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H5: Evolved settings/details [V4 update, Part 2-MAPS!]

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Here are the changes made to default H5 modes to create these settings:

 

 

PLAYER TRAITS (This is universal across all gametypes)

 

Shield percentage: 70% (Headshots happen sooner, buffs precision weapons)

 

Health percentage: 150% (To make up for reduced Shields to keep Spartans around roughly the same hit points, makes spamming bodyshots a bad idea unless you have an Automatic)

 

Melee Damage: 120% (Makes the Magnum a 2-shot melee kill to help counter and discourage double-melee kills)

 

Grenade Explosion Radius: 70% (To make up for the fact that you have less shields to protect you from Grenades in Evolved)

 

-THE IMPORTANT MOVEMENT SETTINGS

 

 

 

Base Movement Speed: 110% (Allows you to move only 5% slower than Sprint, and in all directions)

 

Strafe Acceleration: 130% (Fast enough that Thrust isn't necessary to dodge things, especially when combined with the faster Movement Speed)

 

Forward Acceleration: 130% (To even out omni-directional movement with the Strafes)

 

Jump Height: 120% (To make up for no Clamber, especially when Crouch-jumping)

 

Jump Gravity: 110% (To make you fall down just as fast as default H5, so that it is not floaty)

 

 

 

Motion Sensor: OFF (This is set to ON for FFA, also Motion Tracker is optional for more casual play)

 

Motion Tracker Range: 90% (This equals 36 meters, twice that of the default 18. For some reason the percentages are of 40 meters instead of 18.)

 

-SPARTAN ABILITIES OFF-

 

 

 

Thruster: OFF

Spartan Charge: OFF

Ground Pound: OFF

Stabilizer: OFF

Sprint: OFF (This also turns OFF Slide)

 

 

 

-STARTING WEAPONS(This is universal across all gametypes)

 

Primary: Assault Rifle (Same as default H5)

 

Secondary: Tactical Magnum (For the increased 2X Classic Zoom)

 

Secondary total rounds: 60 (Max ammo for the Magnum)

 

 

-GAMETYPE SPECIFIC RULES:

 

 

Evolved 3 Flag and 5 Flag CTF:

 

 

 

- Score limit: 3 or 5 depending on map

- Time limit: 15 Minutes

- Overtime: 15 Minutes

- Carrier-specific traits: Movement Speed 80% (Motion Tracker and all Spartan Abilities OFF, everything else leave at 100%)

- Flag return time: 30 Seconds

- Near Flag return influence: 10x (for 3 second returns)

- Carrier Spotted Duration: 3 Seconds

- Respawn time: 10 Seconds

 

 

 

Evolved Team Slayer:

 

 

 

- Score limit: 50

- Time limit: 12 Minutes

- Overtime: 3 Minutes

- Respawn time: 5 Seconds

 

 

 

Evolved FFA:

 

 

 

- Score limit: Unlimited

- Time limit: 12 Minutes

- Overtime: 3 Minutes

- Respawn time: 5 Seconds

 

 

 

Evolved Strongholds:

 

 

 

- Score limit: 100

- Time to Capture: 10 Seconds

- Time limit: 12 Minutes

- Overtime: 3 Minutes

- Respawn time: 8 Seconds

 

 

 

Evolved Oddball:

 

 

 

- Score limit: 200

- Time limit: 12 Minutes

- Overtime: 3 Minutes

- Carrier-specific traits: 200% melee damage for a 1-hit kill, Movement Speed 80% (Motion Tracker and all Spartan Abilities OFF, everything else leave at 100%)

- Ball points per Carried Delivery: Disabled

- Ball points per Thrown Delivery: Disabled

- Ball points for Carrying: 1 Point

- Ball respawn time: 0 Seconds

- First Ball spawn time: 0

- Ball reset time: 45 Seconds

- Carrier Navpoint Behavior: Always On

- Respawn time: 8 Seconds

 

 

 

Evolved Assault:

 

 

 

- Score limit: 3

- Time limit: 15

- Overtime: 15

- Carrier-specific traits: 200% melee damage for a 1-hit kill, Movement Speed 80% (Motion Tracker and all Spartan Abilities OFF, everything else leave at 100%)

- Delivery time: 6 Seconds

- Ball points per Carried Delivery: 1 Point

- Ball points per Thrown Delivery: Disabled

- Ball points for Carrying: Disabled

- Ball respawn time: 0 Seconds

- First Ball spawn time: 0

- Extra respawn time on delivery: 0

- Ball reset time: 45 Seconds

- Carrier Navpoint Behavior: When Spotted

- Carrier Spotted Duration: 3 Seconds

- Respawn time: 10 Seconds

 

 

 

Evolved King of the Hill:

 

 

 

- Score limit: 200

- Time limit: 12 Minutes

- Overtime: 3 Minutes

- Respawn time: 8 Seconds

- Extra points scored with more teammates in Hill: Still figuring out scripting to implement.

