Here's my Ghost Town remake. I made this remake in Reach and this one is definitely more accurate. It's set up for Slayer, KotH, Oddball, and 1 Flag. (For those who don't know the 1 Flag game type isn't on your disk, an explanation can be found here. To get the 1 Flag variant do a file share search: "Flying Shoe IRL".) There's also a version with old-style weapon layouts, just be sure to turn off personal ordinance drops. File share for the maps: Indie Anthias for Halo 4 weapon drops, download Ghost Town '77 for classic H3 weapon placements, download Ghost Town »classy
Oh, this map. I did not mind it in halo 3, but I would really like to see how this turns out with sprint/armor abilities, etc. Can't wait!
Im not getting that same vibe like you get in halo 3 because its on Impact. It looks fiarly accurate, but the colours and texture dont do it justice. Also as a name if you keep it on Impact: The Sprawl. If you player Dead Space 2 youll get the reference.
I'm not a fan of what sprint or jet pack does to it, precious little do about that though. Thanks, hope you enjoy it. I would have rather used Ravine, but I needed the Impact pieces for the rather expansive ground level. Sorry, I didn't design the inherent pallet vibes, someone else did (I wasn't consulted either). It might play infection, I'm not sure, haven't tried. I hate infection.
Preddy Bear! This looks awesome. I thoroughly enjoyed Ghost Town. Ill give this a DL next time Im on.
The whole reason I loved Ghost Town was because it was the only ruined town map in Halo and the art style of it was so lush and unique. This bright white in outer space completely destroys what Ghost Town was and the map had so many little intricate things in it that you just simply cannot replicate with Forge. Aesthetically wise it hurts me D:
I know what you mean here, the atmosphere seems different straight away. That said, Halo remakes quite often aim to produce a different atmosphere to their predecessors, and it works quite well most of the time. Hey, look at Hang 'em High and the remakes of that. I think the abandoned and damaged theme of Ghost Town could fit the emptiness of space and the bleak pallette of Impact very well. I look forward to seeing the end result. ...also, moar screenshots!
Hi Lights, thanks, give it hell Oh the name is an integral part of this experience, its roots are as deep a part of this project as the source map itself. Nothing for it if you don't like it. lol, thanks. All the building interiors are easily the best looking parts, I think you'll like the inside of red base as well. Also I looked at both of your remakes for some guidance on how to handle weapon placements for the H4 transition, 'cuz I trust you and such. From above: "I would have rather used Ravine, but I needed the Impact pieces for the rather expansive ground level. Sorry, I didn't design the inherent pallet vibes, someone else did (I wasn't consulted either)." Seriously. I really, really wanted to use Ravine, trust me. In hindsight I think I might have been able to pull it off (albeit with more structural accuracy compromises), but I had to pick a canvas as step 1. Cheers, I'll agree with that.
i thought it played great when we tested it. jet pack does change things quite a bit, but i dont think it broke the map in any way. we might try testing it with a classic gametype next time though! definitely one of my favorite remakes that i've seen so far.
Yeaaaaaah, the new weapon system is weird. I've done it a little differently on each map I've made. I basically now do it with Power weapons being initial respawning drops, and any neutral area lower level weapons are random drops. However, the part about the random drops is that they can be for team areas. Then it becomes unfair. I might put a random drop of the same type in both team bases, but not both teams is guaranteed to get them, and definitely not at the same time. Therefore, team territories are always devoid of anything but symmetrical power weapon drops. Complicated, but it has been working wonderfully.