The more I play Halo Reach, the more it grows on me. Over all I'd have to say its an enjoyable game thats fairly well ballanced, yet strikingly casual to play. Gone are the days of the be-all-end-all BR, and we live in the holycon era of the DRM. Yes it's a precision weapon all the same, but the shot spread of the weapon does a great deal in balancing the skill differences between players... Where once the obvious better play would own the lesser in a BR duel, there's an air of uncertainty that keeps both on edge. I love it. With this in mind, the MLG game type is more attractive than ever for me.
I'm not a fan of the "perk" system Reach brough to the table. I was stoked about it when I saw the trailers leading up to the game, but upon the advent of the Beta I lost all love for the concept. The only ability I ever choose to take is sprint, however I'd much rather play a game without any of these options. MLG fortunately has none of them. A more ballanced game with no goofy armor abilities? Sounds perfect to me.
So there are a couple of classic MLG maps from Halo 3 that I love to death. Team Slayer on Amplified and 5 Flag CTF on Onslaught are my favorites. Sadly, these two maps are not on Reach and no one has made a port of them up to my standards... Fortunately though, Forge is AMAZING! That said, I've taken it upon myself to learn how to Forge and behold! My first map which has already managed to garner much attention within 24 hours of release... Electrified; a remake of Amplified.
Above: Blue Team's Spawn.
Below: Gold Side
Above: Pink Side
Below: Red Team Spawn
Below: Overview of the entire map
One issue I had with porting this highly competive map over was that there are no blocks that actually match up to the size of the ones in Halo 3's Forge. Most forgers attempting to port older maps look past this and just make the maps larger in response to Reach's larger blocks... This however throws off the various jumps that are found on each map and can completely ruin the gameplay. I attempted to the best of my abilities to find a suitable match in size to the original, and have succeeded to some extent. While that map has all the jumps and is proportional to the original, it comes off as a little small. For a 4v4 game as it's intended, it's slightly cramped... It works beautifully for 1v1, 2v2, and 3v3 though.
I'm fairly confident that I can tweak and finetune it by exchanging some blocks for larger variants to make this work. This a good number of hours I still have left to put into it, but as of so far I think I've made excellent progress.
Not bad for a first timer. ;)
Saturday, October 23, 2010
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