I know there's ton's of lockout remakes out there but i had to do one for myself so i can at least say i did one and hope it turned out good.It supports all game types except Race and Invasion.This map is meant to be played with 110% Player Speed,125% Jump Height and 100% Player Gravity with no Load outs to get the feel of classic.I have a Custom Game type to download if you need it.So with further ado i give you Lockout. Weapon's,RT= Respawn Time x1 Sniper Rifle-120 Second RT x2 DMR's-35 second RT x1 Needle Rifle-30 Second RT x3 Magnum- 30 Second RT x1 Needler-30 Second RT x1 Energy Sword-120 Second RT x1 Plasma Pistol-35 Second RT x1 Plasma Rifle-30 Second RT x1 Plasma Repeater-30 Second RT x4 Frag Grenade's-30 Second RT x6 Plasma Grenade's-35 Second RT x15 Fusion Coil's - Never Respawns x3 Health Stations-45 Second RT Note- I did not set a kill zone on top of the Sniper Tower or Top Lift Tower for reasons that the original Lockout did not have kill zones there.However i did set a soft kill zone on top of the library.I have yet to Test this map in a full lobby and if you all do please tell me what needs worked on if it lags.Thanks and i hope you all enjoy! Lockout Overview Library Front Inside Library right side Inside library Left side Middle,Top Glass Bottom Glass Sword Spawn Bottom of DMR/BR Tower Gap DMR/BR Tower Walkway Elbow Blue Room.Bottom Lift Top Lift Green Room Tunnel Next to Blue Room Sniper Tower Back Sniper Tower Front
This is a nice remake, pretty much is the same, i'd have to play it to really get a feel for the size, but one thing, the piece usage seems random and doesn't really give the map a complete feel, just looks like you slapped whatever fit into the space you were designing. Also, you should have made it high above water to give it a more lockout feel.
The reason it was built in the area i chose was because if i had built it above water it would have trouble loading the back ground in which it would just lag like crazy.although i do agree i should have built it above water i just wanted it to have a different feel to it and no i didn't just slap everything together lol it took a half a year to actually work out the kinks to know what to use or not to use. if you notice i tried not to use many reflective surfaces.for instance the Flat Block,2x1 is highly reflective i didn't really want to use it but there's only 2 of them on my map.Anyways thanks for checking it out.
No offense, but many of the pieces just don't mesh well. The three fusion coils in the last picture are excessive - if one blows up, the others will too, so why bother? It'll achieve the intended purpose with just one. I can't say much for the layout and truth of this map - I've never played Lockout itself.
Looks good...The piece usage doesn't bother me at all. The only thing that does is where it's located. I understand you built it here for a reason but I think it would still be better somewhere else, like down the side of a cliff (like in uncaged) Would also like to know how big it is and how many people it holds, cause I doubt it's 16 Good job
None taken,on the fusion coil part there was 3 on the original lockout so i wanted to keep it authentic like halo 2's if you click the link here.http://h2.halowiki.net/images/0/06/Lockout2b.jpg You will see the original halo 2 lockout sniper tower. Edited by merge: Its a small to med size map depending how you look at it and it can have 2-16 players can play on it but it might suffer some lag with slow connections,so i would say 2-8 to be on the safe side.I have yet to do a test run with it so its hard to say.
I do have to agree with a lot of other reviewers on this... But also... After playing about 4 games.. I've noticed that you may need to make the map larger or add more distance with the walk ways... It seemed that it would just get too crowded at times and i never really remembered that from the previous halo's... and some rooms just seemed like there wasn't the enough space. Everything just seems so cluttered...