H2 Lashout

4v4 Slayer
9.5

Map Description

  1. FTG Insanity
    H2 Lashout is a faithful remake of Halo 2's Lockout.

    This map has been a passion project of mine over the years.
    I kept asking myself, what's next?

    I wasn't ready to move on so I improved my map with better aesthetics and overall better forge transitions.

    I moved the entire map, created the ice wall(inspired by another remake), and reworked various parts of the entire map.

    I am happy to re-release this map.

    I can finally say, it is complete and more beautiful than ever!

    Video coming soon.

    These values are recommended for a proper gameplay experience:
    90% Forward Speed
    90% Gravity

    Even without these settings, the map is fully playable.

    Gamertag: JesseInsanity
    Map: H2 Lashout
    Gametype: H2 Slayer

Recent Reviews

  1. Nohbody Nohbody
    10/5,
    I played this map with two other players in FFA slayer. The map isn't bright, but this wasn't an issue for me because it contributes to the aesthetic and overall theme provided by FTG Insanity's unique but extremely faithful interpretation of the Halo 2 map, Lockout. The darkness, which isn't nearly as dark as the screenshots seem to show, helps accent the green and blue hues that are cast upon the structures and walkways. The ratio here is excellent, too. In comparison to another Lockout remake I found that I was much happier with the height and length of many of the many ramps and walkways. The lines of sight are also much in keeping with the original map. Vaulting/clambering changes the gameplay (the technical jumps) but the map's design accommodates the changes of Halo 5's movement gracefully. For example, the blue lift, now paired with the new ability to ground pound, has become a ground-pound danger-zone. Fights in this area are hilarious and exciting, a testament to the design of Lockout and how well the new abilities in Halo 5 can breathe fresh air into a classic arena.

    Positives:
    + Faithfully Remade, great ratio, sight-lines, spawns
    + Subtle Aesthetic Change to help expand the theme of the original
    + Isn't overdone with cosmetics, but that's a personal thing for me.
    + No frame rate drops noticed

    Negatives:
    - Blue lift was phenomenal (and is a technical feat given the tool-set) but can perhaps be improved
    - No super jumps

    Overall: 5 Stars. Great remake. All of us who played it (all of whom have spent countless hours on the original) had a great time on this map, and one of those guys is super detail oriented, so good job impressing him!
  2. The best remake of this map hands down but sadly it is just a little too dark.

Discussion

  1. no god anywhere

    no god anywhere Promethean
    Forge Critic Senior Member

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    It's about damn time. Good work really. I'll check this out when I get a chance.

    I'd really recommend reassessing the lighting though. Keep the theme but just softly brighten the map some with a color other than white light with a low fall off ratio so it still has that night feel. It's just too dark as of now imo.

    Actually white light may be the answer...
     
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  2. FTG Insanity

    FTG Insanity Promethean
    Senior Member

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    I did think that the map looks a little dark in screenshots but in all honesty, it's much brighter when you walk around on it.

    I'll look into raising the brightness on the lights illuminating the majority of the map or I'll add the white light that you mentioned to balance out the darkness.

    Thank you for your feedback :)

    EDIT: I increased lighting in general areas by 10 points. Map is a bit brighter now :)
     
    #3 FTG Insanity, Jan 30, 2016
    Last edited: Jan 30, 2016
  3. D4rkDeath

    D4rkDeath Spartan III
    Forge Critic Senior Member

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    Just go play on it with another person when you check it out, it's a different kind of aesthetic look. It's a polished version of the original, perfect for purists.
     
    FTG Insanity likes this.
  4. Getting Ghost

    Getting Ghost Spartan III

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    Let's GO, FTG Insanity! Amazing job. Your wait for this map was long, but it all pays off now. Keep it up, man!
     
    FTG Insanity likes this.
  5. GeneralSunTzu

    GeneralSunTzu Spartan III

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    In your original post you mentioned the spawns were messed up because you deleted your initial spawns. Cant you just re-place them on the map? Or are the spawns you place bugged or something? If so I need to know ASAP so I can stop forging maps without them! I usually just keep 1 'plain' spawn and 1 initial spawn of each color and delete the rest. Is that not okay?!
     
