1. Think Twice

      written by Ray Benefield

      By: Jonzorz 124, Sven Nietzsche, A 3 Legged Goat, and GodlyPerfection


      The creators of Affinity and Jackal Creek, bring you their newest creation: Think Twice. Think Twice features a gorgeous aesthetic as well as a unique and innovative center area that will reward you for being able to out maneuver your opponents. What started as a two day spontaneous forge project, can now be cherished by you and your friends. After a long and busy two week public beta we bring you a polished and fully tested map that was conceived, built, playtested, rebuilt, and perfected to near gameplay perfection in less than three weeks. Think Twice before passing up the chance to add this to your collection. Enjoy the epic trailer by RifteGifle. And be sure to subscribe to his channel!





      Think Twice is created with 4v4 gameplay in mind. It is setup for every gametype (including the new ones up to this point) except for Invasion, Race, and Haloball. Each gametype was tested and tweaked until it was able to offer an enjoyable and balanced experience. It shines most in Slayer based gametypes where you can fully utilize the center are to your advantage. CTF plays similar to other small maps like Midship and Zealot where no defense can end up leading to a quick 3 minute game. Stockpile is a constant push and shove to stop your opponent from pulling more flags than you before each collection. Three plots encourages tons of team work to ensure that you stay ahead of your opponents or suffer the consequences. Even the more casual gametypes like Speedpile, Juggernaut, and Infection play great on this map.



      Think Twice offers a simple layout with a center that makes it stand out from the rest. The top down layout is just a diamond with a cross in the center with one base at each end and two unique side rooms. The center however, is a double layered cross that allows you to transfer seamlessly from the bottom level to the top level in a single bound. While the center appears to offer very little cover (a single column that holds the sniper), the top level cross can act as cover as you weave in and out between the two levels during your encounters. The more agile you are in the center, the more cover it can provide.


      As for weapon placement every weapon is easy to find making it easy to learn the map and quickly keep up with those that are already familiar with it. DMRs can be found in the bases with Needle Rifles in the side rooms. Plasma Pistols are in the bottom entrance from the bases to the center. Spikers are in the bottom entrance from the side rooms to the center. Needlers sit behind the man cannon in preparation for you to grab and spray as you fly into the center. As for power weapons the Sniper Rifle sits in top center to provide a very powerful tool if used correctly. While it may not be in its optimal setting, it can be very powerful on the map due to the long sight lines through the center. The Hammer sits in the green room to give a powerful close quarter weapon that isn't seen on many maps. There is an overshield in gold room that can keep you alive long enough to clean out the center. At the bases there is a plasma launcher for each team. Imagine these plasma launchers being like a sniper at each base. Plasma launchers are very hard to come by in maps and they fit great in this close quarters focused environment. Like a sniper they can score a kill with one shot, but it takes some sort of skill at particular ranges to use properly.


      Think Twice was in production for 16 days, from April 6th, 2011 to April 25th, 2011. It started out with trying to find a new aesthetic for a new map using Y Platforms. We found that XXL Platforms have the same style of glass as the Y Platforms and from their we created the center. The rest of the map fell into place as we tried to emphasize the effect the center has on combat as it offered a unique way of playing Halo. Originally the map was built slightly above water, but it was re-built before the public beta was released in the sky bubble of forgeworld in order to remove all lighting/shading discrepancies. We thank all of our testers for all of the feedback they provided. Without them we would not have reached the quality level that we have achieved. And special thanks to Urk for his support in front paging the beta. It expanded our testing group and allowed us to gather more data than we could have on our own.

      10 comments:

      Doc1777 said...

      I love the design of it..

      UnexpectedBang said...

      You guys finally thought of a description, eh?
      I preferred YIELD TO PEDESTRIANS, lol.

      Nikatorus said...

      I want credit for this map. I convinced you guys to put the best part on here.

      The cone.

      Captainpineapple44 said...

      Nik has a point... :)

      ExternalMemory said...

      Don't even start dude, that alone took over an hour...

      UnexpectedBang said...

      haha, yeah. I dropped out about halfway through, once the whole map got deleted in the brainstorming process.
      At least they thought of something eventually.

      Dj7291993 said...

      Dang, between rifte's videos and cobb's pages, I don't feel like I can post anything anymore. ;) Looks great Godly (and goat, jonzorez, and sven). Can't wait to play it (you know, next blue moon, when I actually go on reach).

      Noooooch said...

      Heeeeeeeeeeey I'm totally in this montage. Great trailer. AWESOME map.

      Captainpineapple44 said...

      I like how you applied all the lessons that you've taught us in this map. Looks great good job guys.

      Ericsu14 said...

      Congrats on getting this into the June matchmaking update!