Videos and Screenshots at the bottom of post. Channel Download the MLG Version: Bungie.net : Halo Reach : File Details Download the default (non-MLG) version: Bungie.net : Halo Reach : File Details Channel is an inverse symmetrical 2-base map that is 2x longer than it is wide. It is a map designed to play with a similar play-style to maps like Pit, Narrows, and Beaver Creek. I've been working on it since mid-November and finally finished it around 5 days ago. There are a couple touch-ups I need to do on the MLG version from feedback from the mlgpro forums. However, I have had no feedback on the default version yet. If you don't like where weapons are or what weapons are on the map, please give me feedback. This map was built with MLG in mind. However, that doesn't mean it isn't suit for normal competitive settings. It actually runs quite well with default settings. It is a map that works with Sprint, Evade, Jet Pack, Hologram, Armor Lock, Camo, etc etc. Jet Pack and Sprint are actually very useful on this map. It's not really a map that would play well with AR starts however because of the long lines of sight and openness of the map. Weapons (Default): 4x DMR 2x NR 2x PP 2x AR 2x PR 2x Needler 2x Sniper 1x Rockets 1x Shotgun Other: 4x Frags 4x Plasmas 4x Health Pack The sniper is on a fixed 2 minute spawn. Rockets are on a fixed 3 minute spawn. Shotgun is on a fixed 2 minute spawn. This means Sniper will spawn at the beginning, then at 10:10, 8:10, 6:10, 4:10, 2:10, 0:10 (and same with shotgun) no matter what. Rockets will spawn at the beginning, then at 9:10, 6:10, 3:10, 0:10 no matter what. Gameplay by a Polish Korean: YouTube - Channel - Forged Map - MLG - TLN Map Walkthrough by TLN Impended (me): YouTube - Channel - Halo Reach Forged Map (Walkthrough) Both videos were done using the MLG version of the map, and same for the following screenshots. Screenshots: Please give feedback! And also, I'm a member of the mlgpro forge forums, so yea, I'm not a total novice. =) Please note that there is no difference between the MLG version and default version when it comes to structures or layout. The only differences are weapon and health pack layouts.
Unfortunately I can not give you any feedback on the regular version but I have played the MLG version (I don't have an account there though). I personally loved the structures and flow of the map however I hated the lighting effects. Would it be possible to remove them at all?
Yes, I will be removing the lighting effect (there is only one). I made a poll on the mlgpro forums asking about that and the overwhelming majority said it needed to go, so it will be going. I was using it to emphasize color on the map because in the early stages of this map I was getting complaints of lacking color. Thanks. =)
Amazing quality! It reminds me mostly of The Pit with the ground level inclining and declining in most areas. And it's not overdone either. Sometimes it annoys me when people make an incline too steep because it slows down movement, but yours has a good flow. I'm drawn to this map mainly because it has a quality most other maps lack. I think it has to do with orientation and balance. When you walk down a certain corridor, you can see all the way across. I like that because if you have areas that are cluttered and feel too enclosed, it causes camping and disrupts the flow of gameplay. Great work, hope forgers take note. I would dl, but I can never get a 4v4 group going. Most of the time I just see one friend on willing to play, so I try and play maps more suited for 1v1. But I would recommend this map for balanced, competitive 4v4 action, it works perfectly from what I can see through your gameplay video.
@Pete: Thanks for the comments. =) I build my maps with gameplay in mind first, rather than aesthetics and flare. That is why my maps seem to be kind of simple when it comes to aesthetic design. For example, all of the colors, designs on the walls, and lighting effects were put in during the latest versions of the map. The original was basically all gray. That's an aspect of my forging career that I'm still working on (aesthetics). I see maps on forgehub that blow mine out of the water when it comes to eye-appeal... and even then, you can see that my idea of 'aesthetics' is pretty simple. There's nothing mind-blowing complicated when it comes to design about my map. However, I try to make sure my maps flow more than anything else. I want my maps to be some of the best for 4v4 gameplay. That is my goal. This is my order of importance when I forge: 1. Flow 2. Balance 3. Lines of Sight 4. Aesthetics (This usually comes after I playtest and am happy with the gameplay of the map) Some notes: I will be switching the Sniper and Plasma Pistol spawn. This way the Sniper spawns in the Channel on the 1x1 block that the PP spawns on. The PP will be moved up to Snipe Street. The lighting effect will be gone on the MLG version at least. Btw, mlgpro forge forum community always is running 4v4s.