Alright so I got a bit inactive after Chateau was released a year ago. Between Dark Souls, Skyrim, Armored Core, and Diablo I haven’t been around much to see opinions on Chateau. I want to know what your opinions are on the map minus the spawning because I know how bad spawning can be sometimes. And ignoring the HLG exploits.
Chateau was built to make every path meaningful in various circumstances and was intended to keep players moving through the map and ensuring that all parts of the map are played relatively equally. The higher ground is on the outer longer paths forcing a decision on speed of crossing map vs height advantage. Quicker routes existed via jump ups, but required a bit more attention to pull off. The map was originally inspired by a section of a Brink map.
Here are some specific questions that I would love to hear each of you answer if you find the time:
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Do you feel that players are encouraged to continue moving? Another way to put it, do you see reason in each part of the map with no useless areas? Each door has a particular purpose and when I watch gameplay on Chateau I see all of the doors on the main level used fairly equally.
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How is the weapon placement in your opinion? In particular were weapons easy to find when you first played? Are the grenade placements to your liking? Was it easy enough to find a health pack when you needed it?
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Orientation can be a bit troublesome due to the limited ability to color pieces and the fact that the map is rotationally symmetrical… after playing the map enough were you able to figure out where you were 95% of the time?
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With what we know of Halo 4 right now and its bump in pacing, would you be interested in seeing Chateau return in some form? Perhaps with alterations in paths (adjusting scale based on the new pacing of course)?
All of your feedback is more than welcome. Be as harsh as you like and force me to get defensive. If I can’t give a good reason to a complaint then I have more to learn. Changes will not be made to Chateau in Reach due to H4 coming out this winter. However, all of your feedback will help me not only improve a successor if one happens to show up, but it will also help me improve other maps I make as I try to incorporate and learn from feedback from prior maps in my newer creations. People said Affinity was too gray so Think Twice was blue and Chateau used the sky and grass to break up the coloring. People said Affinity and Think Twice were too simple so I began to explore more complexity without over complicating the layout. I’ve still got a lot to learn and I do it best by hearing you complain about how bad my maps suck and why. 


