I’ve always had a special place in my heart for Halo 2’s Colossus so I decided to create a revamped version of it for Halo Reach. I know their are some great remakes already out there but I wanted to make my own version of it to make something fresh. Nothing was more satisfying then working together as a team on Colossus and being able to captures the opponent's flag. Though the map is not one of the largest, it is by far one of the most difficult maps for objective game types. This feature of Colossus has not been left out in my very own creation “Aqua.” Aqua presents the same similar foundation as Colossus but features new aesthetics and designs that have formed a unique and beautiful map. I’ve even added in the bridge that is only present in slayer game types to open up routes on the map. Anyone who enjoyed Colossus on Halo 2 will LOVE this map. All the testers loved this map and have been wanting me to upload this to my fileshare right away but they had to wait for me to tweak everything to perfection (well as close as it will get). Weapons: 6x DMR 2x Needle Rifle 2x Plasma Repeater 2x Needler 2x Shotgun 1x Sniper Rifle 1x Rocket Launcher 1x Concussion Rifle 8x Frag Grenade 4x Plasma Grenade 5x Health Pack Hope everyone enjoys the pictures and can leave me some positive feedback for my map! Thank you! Slayer variant Objective variant Red base Continuation of red side Grav lift No swimming (Water is strictly for aesthetics ONLY) Extra Pics:
Just at first glance, a potential problem could be the water. I take it the water will kill players, which they might not realize until it is too late. I think it's important that they should know which locations are deadly without having read this post. May I suggest making the water deep enough to walk in but placing a soft-kill zone in it so they understand they shouldn't be there without the harshness of instant death.
I like the map, very cleanly forged. You made the map great, and the layout the same as it was in H2, but honestly, I didn't recognize the map until I saw the man-cannon with the staircases beside it. I have some suggestions for a more aesthetically pleasing level. 1. I think the crates by the man-cannon don't work. In the actual level, explosive cylinders were placed, so it only makes sense if you use plasma... boom... explosive things. Forget what they're called. 2. Make conveyor belts. By doing this, you spawn a bridge, flip it upside down, then mix it really low into the ground (if you have the budget of course) 3. Make it more obvious that the water is deadly by putting a soft kill, boundary on the slope, or don't have the slope at all, it makes it look like you're supposed to walk in the water. 4. ??? 5. Profit Nice map overall, love how you added the bridge. Keep forging.
Thank you for posting this. I loved my brief time with the map a couple weeks ago when you had some people helping you test the map. My only issue at the time was a lack of weapons on the map but it looks like you've taken care of that.
My only gripe with this map is the corner areas around the sniper rifle. Colossus had some very unique, very cool geometry here that I would love to see again. The covered ramps in the back, the windows you could jump through, the conveyor belt holes you could drop down. Hell just thinking about it makes me want to fire up Forge and give a go at recreating that environment.
Wow this looks good! Lots of nice aesthetics, like your water feature and the rooms look nice and big...Looks very playable, I'll download now and see if can test it out later.
Thanks for all the great feedback guys! I really focused a lot on aesthetics in this map to give colossus a great new feel. As for kneecap, no way man! I made this map as a REVAMPED colossus, not a remake. I did try the conveyor belt idea and it looked terrible. As for the water problem you pointed out, I think throwindembows put it very nicely. If you are to ignorant to realize that the cones don't mean anything, that is your own fault. I'm not trying to be mean about it but I think I made it pretty obvious not to go in the water. And the reason I put the ramp in is because it looks very nice with it and it opens up the area a tad more down there. Anyways though, I would just like to say thank you for the feedback and I hope you enjoyed playing it as well.
What I love about your map is how the flags seem to be so close together but yet they are split far apart. I love maps that have this feature but it can cause 1 problem in Reach. How do jetpacks do with the flag distance? I hope once someone jetpacks over they have a hard time capturing the flag. One map I downloaded you could jetpack over to the other base, steal their flag and then jump down to the bottom to a lift that takes you to your base:\
Neon, even though you can easily jet pack over to the other teams base does not mean it will be easy to capture over at your own team's base. This is what makes this map fun, the challenge of actually capturing the flag. I really put a lot of thought into this map so trust me. It won't be easy to take the flag back to the team base what so ever, promise.
Yea once you get the flag, you cant use the jetpack with the flag obviously. While its easier to get to the flag with the jetpack, it will be just as difficult as any AA to capture it from there. I dont see that as a problem.
That's good to know, like I said I had a bad experience with a map that had about a 20 sec cap time because of lifts and jetpacks :\
It has to be playable or else it would be in the aesthetics section. Don't change the water part it is awesome