Just watched the vid, and it looks great!Larry Tanng wrote:Anchor 9 is ready now and in my bookmarked files titled "Accursed 9". It supports all main game types, equipped with lights, decals, named zones, camera shots, sound effects, symmetrical spawns and more. This map is to scale with the original on the X's and Y's, but the Z's (up/down) were altered to sync with H5's jump height and clambering. This is a v1.0 and I plan on adding new game types as 343i releases them. My map was made under budget too, which is great for adding new stuff or making changes per feedback in the future. Objects: 609, Lightmap: 84%. Everything else is way under that.
Now my biggest concern while making this map in H5 is the fact that there aren't any trait zones to use for the outer space area like there were in MCC. I tried a hundred different ways to make use of man cannons and clambering to get it to work properly and finally settled on one. I like what I did, but I need feedback on it. I used strategically placed man cannons to get from platform to platform while using clambering to get up from the bottom. Watch the video and you'll see what I did there. I think it will create some interesting new gameplay. This map is not recommended for classic play, because of the clambering.
Since I built this map on the space canvas, lighting was an issue at first, but I believe I resolved it by carefully selecting just the right color palette for the job. I went with Beige for the walls and Grey [20%] for the floors and ceilings. Two light colors that don't look the same, but don't clash either.
I've made this map before in MCC, but decided to make it again in H5 since nobody else has really ever remade it before. It's a great map to commemorate too since it's the very last small/medium map released under Bungie for Halo.
GT: Larry Tanng
I think what you did with the man cannons and clambering is a good idea and looks like it will fit in well on the map. I would stick with that at least until they add trait zones, if they do lol