Isn't that a bit like saying that Minigame maps should support all gametypes in case players want to use them for it? Or, as a more specific example, that the Foreign Treasures contest was a waste of time? Maps should be designed with purpose in mind. If players then want to use these maps for a purpose other than the one for which they were designed then fine, but they only have themselves to blame when it doesn't play well. Sure, if you're designing a map intended for use with standard Reach gametypes (ie. general competitive purposes), then it's in your interests to design it with loadouts and AAs in mind, but he specifically stated intentions for matching gametypes to achieve the intended purpose of a H3 experience. Even for general competitive purposes, I still think "must" is a bit strong. I don't really think a map has to do anything, if it doesn't play as well with things like Jetpacks then so be it, but you kinda make it sound like it's therefore objectively not worth making. Plenty of H3 forged maps play worse even for their intended purposes than Guardian with AAs would, would you tell the creators of those maps that they 'have to' do certain things and improve said gameplay? I personally wouldn't, their probable response would probably be something like 'or what?'. Something along the lines of 'if you want it to play well, you should...' makes more sense, but as he's clearly said, on the subject of it playing Reach standard setups he couldn't care less.
I know these aren't Halo remakes, but I was thinking of remaking the Metroid Prime 2: Echoes multiplayer maps. As much as people hate on Echoes, it was a damn good Metroid game and the multiplayer was hilarity-ensuingly fun (which I put to the test with friends a couple days ago). I'll have to fiddle with the power-ups since Metroid and Halo are quite different, but it's the map layout that I'll be focusing on. If you have played Echoes or can find the layout of the maps, friend me and we can work on the maps once Reach comes out, although it's possible to recreate the maps in Halo 3.
There hasn't been much talk on Campaign remakes. If Invasion is as flexible as I think then I think some of the Campaign objectives could be mirrored quite well. I saw a thread on Bnet where some suggested using the Island for The Silent Cartographer. I extracted the meshes of Sidewinder and the Silent Cartographer island, Sidewinder is a little smaller, but I don't think it would be too hard to extend a but using rock pieces. So a simplified version of the level could be possible, having the Spartan's land on the beach and make their way around the Island to a series of bases (rather than underground caverns and tunnels which would make each round very long if it was an exact remake!)
You should work on Metroid Prime: Hunter remakes, too. Head Shot might actually be possible given Zealot's physics. You can actually change base gravity, too, though I'm not too sure how you'd increase it once you got inside.
REACH-T/HeH-Untitled To the people who want a Hang 'Em High remake or were considering making their own if no one else was going to. I fully intend to make a refined, balanced remake of Tombstone and Hang 'Em High. I have made a Tombstone/Hang 'Em High remake for Halo 3 and adjusted it for the changes between H2 and H3. I have made several drafts and sketch-ups of the completed map. My current version works well even with constricting myself to be within the demands of limited object category counts. I'd really love to post some screen-shots of my creation. But I'm being a bit paranoid and over-protective of publishing it to the general public right now. For more information please click.
Im missing highground and last resort, snowbound, assembly, citadel,OMG LONGSHORE...:,( But now its all about reach
In case anyone doesn't know, the object limit is 651. Jeremiah runs a Forge World group on B.net and he told me that was it after I had overloaded my map. Once you reach 651, you can't place anything, regardless of how much budget you have.