Haven’t posted around about Forge since my days back in Reach, but with Godly Perfection, Mythic Fritz, and the other people I used to Forge with returning, I’m going to be stepping back in and putting out content again, as well. Here’s the original Forgehub post on Vengeance, and I’ll go ahead and copy/paste the description here: http://www.forgehub.com/maps/vengeance.937/
GAMERTAG: fun fortress
Not sure where to get the link for sharing, if it’s even available, but you should be able to find it through my profile.
Vengeance is the spiritual successor to a Halo Reach work of mine, Vendetta. Built to be a BTB experience in a smaller setting, the goal with Vengeance is to present the same sort of experience for the player.
Vengeance is a standard semi-symmetrical, two-base BTB map, designed around supporting comfortable ground play with vehicles present. One of the biggest turn-offs in BTB design is the ‘bigger is better’ mentality, with large-scale vehicle encounters that span incredible spaces. The problem presented through this design comes up when you’re one of the many players in the match who didn’thappen to get into one of the few vehicles at match start. Some maps (Reach’s Hemorrhage comes to mind) have long stretches of not-much that take minutes to walk across, only to be flattened by a vehicle or picked apart from cross-map range before you’ve even had a chance to do anything.
Vengeance tries to alleviate that by having distinct ‘play areas’ that support both types of play, and transition smoothly into one another, while also being compact in size. It won’t take you four minutes to walk base-to-base, so you’ll always find yourself able to be a part of the action.
The main design behind Vengeance takes heavy lending from Halo 3’s Valhalla, and scales it down. Around the central hill on the map are two ‘rings’ built for specific types of play. The outer ring of Vengeance supports ground play, with plenty of cover for players on foot fighting each other, along with being difficult (but not impossible) to move around while in a vehicle. The inner ring is bare of cover, with freedom of movement for vehicular play. Players can move easily from the outer ring to the hill, so being in a vehicle to succeed is not mandatory. The areas around both bases are also fairly open, giving players opportunity to utilize vehicles there as well. The design in Vengeance is meant to be a more ‘natural’ experience, with a lot of cover provided by hills and rocks. While there are plenty of places to use Halo 5’s suite of movement options, moving around in general will feel more like the pace of Halo Reach.
Vengeance is divided into five distinct play areas; Red and Blue bases, the central hill, a wooded area, and a cliff overlooking the map. Each base provides quick access to each of these areas. Red Base is provided a lift to the woods, while Blue Base’s lift provides access to the cliff. Blue Base’s teleporter provides their access to the woods, while Red Base’s takes them to the cliff. Even with tight control over the highest point on Vengeance, the other team will have a quick way to the alternate routes.
Equipment on Vengeance is pretty standard stuff:
Sniper Rifle (2): Provided at each base, next to the flag stand (left of the ramp). 180sec respawn (1 minute despawn on disturbance). 1 spare magazine.
Shotgun (2): Provided at each base, in the basement; left side. 120sec respawn timer (30 second despawn on disturbance). 1 spare magazine.
DMR (2): Provided at each base, to the right of the Sniper Rifle. 45sec respawn. 2 spare magazines.
Plasma Pistol (2): Provided at each base, on the ramp. 90sec respawn.
SMG (2): Provided at each base, top level, right half. 1min respawn, 3 spare magazines.
Storm Rifle (2): Provided at each base, cannon platform. 1min respawn.
Battle Rifle (4): Two provided at each base, to each side of center cannon. 40sec respawn, 2 spare magazines.
Lightrifle (2): Located under each tower near mid. 90sec respawn, 1 spare magazine.
SPNKr Launcher: Weapon Pad at the center of the map. 180sec respawn.
Binary Rifle: Weapon Pad in the wooded area. 180sec respawn.
Chain Warthog (2): Back of each base. 180sec resapwn.
Mongoose (2): Back of each base. 1min respawn.
Banshee (2): Back of each base, top platform. 180sec respawn.
This is just an alpha build of the map. Kill boundaries are basic, covering ledges along canyon walls and significant area around the upper portion of it. Spawn system is basic, with points and zones for Red and Blue teams. Gametypes supported are standard Team Slayer, CTF, and Neutral Flag. Basic 6-scene intro cameras functional.