Since my crew isn't going to be able to get a match in on this till summer, I was hoping a few of you could toss this old Reach map into one of your game nights for a little feedback. I'm remaking a map that I had never officially released (due to lag) but has seen it's fair share of gameplay with my crew. It was one of the top requests, of the maps I could remake. ( No Hornets Nest or Q-bert Slam) This map isn't 1:1 but it is close. The original flow was designed to play with heights variations and control movement in subtle but distinct ways. The new map tries to maintain the original feel but has been tweaked to compliment the new mechanics. As per my usual, this a classic slayer (currently no teams) map designed in the UT/Quake style of balanced chaos. If you are someone that is easily offended by dying often then you may want to take a pass. I'm not asking for feedback on the original as the guys really love it as is, so keep that in mind as you give your advice. Before we even get to playing the new map I need feedback on what weapons will replace the missing weapons from Halo 5. I would prefer to base this answer on gameplay rather than choosing the weapon that is closest, because sometimes mimicking the intent is better than mimicking the weapon. Once the new map is up and you have played a couple matches on the old map I would like some feedback on the changes below. Primary feedback *How does the gameplay compare to the original? *Do you feel the new game mechanics hinder this map? *How do you feel about the changes to height/width from the original? *should anything be adjusted further? Secondary feedback *Can you break out of the intended play space in a match? (kill volumes will be added later) *Have you found any area of the map to consistently lag *which pillar style did you prefer? (there are 2) *which window color did you prefer? (there are 3) *What aesthetic touches do you like/hate? (The aesthetics are currently in a state of flux) *Can you think of anything that might improve the aesthetics? Download Reach Map Download Halo 5 Baltis Causeway RC1 Thank you. Please enjoy a few of the comparison shots below.
Sorry for the delay. The map has now been updated for testing. I didn't get around to building all the lighting I wanted but this should suffice. Let me know what you think of the weapons I have chosen. Edited post title from, "Anyone got some Reach around?" so people better understand what it is about.
Having the screenshots next to each other to see the two forge variations together is really awesome to see how far forge has progressed and your map looks a thousand times better now too.
Slowly Progressing. Map is in a fully playable state but no kill zones or proper intro camera setup. Still hoping for some gameplay feedback.
Thought I would show some updated shots as well as mention how irritated I am that the lighting for the florescents changed. I know that florescent lights don't have multiple light sources but then again they don't have a single spot light either. I would have posted this map ages ago but due to 343's brilliant decision to forgo split screen I still haven't had any matches on it. Here's a link to the current test map for those interested bc test 2
Thanks to my new Skreens unit I'm finally about to have my first Halo 5 customs night with the guys. With the big day closing in I figured I should get back into the forge to fuss around with Baltis Causeway. I would love any opinions on which flooring looks best in this room. I'm not sure if I should keep with the simpler style used over most of the map, or if I should go with something more detailed. Current floor - 4 pieces Updated floor concept - 12 pieces Old floor concept - 20 pieces Thanks in advance.
I think the original (20 piece) version looks the best, followed by the 4 piece version. The middle one (12 pieces) looks out of place.
Well I bit the bullet on the 20 piece as it was my original choice, and it doesn't seem like it has created any game breaking lag. I've made a few other aesthetic tweaks, fixes, and weapon timer changes. There is more that I would like to do, but at the pace that I am going I think it's better to just upload it as a completed map and tweak it if and when I see fit. I currently have renamed it to it's official Baltis Causeway name and labeled it as release candidate. If anyone wants to throw it into their mix and give a little feedback before I put any final touches in, it would be greatly appreciated. Remember that as much firepower as there is on the playing field, the weapons should be balanced enough to handle whatever you are up against.
Do I continue to eternally wait for TU that hopefully contains a patch that helps alleviate the lag that started since the last patch, or do I try to magically pull at least 30 objects from the most complex room on the map. **Sigh**
I've decided that I want to see this map themed in that simple Sangheili sandstone art style. Now if only I didn't suck at that sort of thing.