A remake of a bridge map that I did in Halo Reach. Inspiration taken from Narrows and parts of Lockout. The original design was started by someone else (they built a bridge out of [Brace, Large]'s, asked me to help with the map's direction, and then just left it in my hands); I was under the assumption that this was Urm4mm4, DartRocks, or Nokluu, but they've all said otherwise. Spoiler: Image from Halo Reach Spoiler: Halo Reach Layout Spoiler: Halo 5 Development Images Images in Chronological Order Approximate 1:1 Remake Redesign Based on Feedback for new Sandbox Current Layout (0.7.0) Half of level before duplication (Colorized for Area identification and to assist symmetry checks after changes) Currently, I'm working on rebuilding this on alpine and starting the art direction. It would seem that one of my Creative Force compatriots is also going to take the Parallax version forward in a different direction. Any feedback is greatly appreciated. The most recent version will always be near the top of my files. The latest stable version is 0.7.0 (labeled as Cradle 7.0).
I remember playing this, although I don't remember anything in particular to offer much feedback. As far as the images go however, I think the map would benefit from being more bulky and less blocky. It's obviously still basic at this point, but I'd like to see what you have in mind for more purpose driven structures. The original gray redesign looks a lot more structural, so perhaps it will make sense in context.
Actually, the intent is to take it brutalist, coming up out of the water on Alpine, surrounded by monolithic structures, which is what informed the most recent layout when I started on it a month or so ago. I've been toying around with some visual effects on an alt that I'm not quite ready to share with the world that I'm going to applying to this. It should be very esoteric and almost creepy to walk around on alone if I get it right. I really wish they would hurry up with the true primitives (and give us a stone texture for them), as this would really benefit from that. I have specific inspiration, from some short film I saw years ago, I just can't find it. I wont consider it a success until it feels like a playground, smooth flow from any one area to another, lots of jumping. Would be like it was before for Oddball, which is where Bonesaw, the original, really shined.
Haven't played your latest iteration of the map. I think I played the very first version, because it was about a month ago, but I remember it feeling very linear. There were two snipers on the map, and I was completely locked down to the far back room of one side. I think I may have not realized at the time that there was a lower pathway I could have taken. I only played it once, so I can't offer much beyond that. EDIT: Got a game in on it last night. I think it played better the second time around. I would say that the pathways were too tight and too narrow. Needs less 90 degree turns. The top area was almost completely neglected; It doesn't really seem to play a role at all.
Here is some of the general feed back from the Forged friday of April 15th: disconnect from lower to upper areas, spawing, hammer? visual connection betweenn side paths, visible lifts, I think you where there for this and took notes but i still wanted to write it down for you