  6. FTG Insanity

    FTG Insanity Promethean
    Senior Member

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    From what I understand, it's not good to delete any of the initial spawn points because it can cause irregularities with spawning.

    From what I can see, the biggest issue it created for my map is only noticeable in 1v1 gameplay. If you stand at the Sniper Spawn, the opposite player will spawn at Back BR Tower and Back Library every single time.

    Also, I don't know if this is because of me deleting the initials, but I can't adjust weighting with my respawn areas.

    With some testing, I am happy to confirm that Team Slayer and FFA play wonderfully with my map.

    We had a stress test with over 8 players and with the various time we played on my map, the spawning situations were highly satisfying and reminiscent of the original.

    Back with Halo Reach and Halo 4, players would spawn inches away from each other but with Halo 5 players nearly never do.
     
  7. xXBarthXx

    xXBarthXx Heroic
    Senior Member

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    Looks awesome! I gotta give a download when I get a chance :D
     
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  8. Unitrov11

    Unitrov11 Spartan III

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    Really nice re-make and great demonstration of trick jumps!
     
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  9. AoMUnknownV2

    AoMUnknownV2 Promethean
    Senior Member

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    Its finally here! Great job Jesse, the map looks fantastic! ;)
     
  10. FTG Insanity

    FTG Insanity Promethean
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  11. FTG Insanity

    FTG Insanity Promethean
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  12. Lukr4sh

    Lukr4sh Mythic
    Senior Member

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    Great Job, but please, add the climb from "L" or "Elbow" to the Sniper Tower..
     
  13. FTG Insanity

    FTG Insanity Promethean
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    FTG Insanity updated H2 Lashout with a new update entry:

    No More Procrastinating XD

    Read the rest of this update entry...
     
  14. FTG Insanity

    FTG Insanity Promethean
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    FTG Insanity updated H2 Lashout with a new update entry:

    Complete aesthetic overhaul

    Read the rest of this update entry...
     
  15. D4rkDeath

    D4rkDeath Spartan III
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    I took a look at this again with your update. It all feels very much one color and dark. Even the original had tans inside and such. The Spartans just glow like light sticks. Your design is perfect, but the lighting is very rough still. Try the crisp filter to make the ice look white and for an instant brighter look. Take your time with each area for lighting and potentially add the contrasting tan for the rooms. You need the tan to help red team not stick out so terribly. Again, perfect design.
     
  16. D4rkDeath

    D4rkDeath Spartan III
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    You might also try porting this to Tidal, facing it in a direction that allows natural lighting, messing with filters and making your own icy backdrop fading out the islands in the back.
     
  17. FTG Insanity

    FTG Insanity Promethean
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    I appreciate your feedback.
    Unfortunately when I added filters it caused fps drops in a very noticeable way.
    The map being darker is intentional as is the green for interiors instead of them being tan.
    I could always increase brightness overall but that wasn't my intention.
    I want the map to play and feel like the original but with my own preference and style.
    I might add a tan color and see how it looks.
    I tried making the map completely bright but I felt it being too unnatural.
    Also most of the forge pieces have light bake off to help performance.
    Increasing brightness will cause some issues with pieces looking offset with lighting.
    I could try adding more of a sheen to surfaces but I took a "less is more" approach this time.
    I'm willing to make some changes if it will further improve the design but I feel a bit.. troubled in what direction to go in if I did.
    If you want to make a slight edit and describe what you did, I could get inspiration from it and make some edits.
    Just a suggestion :)
     
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  18. D4rkDeath

    D4rkDeath Spartan III
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    Your fps drops are not from filters, but how many pieces you have lit up with the lights and how many lights are overlapling. I'd have to look again, but I think they were many lights overlapping. Ultimately, the map is just at odds and looks very different than your side by side. I understand you may want to add your own flavor. However, you have a few very detailed pieces on top of a design that is waiting for an art pass. As far as me taking a crack at it, I would much prefer going onto the map and helping you. I've already made my own Lockout with Timedipper, to much success. Again, I think moving it to Tidal will help you light the map up naturally, you can still get the shadowed tone, but use less lights, more light map, and ultimately more pieces to create a backdrop. The snow canvas is notorious for crappy lighting and light map issues.
     

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