CYBERDYNE - The Pit - Version 1.0 up! Tactical Cyberdyne can be found in the download link! Map Summary Spoiler This is a remake of "The Pit" from Halo 3. Or, more accurately, "Pit Stop", as there is no high base area above the flag rooms, though, I wish someday to have the budget and pieces to make it. I measured the entirety of the Pit using KOTH hills as a 3-dimensional ruler. I wrote everything down on paper, and constantly went back and forth from Reach to 3 over and over. I also took various pics to ensure everything looked the same as well. Spawns and spawn zones are all the same, and the map includes both overshield and camo. It's made to be played with Classic Slayer. Comparison Screenshots Spoiler Additional Screenshots Spoiler Videos Spoiler Bungie Rendered - 2 Flag Classic on Cyberdyne Weapons Spoiler X 6 X 2 X 2 X 2 X 2 X 2 X 2 X 2 X 2 X 1 X 2 X 1 X 2 X 2 X 8 X 6 Yes, there is a grenade launcher. Flag mauler spawn. 3 shots. Notable Information Spoiler - There IS a small amount of framerate issues on split screen, though it's bearable. Two Player Split screen framerate issues annihilated! - Again, there is a grenade launcher with 3 shots on both sides. - 5 Health Packs can be found on this map. - I am updating this all the time, so keep coming back. - It supports all gametypes excluding the following: >Invasion >Race >Three Plots >Neutral Flag >Infection -I am working on a version that is compatible with GodlyPerfection's "Halo Tactics". I'll keep you posted. Version 0.9 Changes Spoiler - Got rid of most framerate issues in split screen. There are only split screen framerate drops in Territories. - Standard KOTH used the wrong hill. Now the center hill. - Added compatibility for speedpile. - Initial spawns were uneven for Stockpile. Fixed. - Fixed some small z-fighting. Version 1.0 Changes Spoiler - Added Height to the surrounding walls. - replaced ramps acting as walls above the entrance to the overshield hall with struts. - Fused a fusion coil into the crate next to red tower to simulate the generator in the original. -Evened up the walls outside the fence for a cleaner look. - Moved the active camo indent in a few notches for accuracy. Download from the 'Cybernet Series' Fileset
Great to see another remake of the pit. This was one of my favourite halo3 maps. The comparison is great and looking really good. Great to see a full list of available gametypes too. Great work Edited Also great to see that you have made this on tempest, ensuring premium framerate. Nice
I played this during one of your test matches and I must say that I loved it. I'm not normally a remake guy, but it felt so much like the original, man... Queuing it for download now.
Every other remake i see the scale always seems to be off, and its apperant you thought of it too. This easly has to go on the top ten remakes of all halo time. Im going to give it a fownload just for respect of how much time it must have took, i hope it plays the same! keep up the forging.
instead of adding house tower for the top story of flag i would add something different maybe 4x4 talls or something because you can't rly get up there anymore on the update version on halo 3 called pitstop.
I'm downloading this as I type, as it looks ridiculously fantastic. I've played on two other Pit remakes in Reach and neither were anywhere near this in terms of precision. They both had major framerate issues too. I'm glad to hear yours is fine in this regard (minus the few you mention in splitscreen). On this note, great idea to build it in Tempest, as Timmy said. I'm sure I'll have more to say after I've played a few games on it, but I wanted to register my immediate approval upon spotting this. Well done, sir.
I already have version 0.9 up, with some big changes. What can happen in a day, right? The changes can be found at the bottom of the op. I don't have any good resources to put any structure up there, but there is a soft kill zone on both of them, so it's like Pit Stop anyway. I wish I could add every jump and trick, but the budget on tempest is rather restricting, sorry. I'm glad you all like it so much! Make sure to play on it lots so you can give me feed back/ ***** about things. It means a lot to me hearing from the community.
Fantastic map, love it to bits and it, from what I've seen, is incredibly accurate. Is the Infection camping spot accessable? (AKA Rooms above flag) Hell I wouldn't mind if it was only accessable on the one side. If it it not, is there any chance it could become so?
looks good, too bad you got no left objects for railings and some stuff like it, but it's good the way it is I guess and no splitscreen issues, that's nice definitely Q'd download Pit = beast
The high base above flag is not there. I had to go with a "Pit Stop" variant to endure quality on the rest of the map. Maybe one day, as I do want to make the infection variant of The Pit: Charnel Pit. Glad you like it! I worked hard on the map. I would also like to add those railings, but again, budget is tight. I'll update it if I can get them in.
Finest Pit Remake in existence. Full stop. Ok. This is simply amazing. Having playtested this I can now say with certainty that this is far and away the finest and most accurate Pit remake I've come across on Reach. It's not just the fact that the proportions are correct. It's more than that; this actually feels like the Pit. Whereas others I've played on are missing that intangible essence, this has achieved that Pit feel. If you don't believe me; download it and jump into it in a custom with some friends. Then come back here and tell me this does not feel like the Pit. Go on. I dare you. I don't fully understand how you managed to capture the vibe of the Pit so accurately, but two of the principal reasons I assume orbit around: 1. the use of Tempest and 2. the precision in proportional terms. This is all the more astounding as you managed to achieve with $5000 what others have failed to achieve with $10000. With the added positivity of the improved framerate, it's a very hard job to find faults in this project. But some have. It's been mentioned elsewhere that the walls could be heightened in places to prevent escape and to further enhance the replication. I personally noticed this with the Large Y Platforms near Camo and Rockets. I also noticed the use of the vertical grid has caused some concern elsewhere and I did think this required some attention. (Though I had considerable trouble figuring out how you'd replicate that area of the original without using the grid.) But after considering these points at some length, I then noticed your changelist for the upcoming version 1.0 and it appears you have fully addressed these very issues whilst ironing out a few more that I didn't notice. Hopefully this will quieten the critics and give this map not just the attention but the recognition it deserves. I'll be back to test out and give my verdict on version 1.0. Everyone else should too. Did I mention this is amazing?
Yea i was on this map yesterday or the day before, it's good, i didn't notice any lag, and the sizing all felt right, nice to see so many good pit remakes coming out now, plus i love the light on tempest, its so much nicer than forgeworld, the only thing i don't like about it is the room part above sword, it looks ugly, but that would be easy fix, great stuff :-D keep 'em coming
Those comparison shots made it for me. I like your decision to incorporate this map into the classic slayer gametype, because most of the other remakes of this map change the size and scale to make it playable with reach settings. One question, though, how is the framerate when playing a regular team slayer match? Also, love that you made this on tempest, for a change.
The framerate during a standard full screen match is optimal. In fact, split screen runs great too so long as it is not territories. That's mostly the reason I built it on Tempest. Glad you like it, and thanks for the comment.
Superb remake. That's all I have to say. Downloaded and didn't notice any lag or z-tripping anywhere. Scale seemed perfectly accurate to the original. Aesthetics were great, too. Don't know how you made such a perfect remake and still made it look good, but you pulled it off. Excellent job.
this is seriously the best remake of pit done! nice job haha i cannot remake maps good can only create my own
Yup, i have played this and it's the best version out there. It was surreal, I haven't played Halo3 since Reach came out, but suddenly I was transported back to the pit, fighting for my life on the top of the sniper towers. Great work
The people are heavily looked upon who make these maps, this is great as any map in the game. But I bet you can add the missing parts if you take some of the details away. But other than that great job.