Remaking Lockout From Halo 2

Discussion in 'Mapping Questions & Discussion' started by LunchBox, Jun 17, 2009.

  1. LunchBox

    LunchBox L1: Registered

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    Hey guys i was thinking of remaking Lockout from halo 2. Maybe a CTF or Arena. What do you guys think ?
     
  2. DJive

    aa DJive Cake or Death?

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    [​IMG]

    might be to small for even an arena lol..
     
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  3. LunchBox

    LunchBox L1: Registered

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    Ya i was thinking the same thing because you pretty much have full coverage on the top part of the map regardless of where you are. But id figured id ask and see what some people thought :D
     
  4. Altaco

    Altaco L7: Fancy Member

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    Generally maps from other games (minus TFC of course) don't work very well in TF2 due to the very specific design required.
     
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  5. Micnax

    aa Micnax I maek map

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    Disagreed

    [​IMG]

    Also, It might be good, but looks a bit too small for CTF. Maybe if it was longer and had more routes...
     
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  6. Ceiling Man

    Ceiling Man L3: Member

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    I'd say Arena would work great for it.

    Lockout/Blackout was one of my favorite maps for Halo 2/3, I wonder what the theme would be for this one, though. (Alpine, Desert, Egypt)
     
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  7. luxatile

    aa luxatile deer

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    It should be noted that hiddentomb is an instant spammy massacre as soon as the doors open. As fun as it may be (really), you might want to avoid remaking Lockout if you don't want that. :p
     
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  8. Vekter

    Vekter L1: Registered

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    Maybe. I really don't think Lockout would work too well in TF2 due to the constant coverage the towers give the center of the area. It might work as Arena, but it'd be pretty iffy.
     
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  9. LunchBox

    LunchBox L1: Registered

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    Ahhh ok thanks for the feedback guys :D
     
  10. RandomExpletive

    RandomExpletive L1: Registered

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    maybe melee only or no snipers / engies on your lockout replica...

    but you should go ahead, since lockout was indeed the coolest map ever made by bungie

    I'm sure you'd get more than enough references off the internet, and there's probably one on googles 3d warehouse, just convert that to hammer and your good to go!

    and here is one!
    http://sketchup.google.com/3dwarehouse/details?mid=58fd048e207280ce213c8d8984e1e8ac

    but this, would be good for arena no doubt
    http://sketchup.google.com/3dwarehouse/details?mid=81ca786827be35d6b510a96cbe72fe54

    payload race? capture points like warpath?(maybe i'll stop after this one)
    http://sketchup.google.com/3dwareho...5afb749e6ccb7d49e59a2f98f&ct=mdsa&prevstart=0
     
    Last edited: Aug 24, 2009
  11. The Political Gamer

    aa The Political Gamer

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    Anything bigger than 9v9 would be a spam fest.
     
  12. mtv22

    mtv22 L3: Member

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    It would be good for 2v2 but not so much for 12v12 or 16v16. That would just be crazy.
     
  13. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Actually, and speaking from experience, i find even TFC maps convert terribly to TF2.

    The scale is different, the speed and general mechanics are different. Not to mention the lack of ladders. Sentries have reduced site ranges so previous sentry locations are made redundant.

    I would recommend people never port a map for these very game breaking reasons. Trying to convert from TFC to TF2 was perhaps fun if not at times frustrating, trying to deal with the same issues Valve experienced in replicating A/D CTF mode; and ultimately dropping the mode altogether for CP (i speak of course of Avanti).

    Trying to replicate this classic was probably a mistake, if not an experience to learn from. I could have produced a working map like Youme had in the same space of time, as he produced pl_hoodoo.

    So i'm currently an individual with a broken port to my name and and two alpha's, whilst i would like to have submitted a working map to the public when it counted most.