Road Work Ahead!! Created by Ducain238 Recommended Gametypes: Race Recommended Players: 1-16 What constitutes a great racetrack map in Halo: Reach? Is it the tight corners that beg to be drifted around? The flowing crests and troughs? The banked curves? Is it the aesthetics? Linking the player and the play-space aesthetically is important in any type of map. Maybe it's the jumps? They do, after all, give a player a sense of accomplishment if the author implements them correctly. While each player may have their own preference, it's a combination of these aspects that result in the highest quality. The first thing you notice upon loading Road Work Ahead!! is the incredible attention to detail of the aesthetics. If you look through maps you download in Forge before you play them like I do, I'm certain the first thing you'll do is ogle at the various helicopters and cranes throughout. Better yet, they're integrated right into the map--floating directly overhead in some areas, holding bits of a track in others. A majority of the jumps that are present in Road Work Ahead!! are actually "caused" by the "roadwork" put forward by the helicopters and cranes. These are the kind of aesthetics that really make players feel they're in a unique play space. But aesthetics don't make maps, gameplay does. Road Work Ahead!! doesn't lack in this department one bit, either. The flowing corners throughout are never so steep that it's impossible to make it around, nor are the jumps overly difficult. Ducain has utilized the physics of one-way shield doors before the more risky of his jumps, ensuring that if players hit the jump correctly, they will see their efforts landing them on the other side. Upon loading this map in the custom games lobby for the first time, you and your opponents will be sat in a starting block, moments away from intensity. A few seconds of anticipation arise as people anxiously hold forward waiting for the key to unlock their cell appears. As is present in most race maps, the first couple corners of the first lap are chaotic. The compact and aggressive racers attempting to only let themselves come out in front. Once the crowd spreads, though, you're truly able to take in the all of the elements Ducain has presented to us. Road Work Ahead!! should find a permanent home in the harddrives of race enthusiasts and newcomers to the genre alike. Halo Reach Racetrack: Road Work Ahead!! [HD] - YouTube Download Road Work Ahead!! You can view the original map thread by the author here. Want to see a map featured? Let us know here.
Yes, finally a worthy race map! Congrats on the feature ducain23, a beautifully built map... Spoiler ... or at least most would think so. iForger's Roast Review: Ep.1 - YouTube
^Not sure if trolling but... I liked this map way before FatF, and I knew it was gonna get something special. Congrats ducain23!
The best part about this map to me is still the fact that none of the jumps require one way shields in order to work accurately. If there's one thing I hate about racetracks it would be the overused amount of one way shields. It requires much, much more skill to make a jump work without using one, especially when it's a big jump. And it makes the racing itself a lot smoother and keeps the speed up a lot better. I'm glad and thankful that you made this map ducain, there isn't much to say other than that it's just another epic map by THE aesthetic race forger around in Reach. Proud to be a fan ever since the start of your YouTube channel You're taking things way too serious
This must be one hell of a racetrack. It's very rare that I play on or even check out race tracks, but I guess I'm going to make an exception this time. Grats, man.
ducain, all of those racetracks you've done have paid off. I remember you from youtube and everything, job well done! and thanks for featuring my maps on your youtube channel aswell
Doesn't just get me the first time, either, but this race track deserved to win. Look at me jumping into that contest with my first official racetrack. you've made race tracks for a while, and you finally earned your recognition. Congrats, man.
I love this map, I remember playing it in my TGIF and it was pretty damn fun. Congrats on the win and the feature.
Thank you everyone for all the great feedback!! It makes my day when I hear good things about my tracks And about that hole... don't be angry...lol... and you have to admit it is kinda funny when other people fall in
I can't say it compares with some of the epic tracks of Halo 3, but this is the best race track I've played in reach, and it is certainly deserving of a feature. Good work Ducaine!
Very nice track. The jumps all work great, and I especially enjoyed the big drop. Not the most original idea aesthetic-wise, but I don't think I've seen it done to this extent. The multiple choppers and cranes work well to create a fun racing atmosphere. My only complaint would be the starting gate, of which I'm simply not a fan. Otherwise, great work as always, and congratulations on the feature.
What frustrates me in most reach race maps is that they are skinny and generally feel like a roller coaster: you go fast but you either take the exact same path or you crash. This however was very fun to race on and actually supported passing (go figure.) The jumps work most of the time (I had a little trouble one lap on the big fall jump) and it was clean with a theme. Definitely feature worthy.
There were other maps in the tourny with a little more freedom than this one. However, those maps had a thing or two which all held them back.. If you want a fun time, be sure to check out Hazard County
This is a really great race map I love the way you built the helicopters, cheaper, and less frame rate and I love that you didn't use canon men and one way shields for the jumps.