prada. (There's the volume knob.) IT IS NOW RECOMMENDED YOU USE THE CLASSIC GAMETYPES WHEN PLAYING. Redemption is set up for almost all gametypes. Here are the favorites: Team Slayer Team Shotty Snipers Team King of The Hill Territories 3-Plot Stockpile Headhunter Pro Neutral Assault 2 Assault Rifles | 30 seconds 6 DMRs | 15 seconds 2 Needle Rifles | 30 seconds 2 Sniper Rifles | 120 seconds 1 Grenade Launcher | 90 seconds 1 Needler | 90 seconds 2 Plasma Pistols | 30 seconds 4 Plasma Repeaters | 30 seconds 1 Rocket Launcher | 180 seconds 2 Shotguns | 150 seconds 4 Magnums | 30 seconds 10 Plasma Grenades | 10 seconds 1 Dropshield | 60 seconds Active Camo | 150 seconds Ghost | 120 seconds Red-side base. Blue-side low-bridge / back corner. Rocket bridge / Dropshield bridge. The D. Borghese Memorial. Back corner, red-side. The back wall, red-side. Chuck evading a bypassing ghost. Unless you're using armor lock, be careful of the ghost whipping around. Creep1ng, once again taking what he wants. Use teamwork to overcome the opposition in all gametypes. Make sure to provide your carrier some back-up. Objective games like KOTH work beautifully. Even though the map is largely open, close combat ensues often. THANKS TO: Shad0w Viper, Chrstphrbrnnn, Rusty Eagle, TZ, Adelyss, Vice, Sweeny, Chuck, Chuck's sister for being hot, Vorpal Saint, Cyberwaste1323, Creep1ng, and everyone else who tested this a ridiculous number of times. Thank you to everyone who downloads the map and supports it. Love, Silence.
Finally! Now, I haven't got to play it with the (hopefully) fixed spawns, however, I think Vice said it well that this map plays SO much better in Reach than it did Halo 3. Really glad you remade it. I'll try to get some games on it in the near future. Also, don't forget kids, if you EVER play it with Rusty Eagle, then TAKE OFF the SNIPERS... you'll lose if you don't.
This map mahn! Truly a fun forged map to play on even though I whined about having to test it over and over that one day lol. This map sticks pretty well to the original design but I feel as I like this version much better. The ghost can be used but easily countered if you team controls the right weapons which I like because many maps this size which try to use a ghost end up playing horribly. The map has great DMR sights and close corners to allow for all sorts of game playing style and that is why I feel people of any gamestyle can enjoy it. Great job TSB, show me your new map now!
Dude I DL'd when you recommended this. It really does look just like the foundry version just not? you know what I mean. I will get games on this cause I bet it plays amazing. I did walk through it and was greatly impressed. Great job TSB
i'll always remember that central structure and still consider it under my ownership also, no comment on one specific portion of the special thanks section. Testing was a blast, even with those first few laggy matches. Without kinks, it'll be even more fun. DOWNLOADING NAO, and everybody else should too. i remember when you told me you had a surprise for me, i honestly didnt think it would be remaking the map that pulled me out of retirement and into playing halo 3 for the last time. yes, that was the last time i played halo 3. again, GREAT work.
I loved every second of playing this map even when I lost. There's a lot of strategy in this map and the thing I love best of all is that it makes lesser played objective gametypes shine and play very well. When I think of KoTH or Territories I immediately think of Redeemer...err Redemption. Keep up the great work Silence!
I played this with 8 people and damn, it was awesome. In fact, I think this map has the best gameplay out of all the other maps on forgehub (for now). Map looks amazing, I really like the style of the map, Redeemer was an awesome map in H3. You just gave it a much better design. KOTH does work the best, never had so much fun in KOTH. This does look a bit bigger than Redeemer, but bigger is better right?
Very cool. Loved this map back in H3, glad you took the time to translate it to the new medium. And from the feedback this is receiving the remake doesn't disappoint. Hopefully this will inspire others to bring back their favorite works. Also, we can has Vertebraille?
