After finally getting the hang of forge in H2A with Behind the Sun, I decided to re-revisit Panic Attack. With the experience I had gained, both with the game's forge and the game's mechanics, I set out to do the map justice. This version is scaled down from the original in order to suit a no-sprint game with a faster base movement speed. The map is approximately 4/5 horizontal scale with largely identical vertical scaling. This means that driving is a bit tighter, but skilled drivers will still have no difficulty navigating the map. You likely will hardly notice the difference in scale, as this version feels quite natural for the game it is built in. All of the integral sprint jumps are still possible on this version. The map will support competitive 4v4 through 6v6 games of Flag and Ricochet as you'd expect. This map, along with Shoe's map Karen and Sqwall-E's map Glyph (and others) will be tested with our new Squad settings. These settings, developed with help from 4chub member SloppyBottom, adjust vehicle health. 'Hogs and ghosts now take two rockets or plasma grenades to kill and vehicle engagements are now much more reliant on teamwork as a result. Skill, both on the parts of those operating the vehicles and those engaging them, is now required as it should be. Now if we can just get 5v5 customs working, arena BTB will be back! The jumps are back in full force. Weeeee!! Top mid rockets will be as effective and hotly contested as ever. The areas next to the bases have seen large changes with new spawning areas and different routes into the bases. The sweaty turrets from a later version of the original have returned and are super good. The Picnic Attack. There is a Brute Shot near the bottom of each base. The dueling snipers are as important as ever for locking down the high roads. The tunnels into the bases are now a bit less clunky. Thanks for checking it out!
Wow, looks like the best version yet! I'm loving the scale from the photos, so glad you spent time to bring this back as I think its your strongest work to date. Can't wait to play this
Although, like always, I am not as in love with the idea of hogs, I'd like to get some games on this sometime looks beautifully forged!
@Eightball Indeed, kind sir. I would love to play with you again and ROADBLOCK! Sorry. But yeah, I need to add you again I think. What is your gamertag these days? @WARHOLIC Glad the scaling looks good to you. Hopefully H2A with the adjustments we made to settings will be the best home the map has had yet. I look forward to playing some games on here with you. Thanks for all of your help with the original design. @Erupt It was such a relief back in Reach when you stopped playing with me and I felt I finally had the freedom to make vehicle maps again! In all seriousness, though, I think you'll enjoy this map despite your lack of fondness for vehicles. This is an arena map in the same sense that Sanctuary and Midship are, just a bit larger and with vehicles making up an additional competitive layer. It's not your average overscaled explosion-fest of a BTB map. Like I said to Eightball, I'd love to play with you again so hopefully that will happen soon. @purely fat Bigship is the abomination that is the so-called Midship "remake" Truth in the so-called "Halo game": Halo 5 Guardians. This is not Bigship. While it has been described as "BTB Midship", I still suggest that this map has at least as much in common with Sanctuary as it does with Midship. Then again, this map is quite different from either given that it was designed from the ground up around the interaction between infantry and vehicles and the competitive merit therein.
bigship The fact you got so technical gives me diabetes. So, now I am going to be a troll about it now. p.s. bigship