I don’t care if you were a fan of Lockout or Blackout; Shutout is horrid. I’m specifically speaking about playing this map in SWAT or Snipes where a one shot kill stops map movement(duh).
There a reason it’s named Shutout, because if you spawn elbow/lift you’ll be shutout. Never has any map in Halo history been so one-sided if you happened to be put on the wrong team from game-start. I believe it only takes two players to force spawn on elbow/bottom lift. Three players can dominate. Four competent players can halt movement altogether.
YARRGG! Butt hurt? Yes, yes I am.
Its also reffered to as map control, but yes it is very annoyin when you the player are in the receiving end haha. Just make sure it goes the other way next time ifnot then dont vote for the map. If the map still gets chosen well Spartan good luck.
Its so easy to fall off the map…I just hate it.
> Its also reffered to as map control, but yes it is very annoyin when you the player are in the receiving end haha. Just make sure it goes the other way next time ifnot then dont vote for the map. If the map still gets chosen well Spartan good luck.
I’m all for map control and truth be told I’m actually okay with spawn killing seeing as how you need to effectively set up to get to that point. I’ve been on the winning end of this though, and it hardly feels better.
If two equal, competent teams play each other on this map then top spawn will win. In fact, I’d argue they’d make it seem like the teams weren’t equal at all.
The Map is good. I have been pinned down a couple of times, but my team and I was always able to break it.
You just need to go move down from Elbow to where the sword is and move your way up.
Easy.
Good Communication and Team Work is the key.
90% of the games I play on shutout I despise. I don’t know exactly what it is but I perform terribly on it.
I’ve also fallen off that little gap WAY too much jumping across.
I don’t like shutout. It’s a sloppy remake.
> I don’t care if you were a fan of Lockout or Blackout; Shutout is horrid. I’m specifically speaking about playing this map in SWAT or Snipes where a one shot kill stops map movement(duh).
>
> There a reason it’s named Shutout, because if you spawn elbow/lift you’ll be shutout. Never has any map in Halo history been so one-sided if you happened to be put on the wrong team from game-start. I believe it only takes two players to force spawn on elbow/bottom lift. Three players can dominate. Four competent players can halt movement altogether.
>
> YARRGG! Butt hurt? Yes, yes I am.
Four can force spawn trap on the elbow…
See my article on how the problem has to do with the enemy proximity being way too freaking large for small maps. I specifically asked through back channels if 343i would consider adding a property to the trait zones that allowed us to make the enemy proximity radius smaller so that we can customize it for our map designs and game types. Not a word from 343i on this…
Spawns are too easy to learn. It might have worked in the old sandbox, but spawning with DMR’s (swat is horrible) promethean vision, jetpacks, etc is what ruined some gameplay.
Just goes to show that remakes aren’t what we want after all, and if we want one, it should be modified for the new experience. An example is Halo: CE’s Sidewinder remade for H3 into Avalanche. Notice how different the maps are.
Shutout highlights the problem with importing older pre-Reach maps “as is”. They are worthless when armor abilities are included. SWAT, too, most times.
The Reach/CEA is an example of making classic maps for the new Halo. Prisoner/Solitary, Hang 'Em High/High Noon, and Headlong/Breakneck were just phenomenal to play!
> I don’t care if you were a fan of Lockout or Blackout; Shutout is horrid. I’m specifically speaking about playing this map in SWAT or Snipes where a one shot kill stops map movement(duh).
>
> There a reason it’s named Shutout, because if you spawn elbow/lift you’ll be shutout. <mark>Never has any map in Halo history been so one-sided if you happened to be put on the wrong team from game-start.</mark> I believe it only takes two players to force spawn on elbow/bottom lift. Three players can dominate. Four competent players can halt movement altogether.
>
> YARRGG! Butt hurt? Yes, yes I am.
Pinnacle from Halo: Reach would like a word with you.
With the Halo 4 settings, abilities, and mods, it just doesn’t go with Halo 4. I love when they bring old maps back but I think originality is what has always kept us going. Most people will say that Haven is the best original map in Halo 4 right now.
> With the Halo 4 settings, abilities, and mods, it just doesn’t go with Halo 4. I love when they bring old maps back but I think originality is what has always kept us going. Most people will say that Haven is the best original map in Halo 4 right now.
I would actually certainly agree with that. With the exception of Halo 2, gamers typically don’t remember games for how awesome their remake maps were. Games are typically remembered for having stellar original maps. Halo 2, however, was remembered for both.
Haven really reminds me of Lockout in some ways, actually. I don’t want to say it’s reminiscent at all, but in Halo 4 terms, this is the “Lockout” that we’re dealt. In Halo 4, this is small scale infantry-focused.
Shutout is a good example of why Forge is a great tool for nostalgia in some ways, but not for recapturing the original fire.
Apologies to the Halo 2 vets but I only played Blackout on H3 (440 games in MM) so that is my reference. I’ve played some FFA on the map and it just doesn’t flow. To me it comes down to Sprint, AA like the Jet Pack, Ordinance, Forge pieces.
The unique Forge maps are ok but trying to remake something like this just seems to fall short.
I think it’s great it’s one of the few maps that still reward good positioning and map control a key factor in previous Halo games.
I don’t know about you guys, but I always get terrible frame-rate on Shutout.