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!
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