I first must commend you for putting some effort into your map post, unlike some (Rusty and Shadow), but even it hardly does this map justice. This might be a remake, but it is more than taking a familiar design and implementing it into the much improved Forge 2.0. It just feels like an improvement upon an already wonderful design, without sacrificing any attention to detail. The canvas layout of the map even felt slightly reminiscent of Foundry. When I first got a game on Redemption while testing with you, I was expecting it to play like Redeemer, but that wasn't the case. It played even better. The new mechanics of Reach, in addition to the armor abilities, really suit this map well. Even gametypes that receive less attention than the standard Slayer n' Flag variants were fun experiences on this map. Well done, silence, well done.
I had a blast testing this map for you(even though I felt somewhat like I'd walked into a dual between Rusty and Shadow). It feels a lot like it did in Halo 3 minus the grav lifts never taking me to the rockets which annoyed the hell out of me. Although I would not recommend AR start but rather DMR but thats just me. PS I dig the armor abilities buttons a lot.
Thank you Addy, I really spent a lot of time trying to make the ghost work in the original, and I made some small alterations to ensure it would still work in this version. PS. My new map is almost done and I'll be showing you soon. Thanks for checking it out and letting me know what you think. Thanks for helping me test it out, I am glad you enjoyed it. Also, your sister is hot. You just can't get passed that title change, can you? lol. Hearing that from you, as opinionated and skill-driven as you are, means a ton to me. I will gladly take any criticism you have on my future maps into consideration. This looks bigger because of the ceiling height and the increased size in the bases, but in general, the map is actually smaller. The sniper areas and columns that the health packs are attached to are definitely scaled down. The problem being that Foundry was a rectangle while the coliseum was a square. I had to then even moreso reduce the size of the square by building the back hallway from foundry in it, scaling the rest of the map down even more. Overall, I'm happy with how i pulled it off, and you can hardly tell. No plans for Vertebraille as of right now. Thanks though. Tons of people use these as powerups... I thought thats why we have them in forge... Thanks Mr. Todd. I appreciate you playing game after game after game to help ensure the map came out to its maximum potential. The reason I don't recommend DMR starts is that it makes the gameplay become about the DMRs. None of the other weapons get used. It turns the variety down, and the different play styles that mix and make this map fun for (almost) everyone start to disappear. There are 6 DMRs and 2 Needle Rifles on the map, on top of 2 snipers. The longer range style of fighting should be covered for the maximum amount of players. I don't discourage DMR starts, I just recommend more often playing with AR/Mag starts.
This looks very nice and very fun. What I lvoe about skilled Forgers is that the map plays so well and its not totally empty or an eyesore(hence my sig ). Anyway I lvoe the layout of this map and it seems excellent for assault and slayer, instant DL
I tried playing FFA on this with my friends and sadly it didn't work. We kept spawning in the same area all the time, but the map overall was great to play on. I'd like to try this again with teams of two and see how it turns out.
Thank you, a lot of time was put into planning the map. Months actually. That's because, much like the maps color setup and symmetry, it wasn't designed nor intended to have FFA matches on it. May I recommend a nice 3v3 RvB match?
played a game of Territories on this last night. It was a lot of fun, and required sneakyness, variation in AA's of the team, and strategy in order to cap a territory. I liked that a lot, that i had to plan a way to get one, unlike some other maps where the first couple are easy grabs with no strategy. i dont think i was around during the time when redeemer first was released, because im not familiar with the original map besides that i remember hearing about it. It definitely still feels like a Foundry map. You get that Foundry vibe from the way the structures are set up. Anyway, i'll be keeping it, lookin forward to more games on it in the future, great job.
Thank you ****. I tried really hard placing the points of interest in well structured areas that wouldn't just allow you to walk in and take them. If you enjoyed Territories, I really recommend some 3-Plot. I also know it's a "noob" gametype, but countless people has described this as the defining Team KOTH map. I would have to agree, though team slayer is by far my favorite. I hope to get some games in with you, and maybe you can help me test my next map, which is nearing completion.