Hello All, welcome to the release thread of my first (finished) creation, Battle Canyon. A re-imagination of Halo CE/Halo 2's Battle/Beaver Creek. The most notable differences between the originals and my rendition is that instead of a creek going through the center, there's a small hill. Instead of a curving rock spire arcing across the sky, there are three independent rocks that you'll need to jump across to reach the top. And finally, the back of the bases have been redesigned in favour of better player movement. With the largest amount of real geometry in a beaver creek remake yet, every step you take should throw you into a reminiscent state, all the while keeping you on your toes with the subtle geometry changes. Now onto the only 'important' part of this post, the pictures. [bungievid]8377426[/bungievid] Pictures Blue Base Inside the main entrance Basement junction Side Entrance Upper Frontal base view Upper Rear base view Alley Teleporter Shotty Overshield Sniper Rocks Rock "spire" Tactical Jumps Action Shots Enjoy! ~noxy
Wow im the first to post on this its simply beautiful. This is probably the best remake iv seen, alas no creek which i love but the hill is a smart idea, i have seen 1 other remake that used the 3 tier rocks instead of a steady arch way but this is really a good map just aeshtetically outstanding. Ill dl for sure good job. Wow lol i just noticed it was your map Noxiw lol dude we need to play i could use some good feedback from an really expert forger.
most of the other remakes ive seen all suck major donkey testicles so far. this map is very distinguishable as a remake of battle creek. i do enjoy the middle area very much with the rocks. ill dl this to keep as a reference
Even though this map does not feature water like the original, this is the best remake I've ever seen. It makes itself unique using different jumps, and has a more organic feel than all the METAL i see in the other remakes. Great work, you got my DL.
This map is awesome Nick. I love the way you kept the spirit of the originals while still bringing in some very unique and much needed improvements to the design. It all feels very natural and at home. Also I like the picture of me getting killed. Thanks for that one.
This is an excellent re-imagination of a classic map. I've seen a bunch of other ones that have tried various things, but this one probably trumps them all. I don't believe I've seen any remake preserving the basements/tunnels, because that's so tricky on Forgeworld (much trickier than preserving the creek). But it's clear you didn't intend to do an exact remake, and this one is much more well-suited for Reach. Superb job.
Wow, I thought my map was good. This map instead exactly a remake, because it has a lot of changes. You must have obviously spent more time on this map then I did on my beaver creek map. But your map has the basement which is really good. Man, I really need to go back into forge on Backwater creek and make a v2. The bases are defiantly different though with some more complicated pieces with some obvious changes. So you can't really call it a true remake, but it has a general idea of the map. But the dimension of the bases dont look very accurate, the red base should probably be a little wider. But, Great job. Edit: Wow, after I looked over this I saw the differences are drastic. Also I don't really like armor abilities hanging around on competitive maps. But the bases are very different, I wouldn't really call it a remake, more of a re imagination of beaver creek from memory. You might of looked at it in Halo 2 but it doesn't really seem like it. So I'd call it a remake with a lot of changes. Defiantly not exact.
The reason I was initially in favour of the hill, sightlines. On the original there were CLUSTERS of rocks lining the river to break them up, with the hill, I was able to take out a vast majority of those rocks without breaking gameplay all the while adding a cool mix to a classic. Also, hit me up on XBL, I run customs fairly often. Thanks you very much kind sir! I am confused what you mean by: "Keep as a reference.", but thank you for the support regardless. That was my main complaint about all the other beaver creek remakes I've come upon thus far. ...Metal everywhere. Plus, since I was able to scrap out almost half of the budget being that the center of the map is 85% natural geometry, there is absolutely no framerate lag. Female rolling? I think I missed something. Thanks for the support, regardless. Thanks, I was hoping the redesigned back of the base would go over fairly well with people. (I've not heard any negative comments regarding that yet.) I mean, lets face it, those bases were death traps. Also, yay @ dead vince spartan. Thank you! I will agree that it is trickier to preserve the basements rather than the river. And while I had to sacrifice one for the other, I think it was a fair trade to balance Reach's gameplay all the while keeping classic elements intact. I'm glad you enjoy it. The base dimensions are 100% accurate. They are equal to each other, and they are equal to Halo 2's dimensions. While the back of the base has been changed, I assure you that they are of the same proportions as the original. Even if I had maintained the original (flawed) base design, the back wall would remain exactly where it is. What made you notice that it wasn't an exact remake? The fact that there's a hill where the river should be? That the rear of the base was redesigned? The aesthetics are different? --I never said it was a pixel perfect remake. And while this map has new features implemented to better the gameplay and flow of Reach's playstyle, it still has a very reminiscent feeling of the original and is designed to mimic the original in as many ways as possible while keeping things new to the player. Would you prefer a pixel perfect remake riddled with framerate lag and 100% metallic? The armour abilities are there because they don't detriment gameplay at all. If you don't like them, don't use them, they don't change a thing. Regardless, thanks for your time and thoughts.
The number of armor abilities placed throughout the map were a little overkill, especially since most of them were in the bottom of the bases. I think if you spread them out a little bit and/or removed 1 or two of them, this map would be much better. It was still great though. Evade sucked on the map, but I really enjoyed what you did with the middle.
Stickied by MickRaider from Sunday - 1/30/11 to Sunday 2/6/11 For: Being a unique twist on a known favorite. While there's quite a lot changed between the two, it provides the feeling of the original in a fun and exciting way, bringing the map to Reach well. Missed in all the excitement of the tournament, this re-inspiration deserves more attention and love.
aaaaah, nice choice. i gotta apologize actually, ive played the **** out of this map in many customs nights, and every single time, i've forgotten / neglected to comment the thread. i gotta second what mick said, this is a really, really solid reimagining of a classic. ive had a great time on it, every time ive played it.
I like the middle better than Beaver Creek's middle. It's just so much more interesting, or maybe just the difference made me feel like playing on a new map, yet it was still in its own way Beaver Creek. I highly recommend this map!
This is great, i love that you went your own way with it, and it didnt suck! Really good improvements to a classic!
Is this the map that is going to be put in the Classic playlist? If so: awesome! I've only gotten the chance to play a few games on it, but it is a really fun map. Hopefully the community likes it too.
Congratulations on making it into the Classic Playlist, Noxiw. I always thought of this as one of the best BC remakes overall, but I still can't pick between this and Noble Creek. This map alone will make me want to stay in Classic for hours and hours a day, but they even added other maps from ForgeHub such as High Noon and Dreadnought. Your map definitely deserved this and I hope to get as good of games in Matchmaking as I did in Custom Games.
I LOVE reimaginations of classic maps, and this does not disappoint! I'm a firm believer that some maps just should not be recreated the way they were. Some need a revamp to look and play better with Reache's settings and Forge World's palette. Prophet is a wonderful example of how to take a classic map design from a previous game, and change the aesthetics to fit it into the canon of the canvas. With this map, you broke the trend and created an experience that is similar, but not a direct remake. This makes it feel fresh without sacrificing that gameplay we've come to love over the years. Great job! 9/10