

Requiem started as one of those "BLAM! INSPIRATION!" things where an idea suddenly hits you randomly. For me, it happened in the middle of math class. It was an idea that merged MLG with a hill, played in Foundry, and played the often-negelected (but personally one of my favorites), MLG King. In designing this, I thought of MLG Construct, which is a great Hill map (if you notice, the styles of the hills and ways to access them are very similar to Construct's), and wanted to make something similar. With Requiem, though, we could have some new ideas and setups, and with a hill that offers some completely new tactics, particularly for objective and support players, and thought that would be awesome to play on, and designed it (mainly through lines of sight) to work like that. The teleporters that allow you to flank from behind, pipes, corners, and lines of sight between base and hill are among some of the things I feel are the greatest features that would make this work perfect for Hill. So, I drew up a basic design, flow layout, line of sight work...and then my teacher took it away (is that even legal?) once he realized I'd been working on it for the last hour. Anyway, when I got home I thought it'd be cool to merge that with Terminal, from Halo 2. After quickly throwing it down without really designing it, I came up with a really hasty first physical sketch of Requiem (I still have this paper, by the way):
Yeah, it sucked design wise, but it brought up lots of ideas in my mind, which eventually came to the Requiem v1 design back in January '09, after going on a quest to learn proper map design. Since then I've come much farther to a point where I feel comfortable teaching others, but regardless...then it was a decent design. The problem at that point was finding someone to build this thing with practically impossible merges. I asked some of the more famous forgers on ForgeHub...nobody could do the merges in the back (they go through the stairs, the back fence area, into the white room, through the pipes, and into the ground slightly, all at the same time). I can't recall exactly how I came into contact with him, but Sir Toppum Hat said "I can do that!" and, though I was obviously quite skeptical at the time I was pretty desperate so I let him give it a shot...and it was more or less perfect. Thus started the collaboration, I'd mainly do the gameplay/design, and Toppum could build...well, anything I wanted, which is really all you need. The map itself's gone through lots of map geometry changes and merges that I have no idea how Toppum does so efficiently and cleanly without using ghost merging (I believe there is no ghost merging on Requiem, at all). After a pretty good reception on Requiem v1, and even better with the major improvements on v2, I looked at the map carefully, piece by piece, and redid the whole design, and came out with a few essential changes. Mainly, making the hills flow better from the long sides was important, and the removal of the double walls there made it a much better option. Lowering the whole OS area, adding the double walls interlocked with the corner walls allowed for better setups and spawns, and so on with all the changes. As with any map, I do feel like Requiem can still be perfected even more, theoretically. But I feel like me and Toppum have done the best possible job with major changes. Maybe there might be a v4 in the future, who knows? But I really love the way this map plays and I think any future changes will be minor.
I feel like MLG KOTH is really neglected, and this map is my try at making it more fun to play. I'm not going for MLG circuit play or anything (though I'd love to have it!), but I'd just like people to play and enjoy this objective game. There's only one Hill map in the Circuit, and I feel like it's one of the best objectives in Halo, and probably my favorite in MLG. All I'm saying is, let's try to make it important again.
Click the images below to download the map and gametypes.

There's a whole lot of people to thank about this map. I most certainly could not have done this by myself, this map is pretty much totally thanks to all these people. Normally, I'd go right into my list of thanks, but I just need to say before:
Sir Toppum Hat1, thanks for making this map work in the first place. You're really great...scratch that, awesome, at Forge, understand what I want done, and capable of doing it perfectly and quickly. To be honest, you probably have the best Forging technique I've ever seen. If you'll have me, I'm up for making another map with you. Again.
Fritzster, thanks for looking at the map and advising with the design, and helping out as the map progressed.
Xanon/Shanon, thanks for help in general. Your MLG expertise has helped a lot, you tested a ton, being LOLN #3, and plus...you came up with the name. There are some things that money can buy, wasting the sniper in Xanon's face…priceless.
Halcylon, thanks for the super pro looking Photoshop jobs.
Mr Smiley, for the screenshots.
AmercanPsycho, thanks for doing the video and being the 4th member of Str8 LOLN.
Matty, looking over the map and making some suggestions, and helping for the write up.
Quiganomenometry (Orangeremi), for helping on the MLG side of things, and being the 5th member of Str8 LOLN.
Roche178,
Mini Waz, and
RageGummy, for having the best accents ever (Roche is LOLN #2 as well)!
T7 DARIU5, for being generally awesome.
Pretty much everyone on my friends list that I haven't mentioned yet - particularly those that were in for the pictures.
Thanks to
the Testers Guild and practically all my friends for testing.