 

 

 

Those are the official Evolved gametype settings (Now V4 in the description) that I have edited and many of us have tested and agreed upon so far.

 

 

[V2 Changes]:

 

 

 

Grenade blast radius reduced to 100%(normal levels) because the inherent nature of Evolved's reduced Shields means that you are more likely shieldless from a grenade. 120% was too much.

 

Grenade count reduced to default 2-2-2 max for each grenade. Spamming was too much with 4-4-4.

 

Grenade knockback removed (technically reduced back to 100%, which is the normal level). Grenade jumping was a great idea to try and bring back, but it was decided upon that it just wasn't practical on any map and was too risky, plus the knockback interfered with Objectives and occasional combat moments.

 

This now means that Grenade settings are now the same as default H5, basically unchanged in Evolved settings.

 

Oddball and Assault Carrier Movement Speed reduced to 80% to be on par with the Flag Carrier's slower 80% Movement Speed.

 

Thats it for the changes in V2.

 

 

 

 

[V3 Changes]:

 

 

 

All excess Ball spawn times for Oddball and Assault have been removed(reduced to 0) to improve fluidity of the gametypes.

 

Oddball reset time when dropped increased to 45 Seconds from 15 to reduce frequency of Oddball despawns.

 

Assault Delivery Arm time reduced to 6 Seconds from 7 to increase viability of Arming.

 

Carrier Spotted Duration for CTF and Assault gametypes reduced to 3 Seconds from 5 to increase survivability and stealth of Carriers.

 

Thats it for the changes in V3.

 

 

 

[V4 Changes]:

 

 

 

The Tactical Magnum has officially been chosen as the signature starting precision weapon of the current Evolved settings. While there are still differing opinions on the sound and aesthetic, it pretty much retains the same skill to use as the default Magnum.

 

The Base Movement Speed increase has been reduced to 110% instead of 120%. This is still only slightly slower than Sprint's 15% speed increase, and is much less awkward to aim against than 120% speed was. 110% also paces better on classic-scaled maps while mostly keeping the same pace on sprint-scaled maps. Therefore, 110% base movement speed is much more reasonable, overall.

 

The Grenade Blast Radius has been reduced to 70%. This is due to the reduced-shields nature of Evolved making players much more likely to be shieldless from Grenades. 70% Blast Radius brings the Grenades a bit more in line to the 70% shields, while keeping their damage the same.

 

Melee Damage increased to 120% for a 2-shot+melee kill Magnum instead of 3. This is to indirectly nerf double-melee kills by allowing this to counter them more reliably. For reference, the AR is now a 5-shot+melee kill instead of 6, so it is much more of a buff for the Magnum than the AR.

 

Motion Tracker Range increased to 36 meters for FFA and casual matches when turned on. This is to remove the casual frustration of having a weak 18 meter Radar by easily doubling the range. The Motion Tracker is still OFF by default for team gametypes.

 

Tier 1 Weapon(Rifle and Auto) Upgrades now take 60 seconds to respawn when disturbed with only 1 spare clip each to reduce frequency of use instead of 20 seconds to respawn on disturbance with 2-3 clips each.

 

Powerups are now on Static Timers.

There is a bit of simple scripting involved in achieving this. I will soon make a Prefabbed set of powerups and put it on my fileshare.

 

Evolved King of the Hill has finally been added! The details of scripting the maps for it is still being figured out, but a basic setup has been implemented on certain maps.

 

That is it for the changes in V4.

 

 

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Finally, Evolved has a more refined set of 4v4 maps available to download with the Gametypes! I will post the Maps and their best gametype combinations below.

 

First, I would like to say that The S0UL FLAME deserves a special mention as my right hand man and Co-Editor especially for editing maps. FeaR DeucEy no longer works with us for his own reasons, but still deserves a mention for helping us get started.

 

Here, I will also be sure to give credit to each Forge map's original creator by their Xbox Live Gamertag, and list any issues that were found with each map, including both gameplay and aesthetic issues.

 

Before I list the current set of Maps and their best gametypes, I want to present these general guidelines that we have had for editing maps, to help any Forgers interested in making maps for Evolved get an idea of the mindset to follow:

 

 

ON-MAP SANDBOX RULES:

 

BR removed: (Since we unfortunately can't tune individual weapons, we had to remove BRs from maps since the fact that it becomes a 3-shot-kill makes it noticeably too strong.)

 

Energy Sword and Gravity Hammer converted to tier 3 Spawns: (Although not currently featured on any of our maps, the speed boost and Smart-Scope lunge bonus make these much stronger in Evolved than in default H5. However, they could potentially still have a future by being treated like Rockets and Snipers with reduced ammo.)

