Remake Hang 'Em High

Discussion in 'Reach Competitive Maps' started by Mattiacci, Oct 22, 2010.

  1. Mattiacci

    Mattiacci Ancient
    Senior Member

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    Hang 'Em High

    I've attempted to make this map play just like Hang 'Em High from Halo 1. Almost every jump is the same, you can grab rockets from underneath the walkway, you can grab/cap the flag on the back of blue base, you can nade-jump from the sniper platform to OS, etc.

    Supports all standard gametypes except Race and Invasion, with all objectives and spawns placed where they were in Halo 1, with additional spawns for Green and Orange in 4-team CTF.

    Now, for what you really care about - pictures (and a quick video):


    [​IMG]

    View from Blue
    [​IMG][​IMG]

    View from Camo
    [​IMG][​IMG]

    View from Shotgun
    [​IMG]

    OS, Camo, Bunker
    [​IMG]

    Overview
    [​IMG]
     
    #1 Mattiacci, Oct 22, 2010
    Last edited: Oct 26, 2010
  2. Toastman 500

    Toastman 500 Forerunner

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    Easily one of my favorite maps of all time, kudos to you sir it appears that you have put a lot of time and effort into this map, and you deserve it.
     
  3. Hogframe

    Hogframe Ancient
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    First things first, It's a great map. Second off, I'd like to say that when remaking a map you should not always remake every weapon exactly as it was in the original. Sometimes some things need to be tweaked or balanced, like the two Shotguns in the Defender's base. Try testing out all your maps for balance to see what must be fixed. Also, you can change how fast a weapon spawns by changing it's "Spawn Timer".


    Cheers,
    HarisSales.
     
  4. firedrone8

    firedrone8 Forerunner

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    wooooot halo 1 maps ftw. this looks great, but you can never recapture the feel of it :( but yeah two shotguns are a but idea, you need to cahnge it towards halo reach. dont add weapons, just change the ammo

    holy s*** youre onyx? dang you must be good.
     
    #4 firedrone8, Oct 22, 2010
    Last edited: Oct 22, 2010
  5. Stumanji

    Stumanji Forerunner
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    EDIT: Nevermind.

    Why rocks instead of using Struts?
     
  6. Mattiacci

    Mattiacci Ancient
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    Regarding Rocks vs. Struts

    I found that struts were much too thick when the appropriate height - I couldn't fit in anywhere near the number in the original map.

    Having many struts also had an adverse affect on gameplay - being much wider (at the top and bottom), they block many sight-lines and are too easy to jump around on, when compared to the original tombstones.

    While playtesting we found that rocks, while not ideal either, provided for better (and more accurate) gameplay.



    Original Weapons

    While the Blue base side does have an advantage, the same advantage existed in Halo 1 (not that shotguns are the biggest deal in that map when you have DMRs, snipes, and rockets). In the end I decided to remake the original map, with it's imperfections, rather than "fix" them. When I rebalanced the map, it stopped feeling like Hang 'Em.
     
  7. blueterror

    blueterror Forerunner

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    to each their own opinion....I took your map and got rid of the rocks and alien crates. Replaced the rocks with struts, but less of them of course because you are right....they make stuff crowded if youre going for a certain number. I replaced the alien crates with columns of 4 meshed together. The giant rock thing in red base was replaced with a large walkway cover. I replaced blue base shotguns with plasma pistols, needler with needle rifle, assault rifle with dmr.

    All in all, I'd like to thank you for a great remake. Big thumbs up dawg.

    [br][/br]
    Edited by merge:


    Hang Em High! The king of halo maps! - MLG Forums


    I gave major props to you.
     
    #7 blueterror, Oct 24, 2010
    Last edited: Oct 24, 2010
  8. Mattiacci

    Mattiacci Ancient
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    Glad you liked it, and thanks for the props.

    Tweaking the rocks/struts, weapons, and all that is great - maybe I'll do the same and re-imagine the map with a few weapon balance changes, maybe beef up red base or throw in some AAs. I suppose I'd have to give it a new name at that point.
     
  9. blueterror

    blueterror Forerunner

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    yeah, check out how I spun your map around...I even found grenade tricks! Theyre in my file share. you need to put the sniper on the very edge though...I think the nade tricks will make red base a bit more buff especially in ctf.
     
    #9 blueterror, Oct 24, 2010
    Last edited: Oct 24, 2010
  10. GRIFFIN XIII

    GRIFFIN XIII Ancient
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    Hey Michael, great map! I still dont like the rocks much, but like youve said the struts are too thick and you cant have as many on the map. Im happy that the grenade jumping still works, and that there isnt a framerate issue like most maps these days. Id give it a 4.75 just cuz of the rocks >.<
     
  11. xthorgoldx

    xthorgoldx Forerunner

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    You need to edit the supported gametypes. Right off the bat I can tell this does not support Conquest, and that gives doubt to what other gametypes it actually does support.

    Technically, yes, it does support the gametype Conquest, all maps made for 3-plot technically can. But Conquest will not be played properly on your remake, because Conquest is for linear, brute-force 3-plot, where flanking and squad tactics are thrown out in favor of team fire coordination and aggressive offense.
     
  12. Mattiacci

    Mattiacci Ancient
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    Great catch, xthorgoldx! I didn't mean to include Conquest in the supported gametypes.

    I've looked through the list, and I have played at least one full game in each of the listed gametypes, including multi-ball Oddball and 4-team CTF.
     

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