Trident Remake - (Neptune)

Decided to recreate the map Trident in HaloReach but it’s significantly different from the version in Halo Reach. Mainly due to there not being a suitable location to forge on and the new game mechanics.

Overall I feel it’s greatly improved but still very much a work in progress.

Youtube video here:
Youtube Video

Not really anything like Trident at all but it does look like a cool map.

It’s more of a spiritual successor like how Valhalla was to Blood Gulch. Tried to take some of the main complaints from the version in Reach and make improvements such as restricting the sightlines from Base to Base.

Thanks for the comment :slight_smile:

Oh yes.

Your maps always amaze me! Even though I’m on a H4 lock down until the TU hits all I can say is that it seem like it’ll play even better than your Reach version! Plus I love how you mde it on Impact, looks amazing.

It’s Big, i’d give you that at least…

Competitive: 2/10
Creative: 4/10
Gameplay: 2/10
Aesthetic: 4/10
Presentation: 1/10

First: It’s presentation was nice, a first to be done right, but lacked excitement. 2nd, it’s theme had a different favor to be normal, but meh, it is kinda creative none-the-less, I’d give it a 6, but you used the impact’s corridors and stuff the way I’d expect everyone to use it, gets boring after awhile, so hence the 4. Gameplay would be terrible on this, even on BTB, because, it’s too big, you have no vehicles, the there is too much cover, you need to reduce some color. Again, you should of placed the objects on how the shadows are reflected to make it less bright or more bright, it’s not hard. Don’t take my maps, they all s*ck anyway and I know it. Aesthetic has an good appeal to it, but it needs more natural and less white, more color, and yes, you can change the bricks secondary color, and everything else, that is one way. Other ways is abusing things that aren’t normally found, like the tincups, even though those have invisible walls, it helps add to gameplay…But other then that, yours is a decent map, just needs fixed to be a great one. And it’s not very creative, you abused the logic of someone else made a map similar to this, I’m going to build mine similiar, but re-arrange things, making it repetitive like most maps I seen.

3.4 + 0.06 Bonus Points = 3.46

It was a good try, maybe it’ll make it better…

I have a feeling that you may have posted your feedback in the wrong thread as what you’re saying doesn’t make a whole lot of sense.

  • No vehicles lol?

I’m not sure how you can rate gameplay being 2/10 while not even playing the map which I can determine due to the fact you mention it’s got no vehicles. When there’s quite a large number of them present. If you can miss things like this it doesn’t say much about your feedback.

I tend to place objects based on the cover they provide, determining which sightlines are blocked or remain open and power positions. Placing objects based on the shadows they project isn’t something I value too highly.

You say there is too much cover and that there needs to be less colour but then you go on to say that there needs to be more colour? Not sure how tincups would add to gameplay or even fit the aesthetic since they’re grassy which goes against the dark hostile environment of Impact.

It’s not very creative as I abused the logic of someone else s map? If you’re referring to “Trident” I’m the creator of that map but Halo 4 is a different beast compared to Halo Reach and a direct remake simply wouldn’t work. Also there was no real estate where I could Forge the original map.

I got a laugh reading that so thanks for that but I’m going to disregard that “feedback”. I would advise that if you’re going to post feedback that you make sure that it’s accurate as well as spell checking your post to make sure it reads well.

> It’s Big, i’d give you that at least…
>
> Competitive: 2/10
> Creative: 4/10
> Gameplay: 2/10
> Aesthetic: 4/10
> Presentation: 1/10
>
>
> First: It’s presentation was nice, a first to be done right, but lacked excitement. 2nd, it’s theme had a different favor to be normal, but meh, it is kinda creative none-the-less, I’d give it a 6, but you used the impact’s corridors and stuff the way I’d expect everyone to use it, gets boring after awhile, so hence the 4. Gameplay would be terrible on this, even on BTB, because, it’s too big, you have no vehicles, the there is too much cover, you need to reduce some color. Again, you should of placed the objects on how the shadows are reflected to make it less bright or more bright, it’s not hard. Don’t take my maps, they all s*ck anyway and I know it. Aesthetic has an good appeal to it, but it needs more natural and less white, more color, and yes, you can change the bricks secondary color, and everything else, that is one way. Other ways is abusing things that aren’t normally found, like the tincups, even though those have invisible walls, it helps add to gameplay…But other then that, yours is a decent map, just needs fixed to be a great one. And it’s not very creative, you abused the logic of someone else made a map similar to this, I’m going to build mine similiar, but re-arrange things, making it repetitive like most maps I seen.
>
>
> 3.4 + 0.06 Bonus Points = 3.46
>
> It was a good try, maybe it’ll make it better…

What in the world is this…

Actually, your right, I was multi-tabbing again, sorry dude…I rated yours on someones else’s map, again, sorry…I do that way to often…

> Actually, your right, I was multi-tabbing again, sorry dude…I rated yours on someones else’s map, again, sorry…I do that way to often…

So, what do you think of this map then? :slight_smile: