Panic Attack: I can't find any fault with the map, small changes may come up in the future but otherwise this is a finished map.
Port Authority: Overall this was fantastic. We'll have to get more games to see where the flag goes, as it used to be a great strategy to pull it up the laser side. Hopefully that translates into Halo 4.
Excavation: I felt like the games both did well. The mantis's are balanced and require skill to use and destroy. If no one has any more changes to propose I am going to make a final version of this soon.
Silentium: Silentium was a cool horseshoe style map that I felt could be reworked in a few ways. The general openness of the middle natural areas by each base led to some rather stagnant gameplay when attacking for a flag run, and overall it felt like spartans had nowhere to move on foot besides the one keyhole tunnel in the middle. Here is what I would suggest:
1. Block vehicle access to the keyhole and make it faster to go through. Walking from one base to the other through the keyhole is slower than a hog can drive around the entire U-circuit, which is a problem if they pull the flag that way. It also took far too long for players on foot to get to the other side of the map, and most of the gameplay ended up taking place in one hallway because of this. Warthogs and ghosts should also definitely not be able to go through it, as they can move between bases far too quickly.
2. Add tunnels from near the tip of the U to the spawn buildings. This will allow players to take a long but safe path walking on the edge of the map, as opposed to the quick but dangerous keyhole.
3. Fated and Duck will go into this more, but we talked about shrinking the entire map down a bit. This would help with the openness in the courtyards and also with players moving around the tip of the U on foot. There could also generally be more structure in the center of the map, more interior areas where engagements can take place.
Shipwreck: A really solid and cool map all around, whether going to space or smacking hogs with the hammer.
It Came From The S-Bend: For a first test I think this went well. We're talking about potentially boosting zombie movement speed in the upper areas and making teleporters spawn in 5 seconds earlier to give zombies a head start on the humans. Hopefully they will be able to set up better then and we will see more tactical assassinations like I got on Dirty
. Also, we are trying to make the door spawn at the end of the level, but Halo 4 is glitching really badly and not letting anything spawn there. Hopefully it will eventually work.
Bedrock: I liked the style of the map, very Sandbox-esque. I would try chain hogs on the map to see if they work, there were a lot of situations where I wished I was spraying bullets and not slow moving rockets at an enemy. It would make it harder to use in the center, but it should be difficult there because it is an interior space more suited to players.
Tree Thing: First test felt good, though we did stomp on the other team a bit. Jumps were fun but risky, I fell off at least once. Probably better without sprint, we could get around very fast, but I wasn't necessarily bothered by that myself.