Green Canyon, now updated to v2!

Hello everybody! I’m just here, as you might have guessed, to show off my new map that I finished on Forge Island! It may not be the most amazing map out there, but I like it and I hope you guys might too! I have made several maps in the past in Halo 3, Reach and even Halo 4, but this is the first time I release one.

I inspired myself off of classic Halo PC maps, such as Danger Canyon, Infinity and Blood Gulch. Of course, just because I inspired myself off of them, it doesn’t mean that this map resembles them very much. Basically, several Halo 1 PC maps had pathways for infantry over the battlefield that crossed the map, and I decided to implement such a feature in my map. Furthermore, the Blood Gulch similarity is simple : two bases in a symmetrical canyon.

But in the end, however what I was really going for was a simple, yet effective map that had a large open environment for vehicles, yet plenty of ways for on-foot Spartans to cross the map safely and quickly, usually separately from the vehicle carnage, a very classic Halo experience, at least in my eyes.

Anyway, here’s a rundown of all the things you’ll need to know :

Map Name: Green Canyon
File Share Gamertag: Hotrod192
Canvas Map: Forge Island
Supported Game Types: Slayer, CTF, KotH
Best Game Types: Slayer or CTF
Intended Team Sizes(s): 4v4

Initial Ordnance:

  • 1 Rocket Launcher (Repsawns after 180 seconds)
  • 2 Beam Rifles (Respawn after 180 seconds)
  • 2 Concussion Rifles (Respawn after 100 seconds)
  • 2 Needlers (Respawn after 60 seconds)

Random Ordnance:

  • 4 of them on the map, with a variety of weapons

Supported Vehicles:

  • 2 Warthogs
  • 2 Ghosts
  • 4 Mongooses (Mongeese?)

Screenshots:
All available here!

And remember, comments and criticism are always welcome! I’m very open to making any tweaks to the map that people might be beneficial, so feel free to let me know what you think!

Download link

Changes from v1 to v2 :

  • Completely redid the back section of the base to make it more functional, less confusing and nicer looking!
  • Changed the sniper tower area to make it more original, less use of prefabricated buildings
  • Added glass walls to the top bridge to stop cross-map sniping with precision weapons
  • Added more cover in front of bases

I threw together an image pointing out the major things that need to be addressed on the map. If you have any questions about why I pointed some of those areas out that images doesn’t explain please pm me, or contact me viz Xbox, and i’ll walk you through it okay?

> I threw together an image pointing out the major things that need to be addressed on the map. If you have any questions about why I pointed some of those areas out that images doesn’t explain please pm me, or contact me viz Xbox, and i’ll walk you through it okay?
>
> http://i50.tinypic.com/wv50jo.jpg

Thank you for the feedback, it’s much appreciated! It helps a lot, though there are a few things I could use a bit more explanation about, but as you said, I’ll PM you.

Sorry for the bump/double post, but I just want to inform you all that version 2 is now live! (Download link updated in main post)

List of changes :

  • Completely redid the back section of the base to make it more functional, less confusing and nicer looking!
  • Changed the sniper tower area to make it more original, less use of prefabricated buildings
  • Added glass walls to the top bridge to stop cross-map sniping with precision weapons
  • Added more cover in front of bases

New pictures can be found in the original post as well, they have replaced the old ones.

Awesome, find a testing lobby, and let me know how the suggestions affected the gameplay.

Good idea! Where can I find a testing lobby though? It’s not something I’ve ever done before… :S