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Everything posted by Wraith2098
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Halo 4 Terra 2557 Halo 4 Custom map Submision
Wraith2098 replied to coe chan's topic in Competitive Maps
This looks more like a flood map to me... Nice job on the build though, very cool looking map -
Post has been updated with new pictures/information. Final submission is in my fileshare.
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Thread updated with new pictures/link to fileshare I redid a large amount of the map since posting it. -Framerate has been reduced from original version. -New central structure. Less objects used and covers cross map lines of sight. Added a lower level as well. -Gold side restructured as well. New Rocket Hog platform, more cover from red base, new Ghost spawn. -Teleporters removed from green/gold side. -More cover added to green/natural side. -Replaced Rocket hog by crane with Ghost in objective games (mantis still spawn in slayer) -Cleaned up hog routes as well as jumps. -Spawn times on vehicles increased. -Less power weapons spawns.
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Thanks for the feedback, Psychoduck. I've been reworking the map the last few days trying to break up some of the lines of sight in hopes of reducing some frame rate issues. I scrapped the original central structure and created a more closed off building. I've also tried to clean up some of the structures, like the Rocket Hog spawn for example. Driving is still a bit awkward in some areas, but I personally like that it takes a good driver to maneuver the map. Frame rate appears to have been reduced, but I can only get rid of so much with such a large and open map design. If you're on tonight I would like to get a lobby going and see what you think of the updates.
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DOWNLOAD Lunar Outpost is a big team battle 12-16 player map designed around warthog and infantry combat. Infantry has multiple routes to take including a large central structure overseeing each teams base, as well as teleporters crossing green and gold side. Vehicles have multiple set paths designed for high speed hog runs, big air jumps, and escape routes. The Mantis will not spawn on objective games to help avoid base camping. Instead a second Rocket Hog will spawn in its place. Lunar Outpost has been in testing phases for over three months now and I feel it is ready for release. I would like to thank everyone who's been in testing lobbies as well as forge lobbies with me. I've received a lot of helpful feedback from several forgers and players. Alzarahn Blaq Cloud Vertlg0 AbleSir Thomas Darkling Ninja Flying Shoe ILR Mexican Torta 7 MockKnizzle008 MrGreenWithAGun MythicFritz OTT2OWN Robius5991 SaityKoalaBear The Psycho Duck Sorry to anyone I forgot to mention. Gamertag: Wraith2098 Player Count: 12-16 Gametypes: Slayer, CTF, Extraction, KOTH, Oddball, Regicide Weapons: (1)Rocket Launcher - 180s (2)Sniper Rifle - 180s (2)Sticky Det (1)Concussion Rifle - 180s (1)Shotgun - 180s Random: Railgun - Green side of central structure SAW - Gold side of central structure Spartan Laser - Red/Blue bridges Sticky Det - Crane SAW/Railgun/Scattershot - Red/Blue base Energy Sword - Bottom Gold Needler - Red/Blue base Vehicles: Slayer (2)Chain Hogs 60s (1)Rocket Hog 90s (1)Mantis 180s (1)Ghost 60s (2)Mongoose 60s Objective (2)Chain Hogs 60s (1)Rocket Hogs 120s (2)Ghost 60s (2)Mongoose 60s Budget used: 7070 Performance: 12-14 players does well, 16 players may experience frame rate Pictures: Special thanks to OnlineKnights for doing a feature of their own, UPDATE I redid a large amount of the map since posting it. -Framerate has been reduced from original version. -New central structure. Less objects used and covers cross map lines of sight. Added a lower level as well. -Gold side restructured as well. New Rocket Hog platform, more cover from red base, new Ghost spawn. -Teleporters removed from green/gold side. -More cover added to green/natural side. -Replaced Rocket hog by crane with Ghost in objective games (mantis still spawn in slayer) -Cleaned up hog routes as well as jumps. -Spawn times on vehicles increased. -Less power weapons spawns. The new updates are in my fileshare and link to map has been updated.
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Thanks for the feedback guys, I made some updates to Crucifix based on what I experienced as well as feedback I've received. -Gold side has a bit more cover on top. Crates were removed from bottom of Gold and structural trick jumps were added. -Green/Gold halls were completely redone. Replaced the brace larges with bridge walls which added windows to the hallways as well as reduced the cluttered look. -opened up some space on the bottom floor of the map by removing some walkway structure and replacing with ramps. -Spaced rocks out as well as raised up a few rocks for cover on corners of the map. -Center room has walls jutting out further to help players get behind cover more quickly. The new updates are in my fileshare if you have any feedback. Download
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Will do Haunted, thanks for the feedback.
