As some of you may know, I have been hard at work organizing the community effort for the Team Classic playlist. We have come a long way since March and now have the gametypes and maps that we have been playing for months finally in matchmaking. During the rigorous testing and searching for good remakes I have always been left unsatisfied with the Last Resort/Zanzibar remakes. I have downloaded every single remake of the map that the Halo Reach Fileshare Search had to offer and all of them had problems. Either the proportions were horribly off, the forging was extremely inefficient, or the framerate was terrible. Yes, even the one that was recently bumped to the first page over here has many problems. People that know me understand that I do not put up with incompetence. I have minor OCD and that makes it so that whenever I forge a map it has to be perfect which in turn makes it a good thing for you guys b/c the maps will be of the highest quality. I thought I was done with the map after removing all the z fighting and adding support for invasion, race and multi team. With no publication, the map hit 155 downloads in 2 days. I had to remove it b/c apparently it was not properly set up for Invasion Slayer or neutral bomb/flag. I had to take it down and make the minor changes b/c I know how much those certain gametypes may mean to some people. I've had worse instances where a map had a few hundred downloads and I replaced it b/c a piece was not set to the proper color. Well anyway enough about that... enjoy! Zanzibar/Last Resort Remake - Camp Froman‏ - YouTube
It was indeed this map, had a test play on it a few weeks ago, seemed pretty solid to me then and im sure its improved since, keep it up
The entire map is clean. Nothing was placed that wasn't absolutely crucial to the structure of the map. It has no frame drops on full screen or 2 player split.
This is the best all around remake I have seen of this map. That being said, unfortunately, I still don't feel this is ready for matchmaking. This has nothing to do with your great effort, it has all to do with the inaccurate terrain and lack of budget to fully complete the map. I wonder if there could be a better spot to build this than the beach area. I recognize everyone wants to build there for the similarities of the offensive spawn but the huge hills ruin a big chunk of the map (especially in the base). Also you may be able to get more out of your pieces if you go for a Zanzibar remake rather than a Last Resort remake.
Anything that is absolutely necessary for the structure of the map was included. The map is structurally complete and adding anything else at all would make introduce framerate lag. The map is essentially its own version considering that the natural geometry cannot be changed and this is the only part of forgeworld where it can be made. It is the ideal place b/c as you can see the walkway from Froman to the garage is naturally placed against the rock face of the cave where you can jump up to. Instead of a depression in the base like in Zanzibar I decided to make use of the hill. It provides natural cover and doesn't make the base feel small/cluttered as well as saving pieces that would be used to recreate the 4 pillars in zanzibar.
You are certainly not joking about your OCD perfection issues because this map is just stunning in every way. A part I especially enjoyed was how you set up the ramp over DMR / medkit on seawall. Getting up on top of the seawall / large rock is tricky but still possible and takes a few moves (sprint-jump turn around crouch-jump then sprint-jump). Another thing, the way you recreated the ability to move from bottom wheel to middle wheel with the fanblade ramp and the mancannon on the other side. Truly spectacular. One question. You have the teacup flag pointing up by the wheel mancannon which makes sense. The two interlocking teacup flags by the garage: Are they just meant to say "jump up here" and provide a little cover for that back corner?
Yeah, its meant to show that there is a jump up there and so that you can see it from either side. I'm not sure how effective it is as cover and who would honestly try to camp there.
Looks like my spam post was deleted. Having run through this a number of times I have to say that I didn't like it. I can't really put a pin into why exactly. I know the aesthetics were a factor (which is fine, I don't think you were forging for aesthetics), but there was something else. I'd have to run through it again with my laptop next to me to point out specifics. Could be the landscape just doesn't support the remake. Has anyone looked into alternate locations on forgeworld rather just using the one available beach? Would a mid canyon location be more suitable?
Here is a link to a video walkthrough of the map. Zanzibar/Last Resort Remake - Camp Froman‏ - YouTube
It's hard to say something which hasn't already been said about this recreation. Seeing your remake brings back a lot of old memories. Although we always voted against it on halo 3, it is a halo 2 classic. Thank you for this.
i think my OCD might be worse than yours, you forgot/omitted the floor surrounding the main building (which for whatever reason, non of the remakes seem to have)
Wasn't there a cat walk in the main building? And didn't the sniper walkway have some overhead cover? I don't mean to be rude, but the catwalk is a lifesaver in some situations, and the windowed tunnel over the sniper walkway is a valuable piece of cover.
Not only would flooring look ugly but would play bad and there is no budget for it; quite frankly its unwarranted. Halo 2 had depression in the base(kinda) with columns of cover and Halo 3 had a huge open base with cover near the corners. The way the remake was scaled out was to compliment the natural geometry of the map to what forgeworld has. Everything is pretty dead on geometry wise except for the base which ended up having a hill directly in the middle. This hill is a nice change and essentially adopts a little of both previous versions; the base is open but with the center elevation as cover. The base had to be simplified due to the limitations of forge. The added cover at the sniper on the beach wall is unnecessary since it is easier to snipe in this game and less cover in that location the less incentive to camp there. This map optimizes all pieces to avoid frame rate lag and is split screen friendly. Good luck finding one that has such good performance and looks this clean. The liberties that were taken were in favor of performance and improvements through simplicity as well as due to limitations of forge itself.