 

Tier 1 Weapon Spawn Rules: (The DMR, LR, Carbine, SMG, Boltshot, and Brute PR all have 60 second on-disturbance spawns with only 1 spare Clip. Also, the number of them per map is generally reduced to no more than 2 Rifles(of the same type) and 2 Autos(also of the same type), if at all.

 

This is to significantly reduce overall frequency and influence without just removing them.

 

The AR, Magnum, and Suppressor are unaffected. The Gunfighter Magnum gets 3 spare clips however.)

 

Splinter Grenades are treated as power weapons. Due to their power, IF on the map at all, these must be placed in a location on the map that is a risky place to go/be a bit out of the way/low traffic areas. They also can only spawn 1 at a time, so no pairs of Splinters.

 

Powerups are now on Static Timers: (This took some scripting, but this is to make all Powerups (OS, Camo, DB, SB) have consistent spawn timers to match tier 3 weapon pads.)

 

 

Notes for gametypes:

 

On Oddball maps, spawn volumes must NOT have the game label 'Sportsball' enabled. This causes sided Assault style spawns that ruin dynamic Oddball spawns. This happens because Oddball is a variation of Assault, which is labeled 'Sportsball'.

 

Check for this if a map is having issues with Oddball spawns. However, Assault NEEDS the spawn volumes, so generally, do not play Oddball on Assault maps and Assault on Oddball maps.

 

King of the Hill must first be scripted onto maps before it can be played. A prefab of the complex Script has yet to finalized as the scripting is not yet completely understood. It is still being investigated.

 

 

V4 MAP AND GAMETYPE COMBINATION LIST:

 

 

Plaza

 

 

 

This map has actually turned out to be very successful as a map for King of the Hill and Oddball. These allow for so much movement to otherwise avoided positions on this map. Slayer and Strongholds have yet to be received well on Plaza so they aren't really played.

 

Plaza Jump Fixes:

 

-Added jump from inside Plaza room to Yellow Pipes.

 

-Added jump from Cinema to Cinema loft.

 

-Added subtle jump from Taxi to Top Mid.

 

-Added jump at Oscar's House.

 

-Made jump onto the Top Mid Generator easier.

 

-Added an invisible blocker to stop players from jumping into the ceiling at the top of Cafe Ramp in Cafe.

 

Plaza Map Pickups:

 

-OverShield still Top Mid.

-Sniper still at Cinema.

-1 Light Rifle at Hotel Platform.

-1 Silenced SMG Bottom Mid towards Cinema side.

-Sentinel Beam at bottom Tunnel.

-2 Gunfighter Magnums, 1 in Tram and 1 Underbridge.

-Boltshot still near Lift.

-Plasma Pistol in Plaza Elevator.

-6 Frags, 2 bottom Tunnel, 2 above Cinema Stairs, 2 in Hotel.

-4 Plasma Grenades, 2 Cafe, 2 Tram.

 

-Camo in Plaza for Slayer only.

 

-Oddball spawns Bottom Mid.

 

-KotH Hills spawn in repeat sequence to Bottom Mid, Plaza, Cinema, Tram, and then Cafe.

 

 

 

Mercy

 

 

 

This Haven remake scales surprisingly well in Evolved, best Played for FFA and Team Slayer. King of the Hill and Oddball might both also be pretty solid too.

 

Mercy Jump Fixes:

 

Added lifts to go up each Closet.

 

Made jump from Sneakys/Slides to Landings easier.

 

Mercy Map Pickups:

 

-Sniper at Open Ramp.

-Grenade Launcher at Closed Ramp.

-OverShield Bottom Mid towards Mohawk.

-Needler Top Mohawk.

-Plasma Pistol Bottom Mohawk in the Fountain.

-2 Brute Plasma Rifles, 1 in each Closet.

-2 Gunfighter Magnums, 1 at each Window.

-4 Frags, 2 Bottom Closed Ramp, 2 Top Mid towards Open Ramp.

-4 Plasma Grenades, 2 at each Lift.

-1 Splinter Grenade Bottom Mid towards Open Ramp.

 

 

 

Regret

 

 

 

This Midship/Truth remix still plays well for FFA and Team Slayer, and with some changes it seems that Assault and CTF are solid as well. It is scripted for KotH but is not a favorite.

 

Regret Jump Fixes:

 

Added 2 jumps at each Yard that go to either side of the Bridges.

 

Regret Map Pickups:

 

-OverShield Bottom Mid.

-Grenade Launcher at Top Nest.

-Sentinel Beam down in Tunnel.

-Needler Bottom Nest.

-Plasma Pistol Top Arch.

-2 Gunfighter Magnums, 1 on each Bridge.

-2 Light Rifles, 1 on each Ledge.

-1 Splinter Grenade Top Mid.

