History: It's almost a certainty that this map predates any Forge creations that any of you have made. I know this because I doodled this map layout way back before Halo 2 was released, using MS Paint on a Windows ME PC. A few of the Xbox Forum posters would make maps and share them, a Halo 2 wishlist, as it were. The inspiration is somewhat easy to see: I wanted a large scale version of Hang'em High, big enough for vehicles, but easy enough to traverse. I set out to create what I doodled - using the same "Tombstones" that were in Hang'em High (and, ahem, Tombstone). Clearly, it's not Hang'em High. It was never meant to be a remake. But, since it was inspired by Hang'em High, it also gets its own Western themed name: THE QUICK AND THE DEAD The map has been restructured. The footbridge is now twice as long. It takes a full sprint to get across quickly, and even that won't get you door to door. The heavy bridge is now indeed heavy. Using XL Platforms instead of 4x4 building blocks adds weight to the structure. The added length makes crossing it a hazard, especially if someone is waiting for you with the gravity hammer. The layout of the map hasn't changed. The bases are the same. The "tombstones" are the same. It's simply been stretched apart to make Jetpacking more difficult and that footbridge more dangerous. The bases were designed to make that final push for the flag extra tricky. Much like Red Base in Hang'em High, you will feel panic as you climb the structure, especially if you take a wrong turn after the initial ramp. A well placed Rocket or plasma grenade can end your climb abruptly. The Quick and The Dead is meant for 8-16 players. The layout works well in that you don't feel like the map is too huge when you're playing, but when you get to the catwalk with the sniper, you'll see how big it is. The footbridge allows for such quick access to the opposite side that CTF will be very busy. The map is jetpack friendly to an extent: on the catwalk, you have a little cushion for jetpacking, but not much. The top of the walls have a Soft Kill Zone. The center trench allows a little free fall, but a Kill Zone awaits. Weapons List: Both sides have: --- DMR x4 --- Assault Rifle x1 --- Needle Rifle x2 --- Plasma Pistol x1 --- Plasma Repeater x1 --- Concussion Rifle x1 --- Shotgun x2 --- Grenade Launcher x1 --- Sniper Rifle x1 --- Needler x1 --- Mounted Machine Gun x1 --- Mongoose x3, Ghost x1, Gauss Warthog x1 --- Frag x2, Plasma x2 --- Health Station x2 Neutral Area: --- Rocket Launcher --- Gravity Hammer The map is set-up for nearly all gametypes except Invasion, Neutral Flag CTF (soon), Infection, and Race. When playtesting, I found one insane bug with Crazy King that I could not figure out: one hill location is floating above the map but has no boundaries, and in Forge there's nothing in that location and none of the architecture in that area is set to be a hill on accident. So, during that hill's cycle, it's slayer time. Hope you enjoy! Thanks! --- Stumanji