Halo: The Master Chief Collection

Halo: The Master Chief Collection

27 ratings
Backwoods - Halo 2 Multiplayer Map
   
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Engine: Halo2
Game Content: Multiplayer
File Size
Posted
281.441 MB
8 Nov, 2024 @ 2:08am
1 Change Note ( view )

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Backwoods - Halo 2 Multiplayer Map

Description
"The subtle beauty of small, naturalistic spaces on Forerunner installations never fails to capture the awe of UNSC researchers."

4-8 players.

A map primarily created in the span of only three days as a personal challenge, using the Coagulation aesthetic style and intended to provide a vanilla-style Halo 2 experience.
8 Comments
Muerto Sargento 16 Jan @ 4:04am 
Neat
MadamLava  [author] 8 Nov, 2024 @ 9:35pm 
(And this is why you dont build a map with only 3 days to do it lol)
MadamLava  [author] 8 Nov, 2024 @ 9:30pm 
Thank you for the detailed feedback! I think you make a pretty good point about bases being perhaps too defensible, if/when I come back to this some cave paths sound like a fun inclusion.
Mazillion 8 Nov, 2024 @ 5:27pm 
I think what I'd like to see the most is a cave pathway, which doesn't allow vehicles, that opens up behind the alcoves on each side of mid (where the three big rocks are, with the brute shot/sentinel beam) and then cuts through to the upper level of each team's bases. This gives options for approach on foot, separate from the existing route which is better for vehicles, and makes it easier to flank the enemy. Because as it stands, there is only one big 'hallway' that you have to defend from the high ground, I think it's too easy to defend.
Mazillion 8 Nov, 2024 @ 5:14pm 
Finally, I would assume most of the battles would end in a mad dash to control the upper middle hill. But it looks kinda unfun to try to regain that hill if it's already under full control. The map at least doesn't have sniper rifles, which I feel like would exacerbate the issue of one side controlling upper mid, but at the same time, the inclusion of sniper rifles could actually increase the broad appeal of this map if some of the kinks could be worked out. 

I haven't played an actual match though, like maybe vehicles can be effective at breaking past the front line and retaking control in a situation in which you are behind, so I can appreciate that my feedback might not consider all the factors that can affect the map balance.
Mazillion 8 Nov, 2024 @ 5:14pm 
I also am not a fan of how there is only 1 way to approach the enemy base on foot: via a long uphill stretch with no cover. I don't think I'd ever even attempt it, on account of the fact that you might make it halfway up the hill and then find yourself under fire with no cover. It also almost reminds me of sidewinder from CE, in how there is a teleporter route out of base that takes you closer to mid, but then your only option is to just drop down into mid, whereas sidewinder offered the option to flank the base by going through an alternate teleporter route. 
Mazillion 8 Nov, 2024 @ 5:13pm 
I love the idea of a new vanilla-style map with this aesthetic, but from the perspective of team games, I personally feel like I would want to keep refining this map were it my own. 

One team getting overshield and the other getting camo is interesting; probably slightly favors one side though? I feel like I can do more work with an overshield more often than I could with an active camo powerup.
maxjohnstonno1 8 Nov, 2024 @ 6:13am 
MadamLava you know digsite is making the e3 2000 demo map from halo 1