-4 Frags, 2 in each Sneaky.

-4 Plasma Grenades, 2 at each Rampart.

 

-Flag stands and Assault Bomb Goals moved to the 2nd level of each Base.

 

 

 

Eden

 

 

 

This Asymmetrical remix of Empire is still a favorite for Strongholds specifically, and is also good for Team Slayer. It is set up for King of the Hill and Oddball but is not a favorite.

 

Eden Jump Fixes:

 

Made jump from Red Security to the top of Red Catwalk possible.

 

Made jump from Blue Security to Pillar possible.

 

Eden Map Pickups:

 

-Rockets at Outside.

-Sniper at Blue Nest(It is removed for Strongholds)

-OverShield in Pit.

-Camo in Security.

-Sentinel Beam in Red Base.

-2 Carbines, 1 at Red Bend, 1 at Blue Back Alley.

-2 Brute Plasma Rifles, 1 at Blue Bend, 1 at Red Back Alley.

-1 Splinter Grenade Bottom Mid under Catwalk.

-8 Frags, 2 at each Yard Jump, 2 at Blue Bend, and 2 in Security.

-4 Plasma Grenades, 2 in each Base.

 

 

 

Coliseum

 

 

 

A staple map of default H5, this transfers surprisingly well to Evolved, with some quality of life improvements. It is best played for CTF and Team Slayer.

 

Coliseum Jump Fixes:

 

Made jump to Steps easier.

 

Made jump from Oven/Fridge to Wings easier.

 

Made jump from Sneaky/Maze to Green Tower/Snipe easier.

 

Coliseum Map Pickups:

 

-Sniper still at Green Tower.

-Rockets still at Yellow Tower.

-Scattershot still in Trench.

-2 Gunfighter Magnums, 1 in each Cave.

-2 Silenced SMGs, 1 at the bottom of each Base.

-4 Frags, 2 in each Sneaky.

-6 Plasma Grenades, 2 Top Mid, 1 in each Base, 1 on each side of Trench.

-1 Splinter Grenade Bottom Mid between Trench and Maze/Lift.

 

 

 

The Rig

 

 

 

This inside-versus-outside asymmetrical default H5 map recently found some favor with Oddball. Strongholds and Team Slayer are still likely to play well.

 

The Rig Jump Fixes:

 

Made jumps to Camo from both Basement and Underpass possible.

 

Made jump from Cargo/BR Base to Engine Platform possible.

 

Made jump from inside Tower 2 to Tower Sneaky possible.

 

The Rig Map Pickups:

 

-Sniper at Nest(Removed in Strongholds).

-Grenade Launcher at Drill Platform.

-Scattershot at Yellow Corner/Barrels.

-Camo still on the Hatch.

-Needler in Basement.

-1 Storm Rifle down in Pit walkways.

-2 DMRs, 1 down in Cargo and 1 out at Lookout/Blue Spawn.

-6 Frags, 2 on Open Deck, 2 in Engine Two, 2 in Junction.

-4 Plasma Grenades, 2 Bunker stairs, 2 Back Rail/Yellow Catwalk.

-1 Splinter Grenade at Bottom Catwalk between Basement and Open Deck.

 

-Oddball spawns in Junction.

 

 

 

Empire

 

 

 

This small close quarters map has had a subtle rework as a simple King of the Hill map. No other gametype except maybe Team Slayer is recommended on it.

 

Empire Map Pickups:

 

-OverShield in Pit.

-Camo in Security/Tower 2.

-Sentinel Beam at Outside Platform.

-Plasma Pistol at Tower 3.

-1 Splinter Grenade in Tower 1.

-2 Gunfighter Magnums, 1 in each Base.

-3 Frags at Turbine.

-4 Plasma Grenades, 2 at each Outside Base Ledge, and 1 in each Sneaky.

 

-KotH Hills spawn in repeat sequence to Outside, Blue Yard towards Blue Alley, and Red Yard towards Red Alley.

 

 

 

White Cell by Chronmeister

 

 

 

This fast-paced Haven inspired Forge map still maintains popularity with Evolved for CTF, Assault, and Team Slayer. The nature of its oval-shaped layout may likely work well for FFA as well.

 

White Cell Map Pickups:

 

-Rockets still out at Lower Courtyard.

-Camo still down in Terminal.

-Scattershot still Bottom Mid.

-Needler still in Mid Room.

-Plasma Pistol at Lower Courtyard towards Bottom Mid.

-1 Splinter Grenade at Upper Courtyard.

-2 SMGs, 1 in each Base.

-2 DMRs, 1 in each Red/Blue Ramp.

-2 Gunfighter Magnums, 1 at each Red/Blue Ledge.

-4 Frags, 2 in each Red/Blue Tunnel.

-4 Plasma Grenades, 2 in each Red/Blue Lookout.

