FTG Lockout(Halo 2 Remake) SingleHaloClips

Top Mid to Top Grav
Library to Bottom Grav
Bottom Mid
Bottom Grav
Snipe3 to BR3
Elbow to Snipe1
Bottom Grav to Elbow
Shotgun
Snipe1 to BR1
Snipe3
Snipe Ledge
Snipe to Elbow
Sword
Top Grav to Top Mid

HD video and commentary on the youtube channel SingleHaloClips

FTG Lockout is a forge world recreation of Halo 2’s map with nearly 2 years of concept put into it.

10/15/2010 is the official date of when I started my concepts.

Since then I’ve been learning how forge works and what is most important when forging maps as well as trying to bring back everything that made Lockout memorable and one of the most played Halo maps in history.

I had my original Xbox next to me the entire process of its creation.

FTG Lockout is set accurate to scale, size, door frame jumps/most trick jumps, line-of-sight, and gametypes.

Almost all key jumps are working and accurate to the original map with no extra jumps necessary(except one minor addition with Snipe 1 fusion coil jump).

Framerate has been tested with splitscreen and parties of 16 players.

All main gametypes are supported except Invasion(including Race, Infection, Team Slayer, FFA, Headhunter, CTF, Oddball, KOTH, Territories, and Assault)

NOTE: although all gametypes are supported, these settings must be modified in order for game types to be playable and accurate:
Player Speed: 110%
Jump Height: 125%
Player Gravity: 100%

Map Variant and Game Types are available for download in my Fileshare.
TO DOWNLOAD:
Press ‘start’ > File Browser > New Custom Search > File Share Search > enter gamertag: FTG Insanity

Map Variant Name: FTG Lockout
Game Type Names: Lockout Throwback Slayer(Halo 2/3 settings), Lockout MLG v7(latest MLG settings with change in speed, height, and gravity), and Lockout Infection(Basic infection adjusted for proper settings).

great thread maannnn

Thanks a bunch :smiley:

2 years is a lot of dedication.

So are you officially calling this map done now? After 2 years, it’s still the best Lockout out there. :slight_smile:

> So are you officially calling this map done now? After 2 years, it’s still the best Lockout out there. :slight_smile:

Yes I am. Before it may of had great concept but it lacked line-of-sight and a smooth splitscreen framerate.

Now, it has both of those plus what my former versions had :slight_smile:

When Halo 4 comes out, I will recreate it there as well.

My goal is to make sure no future Halo games go without an accurate Lockout with jumps, line-of-sight, and framerate considered.

I keep hearing frame rate mentioned. How exactly do you “consider frame rate” and make it good?

I’ll surely give it a try, Have been waiting for an accurate Lockout remake for ages, And so far this is the best there is!
Thanks a lot for the effort man.

> I keep hearing frame rate mentioned. How exactly do you “consider frame rate” and make it good?

It’s all about what pieces are used (and how many). If there are a lot of pieces on the map that have lights, glass, or a lot of detail then it makes it more difficult to render the pieces on a player’s screen (especially if someone is playing in splitscreen) thus creating drops in framerate.

Personally, I find the best way to test framerate by going into basic editing in Forge w/ an extra player in splitscreen. If you don’t experience any (or very few) framerate drops during that time then your map can basically handle anything no matter what is happening on any player’s screen in a regular, full-party game.

> > I keep hearing frame rate mentioned. How exactly do you “consider frame rate” and make it good?
>
> It’s all about what pieces are used (and how many). If there are a lot of pieces on the map that have lights, glass, or a lot of detail then it makes it more difficult to render the pieces on a player’s screen (especially if someone is playing in splitscreen) thus creating drops in framerate.
>
> Personally, I find the best way to test framerate by going into basic editing in Forge w/ an extra player in splitscreen. If you don’t experience any (or very few) framerate drops during that time then your map can basically handle anything no matter what is happening on any player’s screen in a regular, full-party game.

I probably could have guessed that much. Still, it’s gotta be a pretty difficult process. Then again, 2 years were spent making it perfect. You can get a lot accomplished in 2 years…

Well, considering that, maybe they need to re-forge Asylum. Have you ever noticed how frame rate drops while trying to snipe someone to the other sniper spawn?

