I could quite possibly make the mohawks look a little more like themselves, however you have to trade some losses in aesthetics to gain in game screen performance. I feel that the pieces there now fill the spaces in the least amount of objects possible and also fit the Narrows feel of the new Ravine built environment. Indeed a remake should be as close the original as possible and that is why I included a few of the precision jumps and lines of site as close to the original as possible. I still don't believe there is anything I can do with the man cannons and I think people will have to learn they just cant jump in them from the front bottoms unfortunately. :/
Thank you MKB for the idea. I will actually try that out and we will be play testing today from 2:30pm to 5 estpm, so send a friend request anyone who wants to play. GT - fame28
I got quite a few games in on this map like slayer, regicide, koth, inf.slayer... You did a great job with it once again. I thought the lifts worked fine we even noticed a few tick jumps with them but most importantly they are equal. I think if you take the lift from the bottom, you just really need to follow through with the landing and you'll make it. You should maybe do a bit more with kill zones. If some one is using jet pack they don't have to go far before getting suicide/killed mainly above lift/flag and in front of pyramid. The only spot that I felt needed a little more room would be; under snipe needed more height and that ramp on the wall were people snipe from seems like it should be a little higher. Regicide got a little crazy at one point we just kept spawning in mid and it turned into a 5min blood bath. Team spawns seemed fair. Anyway great job on this map. Did you build it on the same angle that you did in reach?
I added a block in front of each man cannon so that you have to jump from a certain distance. Although it does change the map very slightly, it seems make the man cannon launch trajectory more consistent when jumping in from below. I know that many forgers want to make their remakes to be block by block clones of the originals but sometimes it's just not possible. The inconsistency of the man cannons have a greater effect on gameplay than adding a couple of extra pieces.
Bmurf - Thank you for the idea with the block. It actually got me to thinking on how to use a block effectively to help with the man cannons. I decided that although it isn't the prettiest solution I did put a nice 1x1 tall block on a 45 recessed into the man cannon areas. Now in order to use the lift from below you have to jump onto the block and walk into the man cannon, however they work perfectly every time now. I also added Ordinance rockets top mid and Snipers are relocated to the bottom where overshield used to be. I feel that having the sniper rifles spawn there make for a much more exciting game play and improve flow on the map. HCTF Reaper - I definitely want to see what you are working on lately. To everyone else, I did actually make many adjustments to the map and re uploaded the new version to my fileshare. I am hoping Jed05 can record an HD version of the map for me.
Played this with you last night. For a while there, I didn't even know there was other forgehub members playing in my lobby. When we played your remake, I knew someone experienced had made it. It looks like you made a couple changes since then too. I like the sounds of moving sniper down to OS/Camo, those areas are extremely unused in narrows, and they have nice lines of sight across the map. Fixing the man cannons was good idea too. Although I don't really understand how you did it, kudos. There's one thing that is missing to me, and that is the Shotgun bottom mid. I really like the look of the bridge down there(actually that whole area was pretty boss) but I was dissapointed after running there at the start, putting myself in the open, for no reward. I think there will be a lack of traffic down there by changing sniper spawn, so that just adds to the reasoning of adding the shotty. Excellent map, best remake Ive played yet, you have impressed me.
I was gonna try a Narrows remake for the contest, but this is way better than anything I could put together. Amazing work my friend. Maybe I'll remake Sword Base instead?
very good job. from memory, perfect. i particularly like the monitors as the glass bridge. i never considered rotating those objects for anything like that! and it looks good. my only 'problem'. is not one really, but maybe something to consider. i dont think you should change anything, to be clear. the way i remember it, the man cannons were a great way to quickly cross the map. you exposed yourself, but traversed in seconds. otherwise you had to run the gauntlet. with sprint, i kinda feel that i wouldnt use them for anything other than evading an enemy during oddball. i know it is a faithful remake, but i have an itch that says if it was longer it would negate sprinting across the open area without as much worry. i have not play tested, so i could be very wrong. just ran around for a few minutes. anyway, good job. impressed
The mancannons not only get you across the level quickly, but they are entire routes in their own right. If not for these, you would only have 2 paths across the map- the upper and lower bridge sections. Without the mancannons, all the action would be funneled into two chokepoints with no real flanking options. Narrows simply breaks down and doesn't work as a competitive map without them.
Is that what he used? I peeked at the screens but I haven't downloaded. That's brilliant. I forged a few dominion pieces into my first map, but I didn't even think to do something like that. Mind if I borrow for a future project?
indeed. i am not suggesting their removal. only thinking out loud that if the map were longer, that they would become more powerful and appealing for use.
Is it still super flat? I saw a video and in it the remake was so flat that you could see over this bridge from near the bottom. If that isn't fixed it won't play nearly the same.
You must have watched a video of someone else's version. This one is arched perfectly on the top and the bottom. Download it and I guarantee you will love it.
It may be perfectly arched, but it isn't to scale by the look of the pictures. The light bridge looks far too wide (Although, I do think it's a very creative way of creating that bridge) and the 'Lobby' of the base is too wide and open.
Halo 3 did not have sprint and armor abilities...Reach and Halo 4 are much faster with more action so the bridge being wide is probably better suited for Halo 4. Same with the Lobby. I haven't been able to gameplay test on this map but doing a run through by myself it is an excellent remake and aesthetically pleasing. Good job Fame28! I look forward to any future maps you make.
Stevo: The pictures can be very deceiving because of the lack of depth due to the similiar textures. The Main Lobby is to scale because I measured it in Halo 3 with a king of the Hill marker for the whole map from the center without relocating the hill from top center. I would highly recommend you download it and take an in game look at it. If you come up with any discrepancies afterwards I can certainly take a look into adjusting them. Starship Ghost: I appreciate the compliments and you should download my map Friction (ctf), it is a warm up map for 2 vs 2 (or more) just play with grenades turned off.
Just tested it out, and the mancannons work fine, no matter what. But playing team slayer, you will always spawn at your base, which means lots and lots of spawn killing. Basically, add more spawns for both teams.