 

 

 

 

The Pit by Foge

 

 

 

This beautiful remake plays both CTF and Team Slayer as well as you would expect. Assault and King of the Hill are not yet set up. KotH currently has conflicting scripting issues that must be resolved first.

 

This map also received some color changes to help differentiate sides.

 

The Pit Jump Fixes:

 

Made it possible to jump onto the cover barricades on both of the Training areas and on top of each Nest.

 

The Pit Map Pickups:

 

-Rockets in Green Hall.

-OverShield down in Tunnel.

-2 Snipers, 1 at each Bottom Nest.

-2 Scattershots, 1 in each Closet.

-2 Needlers, 1 at each... Needle.

-2 Light Rifles, 1 on Red/Blue Platform.

-2 Brute Plasma Rifles, 1 at the top of each Training Ramp.

-4 Frags, 2 at each Needles.

-4 Plasma Grenades, 2 in each Base.

-1 Splinter Grenade on the Bridge.

-1 Plasma Pistol in Sword Room.

-2 Gunfighter Magnums, 1 near each Barrels.

 

 

 

Fathom

 

 

 

Another solid default H5 map for Evolved. Best played with CTF, Assault, and Team Slayer.

 

Fathom Jump Fixes:

 

Made Sub Jumps easier.

 

Made Treehouse Sneaky jumps easier on both sides of each Treehouse.

 

Fathom Map Pickups:

 

-Camo still Top Mid.

-Railgun still Bottom Mid(removed from Assault).

-2 Light Rifles, 1 in each Garage.

-2 Gunfighter Magnums, 1 in each Base.

-2 Boltshots, 1 at each Silo still.

-2 Splinter Grenades, 1 in each Treehouse.

-2 Storm Rifles, 1 on each Sub.

-4 Plasma Grenades, 2 under each Treehouse.

-6 Frags, 4 Top Mid, 1 in each Base.

 

 

 

Torque

 

 

 

This map has been significantly restructured to mimic it's remix, Stasis. However, this time it is perfectly symmetrical. It is intended to play CTF and Assault, as well as Team Slayer. Strongholds might be solid as well.

 

Torque Map Structure Changes:

 

Sealed off the far back room of each Base.

 

Added cover/jumps inside each Base to block line if sight and also jump to each Base Platform.

 

Added a Pipe Sneaky over each Base.

 

Flag stands and Assault goals moved onto each Base Platform.

 

Side Strongholds moved closer down the Alleys towards the Bases.

 

Bottom Mid Tunnels opened up and lifts added to them.

 

Top Mid segmented from Bottom Mid and restructured to mimic Stasis.

 

The moving Pistons have all been made stationery and are now both used as cover and as jump ups.

 

Other minor cover restructuring.

 

Distant Cloud/Fog added to nerf the Skybox Sun in a subtle way.

 

Removed all explosive barrels.

 

Torque Map Pickups:

 

-Rockets are Top Mid.

-OverShield is Bottom Mid.

-2 Sentinel Beams, 1 in each Closet.

-2 Gunfighter Magnums, 1 at each Deck near the Closets.

-2 SMGs, 1 at each corner of Street and Alley.

-4 Frags, 2 in each Yard.

-4 Plasma Grenades, 2 on each Lookout.

-2 Splinter Grenades, 1 on each Pipe Sneaky.

 

 

 

Riptide

 

 

 

This map has been restructured slightly to encourage more map movement. It is intended to play Team Slayer and Oddball, as well as perhaps even Strongholds.

 

Riptide Map Structure Changes:

 

Two 1-way teleporters have been added. 1 from Orange Treehouse to Blue Room, and 1 from Blue Treehouse to Water Room.

 

Added jump from Pit to Blue Treehouse.

 

Added crate in Wind Tunnel as cover for players moving to Blue Room from the Window and Top Mid.

 

Added a jump from Garden into Blue Room.

 

Added ability to jump from floor 1 to 2 in Water Room.

 

Made jump from Stage to Top Mid smoother.

 

Stage Lift replaced with a crate jump.

 

Lift added from Dock into Water Room.

 

Riptide Map Pickups:

 

-Rockets in Courtyard at the doorway of Orange Room.

-Sniper at Dunes.

-OverShield Bottom Mid.

-1 Splinter Grenade on Garden Pillar.

-Plasma Pistol Top Mid.

-1 Brute Plasma Rifle at the bottom of Dock.

-2 Gunfighter Magnums, 1 in Water Room and 1 on Stage.

-4 Plasma Grenades, 2 in Orange Treehouse and 2 at the top of Blue Treehouse.

-4 Frags, 2 in Courtyard, 2 Bottom Mid, and 2 in Blue Room.

 

 

 

Overgrowth

 

 

 

This map has been slightly restructured to encourage better map flow. It is intended to play Team Slayer, Strongholds, and Oddball.

