Panic Attack: We had a fun, and hectic match on this map. Overall it has really good flow and balance. I know our teams were evenly matched, but even so, the balance stems from it being relatively easy to both steal a flag and easy to defend a flag. Our tactics for the most part devolved into "just touch the flag to reset the timer" which is part of the joy of a medium CTF map. The central area is particularly well designed, I especially liked the "shelf" over the ramps leading to the central bridge and I love the "chunky" aesthetics on the bridge area too.
Embark: My
favorite map of the evening (and that's not just because I had the most kills in our match on Team Slayer
) . It reminds me of some of the classic urban maps that I've grown to love in Halo, especially Headlong. It had a great mix of vehicle and foot mobile interaction, and terrific weapon placement. It's not perfect, but something about it just works- if I had to put my finger on it, I'd say it's the mix of verticality in combat mixed with the vehicle areas. This is a map that I would potentially vote for in MM every time it came up, and I think it would stand a good chance of making MM playlists. I do feel that it played a lot better Slayer than it did One Flag, though. Driving vehicles, sniping, CQB...this map had it all for a great slayer experience. If any changes were to be made, I would say just a little less cover on the top mid area to help players combat the DMR-heavy gameplay there. Regardless, it's an instant classic to me and I have to DL it.
Excavation: This map had some balance issues, all stemming from the Mantis. Players on foot were just not given enough tools to fight back against it, although I did find a plasma pistol a few minutes before the match ended- if there is a way to move the placement to a more obvious location the Mantis would not have been so overpowered. I really liked the lower portion of the map where the ghost spawns, and the grav lifts leading up to the Crate area up top are well designed and look great. The cave area is also very well done in terms of visuals. The flow seemed to work, but maybe not for extraction, as some of the objectives seemed a bit too easy to defend. I believe if the Mantis was removed it would have been a very balanced and very fun match.
Asunder: This was my map, and I completely concur with the opinions already stated. What else is there to say? I'm going to scratch this one up as a fail, but I am interested in remaking it on a smaller scale with similar structures, taking into account the advice I've been given. Someone said "It feels like a Halo:CE map" and that was basically the intent, so that was nice to hear. However, Halo 4 is not CE as we know so I have a lot of work to do to make this playable and fun.
Traxus: This map was my first experience with Conversion (which is awesome by the way) and although it had a few issues, it did show me the potential of the gametype. It was so fast-paced, but I enjoyed seeing the Invasion-esque elements like the blocked-off entrances that opened after scoring an objective. We had some problems with the first objective though. The dialogue we had in the game had us questioning whether it was a spawn placement issue, or if the team was really just defending the objectives really well, but the gameplay turned into a mass rush for the objective, spamming it with bodies in an attempt to get a last-second extraction. It was chaotic and not necessarily unenjoyable although I think all of our K/Ds took a massive hit during those few minutes (oh well). I liked the attention to detail, like the crane behind the first spawns that added a nice visual element. And the vehicles here worked well I thought, with enough room to do a lot of damage, but enough cover for players to be able to hijack. Flawed, sure, but like I said, it helped show me the potential of the gametype and made me hungry for more Conversion. I think some ofhter players had a less enjoyable time playing on this map than I did.. with a few edits I can see this map working very well.