Map Feature: Sanctuary by Mynx

Discussion in 'Features' started by AlexVan123, Sep 21, 2016.

By AlexVan123 on Sep 21, 2016 at 4:11 PM
  1. AlexVan123

    AlexVan123 Halo Customs

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    SancHeader.jpg
    Sanctuary is a classic, iconic map from Halo 2, still fondly remembered 12 years after it's release. The map is well balanced, featuring a memorable aesthetic in line with Halo 2's gritty visual style. Mynx, a prominent member of the ForgeHub community, has managed to make the map come alive again like it's 2004. Mynx has developed a reputation in the community for re-imagining old maps. The remakes she creates are inspired, have great attention to detail, featuring updated visuals, whilst maintaining nostalgic elements. Sanctuary is no different to that.

    The map uses a desert-like tone, utilising some of the new Tidal blocks introduced with the Warzone Firefight update, to both aid player orientation, and to provide an “oasis” type setting. This effect helps make the map come alive, like it is a real location in the Halo universe.

    Nostalgia also plays well into this theme, as it strongly resembles the original Sanctuary, with updated textures and aesthetics. Mynx even inserts the Sniper Rifle weapon pads in to the wall so that it appears to lean against it, recreating the older, drop spawn style of weapon placement in the original trilogy of games.

    sanc.jpg

    Matches on this map are exciting, interesting, and hold up very well with Halo 5's new movement abilities, though old strategies remain effective. Grabbing the Sniper Rifle and using the cover provided by the tower or base is still a great way to earn some kills, however you must always be aware of the risk of being flanked by enemy players taking advantage of the new spartan abilities. Using the Energy Sword located in the central ring can really help with those sneaky attacks.

    Mynx put a lot of work into the scaling, as the map has been scaled up so players can’t clamber onto edges that they couldn’t reach in Halo 2. However, for players who want to play with classic settings, Mynx has also made a classic version of the map, linked below.

    [​IMG]

    I had the privilege of sitting down with Mynx, to chat about Sanctuary.

    Alex: Hey Mynx! Thanks for sitting down with me to discuss Sanctuary.

    Mynx: Thanks for doing this!

    Alex: The first thing I noticed on the map were the visuals. They were simple, yet had a certain level of detail that felt nostalgic. Where did you go to for inspiration on the art?

    Mynx: The nostalgic quality of the visuals are somewhat of a funny coincidence. My first Halo mutiplayer game was actually Reach. I'd played Asylum and MLG Sanctuary hundreds of times, and was also familiar with Shrine from H2A, but having only played disc maps and campaign from Halo 2 Classic, I'd never seen the original Sanctuary before. Prior to loading it up for the first time in MCC, I decided to go with a dirty sandstormy feel, with sandstone walls and details. Once I actually loaded into Sanctuary, I was pleasantly surprised to find that was pretty much the aesthetic of the original map, and I just went with it.

    Alex: Speaking of which, I also noticed that there's two versions of the map - one that's Classic and one that's not. I assumed that you made a version that's slightly edited. What changes did you make and why?

    Mynx: The standard version was made with the intention of accommodating for Halo 5's spartan abilities, most notably clamber and all of the jumps it fosters. The differences between the two versions are almost entirely height based, the classic version obviously being the "shorter" version of the two. I was inclined to make the classic version because my boyfriend pointed out the significant advantage players on the structural portions of the map had over the players on the ground. While height advantage is common knowledge in first person shooters, the height difference required to prevent clamber and exploitative jumps was so unlike that of the original Sanctuary that I felt that a release of two versions was sensible.

    Alex: Did you have any difficulty scaling up to Halo 5? Were there any modifications that you needed to make in order for it to feel "right"?

    Mynx: Since there isn't a way to measure distance inside of Halo 2 (at least not one that I'm aware of), I'm not sure how different the scaling is between the original and my remake. The only design element I purposefully altered from the original was vertical scaling in order to accommodate for the aforementioned Spartan abilities. By extension, some of the ramps are either proportionally longer or steeper (or both) in order to compensate for the changes in height. Everything else was sort of scaled 'by ear', in other words, I just built what felt right to me from what I saw in MCC and from my experiences in other versions of Sanctuary.

    [​IMG]

    Alex: Awesome stuff! Speaking of MCC, did your remake feature any of the changes made by Certain Affinity in the updated version called "Shrine"? If so, why? If not, why not?

    Mynx: My intention with the map was for it to be a remake of H2C's Sanctuary, so I did not include any changes brought about with H2A's Shrine with the exception of spawning. Since there is no forge for H2C, I looked to H2A to replicate spawn points.

    Alex: Moving on, why did you choose to remake Sanctuary?

    Mynx: I've made my share of remakes over the last few years, usually the same ones each time - funnily enough, this was my first go at Sanctuary. I'd say a better question to ask would be "why now?" - which is a question I partially answer in my map thread: The combination of new Tidal objects, object count increase, detailed textures, and simple primitive blocks inspired me to try my hand at a remake I'd never done before with a level of detail that I'd never imagined would be possible in this forge. Before these updates, I never felt like I could do something with the map that no one else had already done, or could already do. When I finally felt like I could offer an improvement, that's when I decided to forge Sanctuary.