 

Overgrowth Map Structure Changes:

 

2-way teleporters added to connect Plaza to Overpass and back.

 

Jump added from Flowers to Mid.

 

Pipe jump added from Truck Bog through Market Window.

 

Invisible ramps added to the inside of all Mid windows to allow players to simply walk out of them without having to jump.

 

Overgrowth Map Pickups:

 

-Railgun still Bottom Mid in Bog.

-Camo moved from Tram Pillar to the edge of Lookout near Tram.

-OverShield added down in Truck Bog.

-Needler still at Blue Bend.

-Plasma Pistol at the bottom of Tram Stairs.

-1 Carbine at Gallery Window.

-1 Brute Plasma Rifle at the bottom of Flowers near Truck Bog.

-2 Gunfighter Magnums, 1 at Market Window and 1 in Plaza.

-2 Frags down at Bottom Mid Platform.

-2 Plasma Grenades on Tram Pillar.

 

 

 

Note: Empire, Torque, and most especially Riptide and Overgrowth are experimental maps. We haven't been able to use a lot of Forge maps for 4v4 recently due to framerate issues, as even The Pit and White Cell have had slight issues despite their already simple aesthetics. So we have been trying to make the best of default maps to expand the Evolved map pool.

 

This map selection will likely change in future Evolved Updates, especially if the upcoming H5 maintenance update can fix up Forge.

 

 

 

Older 2016 Test Maps:

 

 

 

White Cell (by Chronmeister)

 

 

 

So good it is already in Matchmaking, this was probably our #1 favorite and best map. Has a good, but simple aesthetic that supports a wide and fast paced variety of gametypes on a layout inspired by Halo 4's Haven. 5 Flag CTF, Assault, and both FFA and Team Slayer played great, and even was decent with Strongholds. Oddball was not really tested but is also plausible.

 

The only real issue with the map was in Assault a defending team could easily abuse throwing the Bomb off the map near the goal after the other team failed to Arm.

 

 

 

Coliseum

 

 

 

This default H5 map translates pretty well to Evolved settings but certain jumps were a tad too difficult. In V3(in the description) Coliseum under my fileshare, I used the updated Arena variant that added the invisible blockers to Blue Cave and Red Elbow. I added very small ramps using invisible blockers to 3 key jump areas and this -fixed- the issue.

 

Coliseum was enjoyed most for 5 Flag CTF and Team Slayer.

 

 

 

Eden

 

 

 

 

Our favorite Strongholds map, Eden is able to survive nearly untouched when translated to Evolved settings. Almost all important jumps work, and the last couple more obscure jumps can likely be fixed in the future, although it doesn't really seem to hurt the map flow currently.

 

Strongholds and Team Slayer only.

 

 

 

Fathom

 

 

 

One of our few good Assault maps (and the for it IMO), Fathom plays really well although the Treehouse Sneaky jumps need a nice bit of work in particular, and the Sub to Top Mid jumps can still be accessed from a more head-on angle.

 

Aside from that, the primary issue with Fathom was that players would occasionally spawn on the opposing teams side of the map while that same opposing team was Arming the Bomb in Assault, rendering spawning players unable to stop the Arm in time. Attempts to fix this have been problematic due to the spawn points often glitching on default H5 maps in Forge.

 

 

 

Regret

 

 

 

While not heavily tested in Objective gametypes, this default H5 map actually plays really well as an FFA and Team Slayer map for Evolved.

 

There are also no immediate issues with jumps or the like.

 

 

 

Bias (by V3N0MS)

 

 

 

This Forge map has lead to some reasonably enjoyable Evolved gameplay in CTF and Team Slayer, and is even decent for Strongholds.

 

However, the map suffers from being a bit too big for 4v4 and doesn't quite seem to flow that great on most of the bottom sections of the map. The somewhat bland silver aesthetic could use some work, especially at differentiating for callouts.

 

 

 

The Pit (by ilsilentii)

 

 

 

Evolved CTF gameplay is as good as you would expect on this remake, as is Team Slayer. Assault and perhaps even Strongholds could be good, but have not been tested much.

 

This remake only really suffers from a very busy, disorienting aesthetic along with sun glare in certain spots.

 

Note: A new remake of the The Pit (by Foge) could likely replace this version, with a much simpler and more uniform aesthetic while retaining the perfect scale of the version that ilsilentii made.

 

 

 

MLG Narrows v1 (by Mynx)

 

 

 

This remake generally plays 3 Flag CTF and Team Slayer as well as you would expect, although it also suffers from a bland aesthetic as well as multiple lighting issues and even glitched unselectable Forge pieces on bottom mid, and also crashes when trying to switch the Theme/Skybox.

