Just want to see everyone's feedback on their favorite maps and possibly an explanation on why you love the design and play-style. This includes the detail/visuals of the maps as well as the overall flow and gameplay of the maps. So here's what you do... Make a top 3 of your favorite stock/disc maps and a top 3 of your favorite competitive Forge maps. No restrictions. They could be from any Halo as well as any player count (2v2, 4v4, 8v8, ect.). Feel free to extend your list if necessary. (P.S. - On disc Forge maps classify as on disc) My picks (not rated in any order) Stock Maps: 1. "Lockout" (H2) - Now, if you personally know me you'd know that i'm a Chris Carney fanboy. The only reason I didn't include Guardian and or The Cage was pretty much because it would delude my list and would only be their for a bias opinion. BUT, there is reason for it. I absolutely love fort versus fort competitive maps. Maybe it's just me, but the whole "raid or defend" aspect really stuck with me throughout the series. Lockout is the obvious rep and predecessor as it did it the best, in my opinion. Plus trick jumps and trick spots are freaking awesome and feels great when you use them correctly to ambush a team or player. 2. "Damnation" (CE) - Damnation in a verticality aspect has a very similar theme compared to other CE maps like Prisoner and Chill Out. It felt like every level had a sight line in which the player could use to get a fair advantage, but at the same time be fairly countered by the person on the opposite end. Locking down the top overlooks or spawn rooms with teammates did take cooperation, but when done effectively allowed for some major map control. 3. "Countdown" (HR) - Most stock maps in Reach were known to not play very well in competitive. Other than Zealot, Countdown is really the only map that takes the cake with MLG disc maps. Countdown was best known for its multi-level symmetrical engagements, which in my opinion were executed much better than a map like Sword Base. Design choices such as the multiple lifts and drop down spots really allowed the player to traverse through each level with ease. Also, this map very much tested the teamwork between fellow players in order to lock down both bubbles and top streets, which could not be easily achieved otherwise. Honorable Mentions: 1. "The Pit" (H3) - Most would agree that Pit is one of those legendary maps within the series, and i'd have to say i'm all for that bandwagon. Pit is one of those symmetrical maps that combines multi-floor combat and power position rotation perfectly. Nuff said... 2. "Chill Out" + "Cold Storage" (CE & H3) - Not many official remakes play as similarly as these two do. Granted, their sandboxes were completely different, but the not-so-cross-map firefights and CQC teleporter chases do remain the same to this day. Both of these maps really do very much remind me of Bungie's old style of verticality as they incorporate multiple levels and play-styles throughout the geometry, which really provides a thorough and chaotic FFA experience. Forge Maps: 1. "MLG Veridian v4" (HR) By II Atticus x - Throughout the course of MLG rotation there are always those maps that go by with no one noticing. Veridian is defiantly one of those maps. Which is quite a shame, because I feel like it's one of the most underrated maps in all of MLG. It combines the best geometry of both Countdown and Reflection's multi-level hallways and lock down power positions, while also making it feel natural and not shoved together. It truly makes you feel like you're playing both maps at once when traversing through areas, and honestly it's a good feeling. 2. "Pulse" (HR) By Kbo000 - There's just something about this map that I love so much, but I can't put my finger on it. The attention to detail and flow with this map just boggles my mind. It nails the forerunner theme spot on, while providing amazing lines of sight at the same time. The central bridge of the map presents multi-directional engagements which is really where the bulk of the map takes place, and it defiantly brought out some good DMR duels on both sides. 3. "Orion" (H4) By SecretSchnitzel - Orion pretty much took everything Construct did wrong, and morphed it into perfection. One of the core issues with Construct was the lack of attention towards the central atrium, and most of the match would take place on the upper ring of the map. With Orion, that all changes. With the top ring being lowered down to similar-floor level, the experience is all the more diverse. Also, it allows for more of a risk-or-reward system with the SPNKr as it's now a more emphasized central power weapon. The map pretty much provides much more engagement potential and every level on the map feels equal. Honorable Mentions: 1. "MLG Onslaught v8" (H3) By SaLoT - Brings me back to my first days of MLG Flag... Good times. Onslaught is one of those maps that truly proves that even maps made out of crates and gates can still hold up to this day. Not much to say about this one, it's truly a classic. 2. "Scythe" (HR & H4) By PA1NTS - Iv'e played both iterations of this map in both games lifespan (2v2s or Reach and 4v4s on 4 respectively). The best part about this map is how every room provides a different engagement as they are very different due to its asymmetrical manner, but at the same time links up well with teleporters and doorways.
All the effort this guy puts into this thread, and nobody responds? C'mon guys! 1) Chill Out: Rocket spawn on the pillar, floating block to throw grenades under, a room with a random fifteen degree angle wall, and pillars with holes to look through. What's not to love? 2) Damnation: Insane verticality and awesome structure. 3) Prisoner: Overlap on overlap. 4) Guardian: Jumper's paradise. 5) Plaza: Just a solid asymmetrical layout. Really impressed by 343 with this one. I can't really do forge maps. I'd need to go over everyone's library, because I'd undoubtedly forget about some gems. But, some 2v2 submissions for the current contest would certainly be worth mentioning. I have two, though: Hangout (by Ponytar) and Xyience (by Nexn)