    Alex: Awesome! Lastly, what remakes are you looking to make in the future? Anything we can expect to see from you?

    Mynx: I have several remakes in the works, however I'm skeptical about my ability to finish a few of them because of frame drops. The ones I think you can expect me to finish are Zealot, Countdown, and tentatively, Narrows.

    Alex: Sounds good! Thanks for sitting down with me to chat about the map.

    Mynx: No problem. Thanks again for this!

    You can find the standard version of the map here, and the classic version of the map here. You can also view the ForgeHub map post of the remake here.
     
    #1 AlexVan123, Sep 21, 2016
    Last edited by a moderator: Sep 21, 2016
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Comments

Discussion in 'Features' started by AlexVan123, Sep 21, 2016.

    1. Noble Renegade
      Noble Renegade
      Looks really good.
      Nitro likes this.
    2. Sn1p3r C
      Sn1p3r C
      Played this a couple rounds in a customs lobby a while back... the nostalgia bomb is real. Great remake, @Mynx!
    3. TheGodofForge
    4. WAR
      WAR
      I wouldn't mind Sanctuary making its way back into HCS. This would be a great map for their current lineup. I'm just not sure if everyone likes Sanc as much as I do. Maybe they're sick of it?
    5. MultiLockOn
      MultiLockOn
      Well Sanc and Fathom are almost the same map, they play nearly identical. Wouldn't make sense to have them both.
      Xandrith likes this.
    6. Goat
      Goat
      I remember watching her make this on stream and it really made me appreciate how it was forged. It was the first map I saw to embrace the overlays and textures and it also got me to experiment with simple primitives. The intricate construction of this and her Guardian remake (currently in limbo) are great examples of the technical skill that goes into Forge, especially when it comes to remaking a classic map.

      Nevertheless, I can't stand Sanctuary and I think it's one of the most boring and overrated Halo maps in existence. Once we got access to a more robust Forge in Reach in Halo 4, Sanctuary clones seemed to pop up like daisies and it bred what I'd call the laziest phase of map design - open bases over flat terrain connected via kindergarten ramps. Now this is not to take away from the time and effort that went into her recreation of this map at all. Rather, I'm simply expressing my dislike for a design based entirely on 2 dimensional linear aggression. I personally would not have bothered to ship it back with Halo 2, let alone drag it back through the ages. I want to have a stern talking to whoever thought a "rock garden" would be a good idea.
      Last edited: Sep 22, 2016
      Matt has Soul, Nitro, a Chunk and 2 others like this.
    7. SecretSchnitzel
      SecretSchnitzel
      I would mind, very very much. The map has been in the circuit for 3 games already, can we not make it a 4th please? Having watched pros play it in Halo 2, Halo Reach, and H2A, we've seen just enough of this map to last a ****ing life time. New maps or bust!
    8. MartianMallCop
      MartianMallCop
      So we should replace fathom with Sanc. I can dig it
      WAR, a Chunk and MultiLockOn like this.
    9. Box Knows
      Box Knows
      r u on forgehub? NERD
      Matt has Soul likes this.
    10. Doju
      Doju
      Hated the map originally, it's a glorified paintball arena. Far too flat to be interesting.

      The remake here though is aesthetically great, it would be one of the maps you would show somebody who hasn't been involved in halo in awhile as a marker to how much forge has improved.
      Nitro, a Chunk, Taitou1 and 4 others like this.
    11. Mynx
      Mynx
      Lmao even I don't want to see it in the circuit again. Like @Doju said, consider this remake a testament to how far forge has come. But anyone who played or watched MLG in Reach is surely sick of it by now. Probably best to keep it casual.
    12. Goat
      Goat
      Also, Sanctuary hasn't been the same since you could META your way across the map with evade.
    13. Brotastic Bear
      Brotastic Bear
      sanctuary = damnation
      Kurismic and MultiLockOn like this.
    14. Overdoziz
      Overdoziz
      yall better aint talking **** about sanc
    15. HeX Reapers
      HeX Reapers
      **** Reach Sanc and its bullshit spawn-traps...



      BTW this remake is amazing, great job Mynx. I hope the frame-rate issues can be resolved with your Lockout and Guardian (yes I've been snooping in your files, I couldn't resist). Looking forward to Countdown and Narrows, hopefully their aesthetic can pay great homage.
    16. Yumudas Beegbut
      Yumudas Beegbut
      One of my more memorable moments from H2 was in the middle of a match on Sanctuary when I spawned and the whole screen was all blue and fuzzy. And then I exploded because I had actually spawned where a sticky grenade was. Afterwards we cracked up over it in the lobby.

      That was the only time that ever happened to me in H2, and one of the rare times my spawn position got me quickly killed with no chance. In H5, I could prolly relive that experience over and over and over and over again until it's no longer funny. Might take H5's spawning system a whole day to ruin that memory. Forge is looking good though.
    17. Kurismic
      Kurismic
      What'd I tell you about dropping napalm in the comments, Chris?!?
      MultiLockOn likes this.

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