Welcome to Reckoning, a to-scale remake of Countdown from Halo: Reach. In 2.0 I used a combination of Adjutant, 3DS MAX and Unreal Engine 4 to get this map literally EXACTLY to scale. NEW IMAGES!



BUILD DETAILS



I wanted to get this map to feel identical to Reach without copy-pasting it's design. So I went with an oil rig. I used Adjutant, a .map editor, to extract the BSP structure file. I extracted it in .EMF format, then used the EMF import tool for 3DS MAX to import the map structure into the program. I then exported it as .FBX so I could open it in Unreal Engine 4 without taking up the entire 16GB of RAM at my disposal. Once opened in UE, I created a block and resized it to x:0.2, y:0.2, z:0.2. This size exactly matches the 2×2×2 cube in the primitives section in Halo 5's forge. The y coordinate in UE is opposite Halo 5, so when I built it using those coordinates I had to invert it (ie -25.7m in UE = +257.0 in Halo 5). I placed the cube in corners, and translated the coordinates from UE to 5. This way I was able to get the scaling IDENTICAL to Reach.



Fully playable with all armour abilities! With all abilities except sprint removed, it feels identical to Reach.



Compatible Game types:

- Capture the Flag (two-flag, neutral flag)

- Strongholds

- Assault (neutral, two-bomb)

- Infection (WiP)

- Slayer (multiteam, FFA, standard)



Weapon Placement

- Original layout of grenades, no Splinters as per the HCS guidelines

- Recon DMRs in Red/Blue Base, as in the original. May be moved to red/blue basement. Feedback welcome.

- unsure of what weapons belong in the place of the original Needlers. Had Plasma Rifles, but are now removed in accordance with HCS.

Weapon Pads (all subject to change)



SLAYER