 

 

 

MLG Countdown v1 (by Mynx)

 

 

 

Another well scaled remake that plays as well as one would expect, this Forge map plays 5 Flag CTF and Team Slayer pretty well. Could probably even be good for FFA. Assault was not really tested although scoring might be a bit too fast for that.

 

No known issues aside from yet another bland aesthetic.

 

 

 

Shiftspace (by Fame28)

 

 

 

This is a cool Forerunner version of Midship (that we generally used since Truth doesn't play well on Evolved). It plays 5 Flag CTF, FFA, and Team Slayer as well as you would expect, and probably even Assault, although that didn't get as much testing.

 

While it otherwise plays well and the aesthetic is pretty cool, Pink tower seems a bit too small with Carbine tower being a tad too open, and also suffers from differentiating issues for callouts and awareness. Just like Midship, Heretic, and Truth all have the issue of being nearly completely purple, this cool remake now has the issue of being nearly completely silver.

 

 

 

Truth

 

 

 

I wanted to start with this one to explain why Shiftspace replaced it.

 

In Evolved, Truth is just too big and wide open to be enjoyable, especially since in Evolved you can ALWAYS shoot while moving fast without having to Sprint. The extreme lack of cover on this map just made it unenjoyable to play since you literally get shot from anywhere on the Map.

 

 

 

Fullmetal (by Xdemption)

 

 

 

One of our first early test maps, this asymmetrical map was favored for Strongholds and had a nice Crows Nest aesthetic.

 

I don't personally recall the exact issues with it, but I think that the larger size as well as certain imbalances were what was disliked.

 

This one got dropped pretty early on unfortunately.

 

 

 

Twice Forsaken (by SecretSchnitzel)

 

 

 

A beautiful redesigned version of Imminent from CE 1.5, this map has the aesthetic of Two Betrayals and was really fun for both Strongholds and Team Slayer.

 

Ultimately, the scaling didn't quite translate well to Evolved settings, and this had to unfortunately be dropped.

 

 

 

Port 66 (by For Chub)

 

 

 

An asymmetrical map with a cool Space Diner aesthetic, this map was tested quite a bit for Oddball and Strongholds.

 

However, the overall layout of the map was not well received.

 

 

 

Aquarius (by Tanix)

 

 

 

A symmetrical map with a cool underwater Reflection/Ivory Tower aesthetic.

 

This map was fun for Assault and CTF, but suffered from a bit of a cluttered map design that lead to excess ammounts of hiding spots and even severe framerate issues.

 

 

 

Sentinel (by N3GAT1VEZER0)

 

 

 

 

A beautiful asymmetrical map with a Guardian aesthetic, this map was wanted for Strongholds and Oddball, along with Team Slayer.

 

However, in Oddball, dropping the Ball in the shallow water in the center of the map would despawn the ball. Also, the top floor of the teleporter receiver tower was a bit too wide open IMO. This map may still have a future.

 

 

 

Resolute (by N3GAT1VEZER0)

 

 

 

Another beautiful asymmetrical map, this time with an Assembly/High Charity aesthetic.

 

This map was enjoyed most for Oddball and maybe even Team Slayer. Strongholds could maybe work with fine tuning.

 

This map was originally dropped due to how easy it was to set up on one side of the map, but a new updated version seems like it has maybe addressed that however is yet to be tested.

 

 

 

Sanctum (by THE SLAMMERSS)

 

 

 

An asymmetrical map with a cool nighttime Sanghelios city aesthetic.

 

This early test map was fun for Strongholds, but was a bit too big as well as a bit too dark.

 

 

 

Backlash (by Kell of Scots)

 

 

 

A pseudo-symmetrical map in the vein of Beaver Creek and Valhalla, with the beautiful aesthetic of Backwash/343I Guilty Spark.

 

Was extremely fun for CTF and Team Slayer, until we realized the extent of its asymmetry caused some serious team balance issues and wasn't well received after that, unfortunately.

 

 

 

Seclusion (by Given To Fly 93)

 

 

 

A beautiful asymmetrical map that inspired by Isolation both visually and for gameplay.

 

As a bit of an overhaul, this map looks fun for both Strongholds and Team Slayer, but suffers from a fundamental design issue:

 

The very same spawn points on the cliffs in the perimeter of the map are all also the best position to camp and open fire at top mid, causing an inverted power position issue that isn't immediately obvious.

 

Strongholds zones were also said to be open with a lack of cover.

 

-NOTE: We did NOT test gameplay with the Ghost on the map.

 

 

 

Perseus (by no god anywhere)

 

 

 

This is cool looking overhaul of H5's Pegasus, with the aesthetic of the original H3 The Pit.

 

Many jumps had to be quickly rescaled for Evolved, but ultimately the convoluted map design proved to be too much of mess for players during gameplay.