> > > I keep hearing frame rate mentioned. How exactly do you “consider frame rate” and make it good?
> >
> > It’s all about what pieces are used (and how many). If there are a lot of pieces on the map that have lights, glass, or a lot of detail then it makes it more difficult to render the pieces on a player’s screen (especially if someone is playing in splitscreen) thus creating drops in framerate.
> >
> > Personally, I find the best way to test framerate by going into basic editing in Forge w/ an extra player in splitscreen. If you don’t experience any (or very few) framerate drops during that time then your map can basically handle anything no matter what is happening on any player’s screen in a regular, full-party game.
>
> I probably could have guessed that much. Still, it’s gotta be a pretty difficult process. Then again, 2 years were spent making it perfect. You can get a lot accomplished in 2 years…
>
> Well, considering that, maybe they need to re-forge Asylum. Have you ever noticed how frame rate drops while trying to snipe someone to the other sniper spawn?

I have noticed that and there are already near perfect remakes of Asylum and Sanctuary with better framerates but they’re still not in matchmaking XD

> NOTE: although all gametypes are supported, these settings must be modified in order for game types to be playable and accurate:
> Player Speed: 110%
> Jump Height: 125%
> Player Gravity: 100%
>
> Map Variant and Game Types are available for download in my Fileshare.
> TO DOWNLOAD:
> Press ‘start’ > File Browser > New Custom Search > File Share Search > enter gamertag: FTG Insanity
>
> Map Variant Name: FTG Insanity
> Game Type Names: Lockout Throwback Slayer(Halo 2/3 settings), Lockout MLG v7(latest MLG settings with change in speed, height, and gravity), and Lockout Infection(Basic infection adjusted for proper settings).

EPIC - just watching the youtube video brought back a huge amount of nostalgia. My brother and I spent countless hours just playing follow the leader on Lockout in Halo 2 trying to see who could create the most unique line of jumps to get around the map.

Very well done.

++++

Too bad 343 doesn’t allow direct linking to fileshare items. Hopefully in Halo 4 it will be fully integrated into this website so we can choose to queue for download straight from a computer.

Durandal Here. Nice job, Pal’. The sole fact that you spent 2 Years recreating this map shows a lot. This is defninitely the best remake i’ve ever seen. You’d keep that ability in practice (Maybe you won’t take so long; I bet you’ve earned some experience from this). Keep Forging!

> Durandal Here. Nice job, Pal’. The sole fact that you spent 2 Years recreating this map shows a lot. This is defninitely the best remake i’ve ever seen. You’d keep that ability in practice (Maybe you won’t take so long; I bet you’ve earned some experience from this). Keep Forging!

Well Lockout was my very first map(the first version) and ever since then I committed myself to getting it as accurate as possible.

Creating it gained me very much experience using forge and I plan using that experience to make other maps.

The reason why I never made other maps was because i was never fully satisfied with my creation.

I can honestly say that I will be working on new maps as well as recreating this in Halo 4.

A beauty.

> > Durandal Here. Nice job, Pal’. The sole fact that you spent 2 Years recreating this map shows a lot. This is defninitely the best remake i’ve ever seen. You’d keep that ability in practice (Maybe you won’t take so long; I bet you’ve earned some experience from this). Keep Forging!
>
> Well Lockout was my very first map(the first version) and ever since then I committed myself to getting it as accurate as possible.
>
> Creating it gained me very much experience using forge and I plan using that experience to make other maps.
>
> The reason why I never made other maps was because i was never fully satisfied with my creation.
>
> I can honestly say that I will be working on new maps as well as recreating this in Halo 4.

Well said. Looking forward to play some matches there soon! Keep up the good work, pal!

INCREDIBLE!! You should be commended for your hard work. This map should be in matchmaking…period. Will be looking for your remake in Halo 4 too.

> INCREDIBLE!! You should be commended for your hard work. This map should be in matchmaking…period. Will be looking for your remake in Halo 4 too.

Getting this into matchmaking would be amazing but I’m just glad that my map is being recognized through waypoint, youtube, and some of the MLG community.

I never thought I could preserve key map elements like I have while including most trick/door frame jumps, line-of-sight, scale, and framerate.

Now those players who were die-hard Halo 2 fans can bring back there play-experiences with Halo Reach and not just a glimmer of what it used to be.

I’m gonna put this up in my fileshare along with my MLG optimized version that I’m gonna make (with you credited obviously lol) because I’m that much of a nerd. :smiley: