Prisoner Get on Top 2-8 players A small fast-paced frantic map optimized for Halo Reach gameplay. Made for default game settings. Neutral flag/bomb are a blast, as are team and FFA slayer/KOTH. Added a Shotgun, 2 DMRs, 2 Needlers, and 2 Spikers to the original arsenal [a Rocket, 2 Snipers, a Plasma Rifle, 4 Frags, and 6 Plasmas]. Thank you for viewing. Comments, critiques, downloads, and recommendations are greatly appreciated, hope you enjoy this Forgotten Treasure (...even if it is a little late to the party)
you may want to add more pictures in. People download more when you give them a better first impression ie. more pictures
yeah this is the BEST so far. most are identical, and accurate. but none capture the gloominess like this one. the rocks really make this look good. most other maps use the tin cup/grass thin, and it looks too cheery. good job.
I'd love to get some constructive criticism on this map. Anyone having lag, gametype, or layout issues? -Thanks for the praise firedrone8! I'd love to get some opinions on making this map even better. Thanks again
This is a really nice remake. I agree the rocks and greys really capture the bleakness of the original. I don't remember how bad lag was on other remakes of the map but this one does have a bit of a frame rate drop in the middle of the map. Since I think this might be the best remake so far I thought of some ways you could improve this problem. Part of the lag is because of the phased natural pieces, which I can see why you might not want to remove. Another factor may be all the railing pieces you use to outline the door frames, seemingly only for aesthetics. Having to render so many lights seems to be something you could go without, especially since removing the railings wouldn't change gameplay much. There is also minor z-fighting under one of the plasma grenade spawns on the third level, which can't help the lag problem either. Also, you could probably just reduce the plasma grenade spawns down to two since you can only carry two anyway. This would be fewer objects on the map and would reduce grenade spam which I think would be a problem with so many plasmas on one map. One final way I think you could reduce the objects is if you replaces long strings of ramp-walls with one or two large braces. If you turn them to the underside, they have the same dark brown color and might help you use less objects. Don't get me wrong, though, you've done a really nice job.
Hey bud, I DLed this and checked out your map it looks awesome, really great remake looks fantastic. Now for the bad part - it's really unplayable. The lag and framerate issues are so bad that this map would not be playable and I honestly wouldn't even attempt to play it in a competitive way. However I disagree with an above poster on the cause of the lag - I think it's because the walls are made of many many peices of blocks or ramps... not sure which and didn't load in forge to figure out... Having to render that many objects in such a small space is really killing the Xbox. So I guess now you make the decision to either keep the wonderful asthetics and leave it as a pretty to look at map or make some cuts on the looks to make it a playable map. (IE use walls and larger peices to make your walls rather than the ramps)
Maybe the best looking remake of prisoner yet but like dishonestpirte said the map is truly unplayable due to framerate.
Yo guys, finally finished my Prisoner fix... Please re-download! Fixed a ton of framerate, spawn, and weapon issues without sacrificing much in the way of aesthetics... it's still kinda tiny... I'll update the pictures as soon as I find the time... Please let me know what you think! Thanks as always
Personally, I find that those narrow one by threes-or whatever size they are-are horribly inhibiting. You can't strafe without falling and you must concentrate on walking a specific line. Players need dance floor: room to move and jump. The map, as a whole, feels very discontinuous with a whole lot of jumping and disjointed areas. The one by three/fives contribute to this in no small part via the size of them and the aesthetic mismatch with the walls and floors.
by any chance did you get the idea to make the rocket platform out of railings from my remake? youre the only one i know of who took this approach. and i dont remember, who it was, but whoever mentioned the tin cups was likely thinking of my map. while it does make the map kinda... er... cheery, i kinda tried to make it not exactly the same. think of it more like longest>elongation or lockout>blackout. The aesthetics on this map are really nice, and the browns in the rocks do help capture the feeling of the original, and the walls look really nice, but, to me at least, it feels kinda cramped and short. i havent had a chance to check out the new version you posted, but i hope you did make the framerate a lot smoother. gameplay>aesthetics any day oh and grrrr... meanie! i was gonna change the name of my map cuz theres already 2 hostages, and this is one i was thnkin of. oh well back to the drawing board
Looks like a good improvement from the first version. The frame rate problem has been reduced but is still present from a few views. I really like the rock walls you have, they look Bungie-smooth. One new complaint that jumped out at me was I thought in one area the spikers and the shotgun were too close to one another so you may want to space them out a bit. Still a nice looking remake after the piece-reduction. If you do ever want to keep changing it for the lag I still think some of the ramp pieces you used to make walls could be consolidated into large braces. Keep up the good work. Btw, don't forget to update the pics to reflect the changes.