 

 

 

MLG Sanctuary v1 (by Mynx)

 

 

 

A beautiful and well scaled desert themed remake. Mostly played really well for CTF and Team Slayer as always, possibly even usable for FFA, although a few jump rocks could be moved around for better map flow.

 

The biggest issue with this map was reported framerate problems and lighting glare.

 

 

 

 

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Thank you for posting this.  

 

For anyone coming here that have never tried these settings, I'm genuinely excited for the experience you're about to have.  I feel like this is how Halo was meant to be played.  Thanks for coming.  Add some guys from these threads and jump into our custom games.  They're a freaking blast.

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Never been more involved in a community effort than this. I'm really hoping this becomes a playlist in Halo 5. Easily some of the best times in Halo I've had some years.

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Beyond should host a tournament with these setting at some point. That would be pretty cool to see.

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Beyond should host a tournament with these setting at some point. That would be pretty cool to see.

Inb4 more views than pro league lol

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This looks amazing, and I'm super stoked to give them a try. Downloaded, if anyone else is playing these settings, please hit me up.

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Any YouTube gameplay of these settings? They look super interesting.

 

We have this, courtesy of @@-DeucEy-https://www.youtube.com/watch?v=p5DFjcRglu0

 

@ has also streamed it on Twitch: https://www.twitch.tv/killmachine91/v/80915023

 

As did @@Hard Wayhttps://www.twitch.tv/hard_vvay/v/80577862

 

 

We're hoping to get more similar content and maybe a trailer, montage, etc for it in the near future.

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What was the logic behind AR primary vs. Pistol primary?

 

Compatibility and familiarity with 343's default settings. Unless there was something else discussed that I missed.

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Compatibility and familiarity with 343's default settings. Unless there was something else discussed that I missed.

 

I don't buy that logic.

 

If a player is so new to the settings that they need to feel "familiarity" with default, then it's even more important to indicate to them that the pistol is actually a viable and useful weapon now. You do that by starting them with the pistol, not the AR, because otherwise they'll be running around spraying their AR wondering why they're losing to pistols.

 

Plus switching off spawn, even though for CE players it's muscle memory at this point, is still frustrating when you're getting shot at off spawn.

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I mean the weapon switch in CE was actually beneficial because the shield recharge was so slow that someone could respawn and kill you if they had pistol out.

 

No excuse in Halo 5 imo... the shield recharge is basically instant.

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Did you guys remember to take the sword off of maps too lol?

 

That thing is straight broken with these settings.

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I don't buy that logic.

 

If a player is so new to the settings that they need to feel "familiarity" with default, then it's even more important to indicate to them that the pistol is actually a viable and useful weapon now. You do that by starting them with the pistol, not the AR, because otherwise they'll be running around spraying their AR wondering why they're losing to pistols.

 

Plus switching off spawn, even though for CE players it's muscle memory at this point, is still frustrating when you're getting shot at off spawn.

You mentioned CE, and I was going to say the same thing. But why haven't they modded CE to make it pistol primary? It's

 honestly not always about what is 100% the best. Otherwise CE would've been modded like I mentioned above awhile ago.

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You mentioned CE, and I was going to say the same thing. But why haven't they modded CE to make it pistol primary? It's

honestly not always about what is 100% the best. Otherwise CE would've been modded like I mentioned above awhile ago.

I honestly like the feeling of manually switching to your Magnum, especially in HCE. It may or may not be a good thing, I just like it lol.

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Beyond should host a tournament with these setting at some point. That would be pretty cool to see.

And it should be open for donation. I would donate 10 dollars to the prize pot for such a tournament. 

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Watched the Pit CTF Gameplay from Deucy. These settings look like something that might actually make it worth playing Halo 5 again. Haven't touched it in months.

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Watched the Pit CTF Gameplay from Deucy. These settings look like something that might actually make it worth playing Halo 5 again. Haven't touched it in months.

I strongly recommend it. Its the most fun I've had in H5. Completely ruins my ability to play 343 default settings.

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@@SMARTAN 427 Have you considered reducing melee damage while holding the Ball/Bomb/Flag? One hit melees are really annoying with Halo 5's insane melee lunge distance combined with the increased movement speed of these settings. I feel like it leads to some stupid moments sometimes, but it seems as if I'm the only person who ever complains about it in the Evolved lobbies.

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@@SMARTAN 427 Have you considered reducing melee damage while holding the Ball/Bomb/Flag? One hit melees are really annoying with Halo 5's insane melee lunge distance combined with the increased movement speed of these settings. I feel like it leads to some stupid moments sometimes, but it seems as if I'm the only person who ever complains about it in the Evolved lobbies.

 

The Flag doesn't 1-hit melee because of the Flagnum.

 

The 1-hit melee for Ball carriers is their only defense IMO, although I have recently thought about reduced movement speed with the Ball to be on par with the Flag.

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