@Amy: This
post reminded me you had a mod which broke the console. Remember which one it was?
Taxi and I have recently been still working on improving Barrier, in terms of helping guide the player visually to red or blue base, and making the teleporters smoother. This is almost done.
Moxus, if we can't fix it then I guess I won't bundle it, and it'd be treated as a mod.
Some thoughts on outpost for Moxus:
I'd like this to be 'remade' too even though it may not have to be like the others. Or, at least replace demo fonts with full ones (Pearl retains fonts while doing conversions instead of replacing them). Fonts like typing, console, scoreboard, etc - that is my main worry.
I've already discussed darkness aspect.
Most of the teleporters are really used as 'doors'. Removing the teleporters may make the map flow better.
Although from what I can tell, there is a technical reason for using them. Keeping them may actually be fine.
I think this map needs to be a little easier to learn. I like the use of the red and blue lights though. So, there are two ways to exit the base: maybe have two arrows on the floor exiting out like in a bg base kind of, if this makes it more clear. I think when entering a base, there should be on top of the doors a red or blue base image (think danger canyon tunnel doors).
Once you exit from either one, there are three pathways. Mid, Long, Short (although short is as long as long, I call this one where you see the hole peeking gap to other side sooner). I think there should be an emphasis on differentiating them. Put a unique image (a rocket launcher? i don't know) above the four mid entrance teleporters (think how death island teleporters guide you to banshee or turret pathways).
Inside the middle area, there should be signs above the doors indicating whether it will lead you to red or blue base (could be a light beacon thing, or a colored image (think danger canyon tunnels)).
Generally If you are walking through the map and keep heading forward, you will head to the other base with a confusing exception: the side teleporters leading into the middle, or the side teleporters leading you out of the middle. These are also the only teleporters that aren't direct doors. I was thinking about removing them (which would remove the confusion), but actually, I think if the doors are just labeled like mentioned above, it may be sufficient. Also at the side entrance (from outside), since you can reappear there, it needs to be more clear which way is to what base (pretend you don't have nav-points, turn a bunch of times facing random direction, and don't notice a dim distant light - where do you go?)
In short: Add arrows if you think it will make it more clear as to exiting/entering, or to state the number of possible pathways (don't add them if you think it'd cause confusion instead of helping), Add labels to doors and possibly objects near the ceiling hint the user.
By the way, can teammates pass flags through the gaps? If so, that is pretty neat.
[EDIT]: Adjusted thoughts.
I am no longer active to Halo or MGM, and don't guarantee a response on the forums or through email. I will however linger around the discord room for general chatting. It's been fun!