Haircut A year ago Basketskate showed me this map desing and we started to build it, during the creation of Haircut we realized that some part of the map won't work for REACH , so we rebuild it but we never release it . So i decided to make my own version of Haircut but it was too big for 1v1 so me and Basket Rebuild it 2 day ago and here we are : Haircut . So feedback would be appreciated , If you want to test it : send me an invite or a friend request so we can test it out ! Here is Download Link : File Share Halo Official Site
Uhhhh... I hate haircuts........ Anyway, I like the sleek clean look to the map, and the fx really gives the map a really dark eerie kinda look. Btw, is the grass area in the first pic a death pit?
I really liked this map. When I finally learned the teleport paths, the gameplay changed and made it fun to get behind you and put a bullet in the back of your head. The map had a dark atmosphere, which I enjoy in maps, especially when they're as clean and pretty as this one. Nice job Frenchy's.
Some of the aesthetics are really quite cool, such as the little container field you made wit h the light/powerup/glowing orb. However, for a competitive map i've really never been a fan of map F/X Apart from that i'm not sure about the ovular design. It seems a bit... uninspired (to be blunt and harsh) and gameplay-wise I don't think that it would be anything interesting or memorable. Obviously thats just from looking at screenies, i'd have to get games on it to confirm my suspicions.
I decided to run around on this, it does look interesting, the design and aesthetics. However, I don't really like the "risk vs reward" aspect on the map because it's way too dramatic of a tradeoff. The middle is incredibly dangerous when the opponent is looking towards anywhere in the middle, but you have a Red OS sitting down there to compensate for that. The Red OS isn't entirely the bad part. But during your invulnerability, you can lift over to pick up the grenade launcher upon landing, and proceed to pick up camo right after that, assuming the weapons/powerups are all up. Despite how unlikely the situation is, that issue is something critical and should be addressed. As for a minor issue, on one side (or both), the lift landing is in the same location as a receiver node, which can make for a sudden and awkward encounter. But keep it up in the aesthetics department, unless it holds you down.
Ok , i will take a look at this in forge to find a solution . Also thanks you for all the constructive comments you said to me this week .
I hate deathpits with grass, rock, steel, etc floors. I always think its a safe place then realize it's really not. Really annoying. Use water so its recognized as death to all players.
Well, that's more personal preference. There are no pathways on the bottom, clearly making it a death-pit. Besides, how many times are you going to jump down there and die before you realize it's a death-pit? I see where you're coming from on that, though. Map looks pretty cool, Frenchy's. I'm not a fan of the middle being so large, but if it works, it works. You could do without the FX, imo, but that's more personal preference than anything. You sure are pumping out quite a lot of maps. I hope this one plays as well as it looks. Keep it up, man.