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Not hard to escape when you have four exits. I don't always disagree with you, I'm just stating my reasons for design. Considering you generally tell me to "stop making sh** maps", its hard to agree with those kind of statements...
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Yep, theater is your best friend as a forger. I'd like to see the updated version, I've been busy with work all week but hopefully tonight we can get a lobby going. Always been a fan of the map, good to see its always improving!
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I honestly just don't agree with you. What you're trying to complain about is what the map is designed around, fast gameplay and quick encounters. There are cross map lines of sight, as well as vertical. No line of sight issues that I've encountered.
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Its a two story arena style map with pathing connecting all four sides. What do you think is lacking in paths? Line of sight hasn't been an issue in the past but Ill have plenty of chances to look into that come Monday.
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It looks like Crucifix will make its way into the initial round of Forge Island maps! Let me know if you guys find any issues and I'll do my best to make any changes necessary.
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Good choice for a feature, Duck. Well deserved Ninja
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Download Crucifix is a mid scale 4v4-5v5 map with a four way central structure bearing the brunt of the battle. The four way central structure is where the name derived from. I originally created Crucifix on Ravine and moved it over to Forge Island for the Forge Island playlist map requests. With the new canvas I have been able to make some adjustments and have improved on the original design. With the inclusion of rocks, trees, and a flat terrain I have cleaned up the map visually as well as adding more cover/structure. All gametypes are supported. I would recommend CTF, KOTH, Extraction, and Slayer. I would say CTF is my favorite gametype on Crucifix with Slayer coming in a close second. Pictures: I would like to give a special thanks to all the forgers who helped me throughout the process of building Crucifix. Alzarahn AtlasIsShruggin Blaq Cloud Darkling Ninjas Vert1g0 KingNick220 MythicFritz RunNokyardRun Warh0lic Yemil The Psycho Duck Thank you for all of the helpful feedback guys, and thank you to everyone else who's been there testing the map with me. I appreciate it
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The original author already made a new version of this map. Looks like you did a nice job though
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I disagree.
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Hey you actually finished it, I wasn't sure you were ever gonna release this map! lol I've only seen the map in forge, but I loved the level of detail that went into the build. Very awesome work Ninja Hopefully I'll be able to get some games on it soon.
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Sounds good, I really liked the updates to the hallways on the last test I was in on. I looks forward to playing again soon.
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I remember that! Blaq Cloud gets kudos for the original idea haha
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I actually decided to take your advice and put some pillars inside the center room so you aren't totally exposed while other players are attacking. It feels much more safe now lol
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You don't think that would make it too powerful of a position? I've considered beefing up the center, but I was always concerned that players would be able to control the map too well if I did. I'll see if I can figure something out.
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Thanks for the feedback guys! I am going to try a version of the map with one chain hog at each base and replace the neutral Mantis with a Rocket Hog. I think that will help with the vehicle overload. The map probably feels open because like Psycho Duck said, the map is very flat. I've worked very hard on the lines of sight though to make sure you can safely walk around the map. I might try adding teleporters to the sides of the map for faster infantry flow.
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Map Name: Apex Author Gamertag: Wraith2098 Tags BLUEPRINT, APEX, WRAITH2098, BTB Author: Wraith2098 Canvas Map: Forge Island Player Count:14-16 Gametypes: Slayer, CTF, King of the Hill, Oddball, Regicide Last Updated: 4/11/2013 Screenshots (yes that Wraith splattered a Banshee) Description: Apex is my first go at a Forge Island map. I used the entire large island to create a very large vehicle heavy experience. The map is mostly flat, but there is a lot of cover for infantry and easy driving paths for all vehicles. 14-16 players recommended. Other Notes: Initial Ordnance: (1)Rocket Launcher 180s (2)Sniper Rifles 180s (1)Shotgun (1)Concussion Rifle (4)Frag Grenades 90 respawn Random Ordnance: SAW, Sticky Det, Shotgun, Railgun Needler, Scattershot, Concussion Rifle Energy Sword Railgun SAW Supports Vehicles: Yes (2) Chain Hogs (60s) (1) Rocket Hogs (120s) (1) Mantis (180s) (2) Mongoos (45s) (1) Banshee (180s) (2) Wraith (180s) Power Ups on map: N Armor Abilities on map: N Budget Used: 9955
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You'll eventually get it Torta lol. Just make sure you're posting the direct link with no or anything like that. Able, I updated Catacombs to version .10 with rocks blocking off the areas we talked about. Good idea btw, I never thought of doing that.
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This is one of the best maps built on Erosion. The gameplay is always intense and there is a lot of different areas to traverse making for a unique experience every time. This is how Dominion maps should feel. You made an excellent map, Able!
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