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Berb

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Everything posted by Berb

  1. It is finished. The text up there is just a preview I copied from a post I made on another forum. The pictures are old, but they give a good idea about the map.
  2. Aihab Redux Fileshare GT: Hi Im Berb (custom gametype will be there as well) Creator(s): Hi Im Berb Recommended Players: 12 Hi, I'm Berb. Today I'd like to show you guys a linear flood map I'm currently working on. It's my first Halo 4 map and harkens back to a map Myself and Confused Flamingo made in Reach. The map plays with custom settings, providing a more realistic, strategic experience to gameplay. I've tried to apply some of the new dominion pieces and switch mechanisms. Lemme post some shots of the map:
  3. I'll get that loadout camera mess up fixed right away. I'll leave an updated download link in this post.
  4. Looks cool, I really like the sink you put in!
  5. This is a really fun infection map to play on. It looks pretty neat, too.
  6. Thanks for the comments guys! Yeah, we've been working very hard to bring a near-competitive experience to the infection gametype, and we feel that Aihab's getting close.
  7. Got a great couple of games on Aihab today courtesy of WARHOLIC and Pyro.

  8. After playing the maps a couple times, I came off thinking the experience was generally okay. Both maps were alright but had glaring flaws, with the first playing better (IMO). I really enjoyed how your gametype made humans four hits to kill, because through experimentation that's what I found to be the best damage setting. The issue lied in the fact that the design of the maps simply didn't allow this system to work properly (or at least optimally). You see, to avoid humans steamrolling through to the end of the map (like they did) you have to provide the zombies with opportunistic to score one-hit kills. This can be accomplished through making stealth assassinations easier and adding a tank zombie that with increased weapon damage. What is created is a scenario where the zombie's efficiency, or skill, changes how well the humans fare, and humans need to apply strategies that focus on concentrated fire, as well as watching each other's backs. The other major point was that the collective progression of the humans wasn't very smooth. In other words, there was a lot of stop-start. Mainly in the second map, humans would travel a very short distance then hold out, only to have another holdout on the other side of the door! Having multiple holdouts is not a bad idea, but you have to make transition areas smooth, interesting, and memorable. Also, next time try to explore the possible of ending the map with a safe room instead of a holdout. If you want to know why, view and read Aihab's thread.
  9. If you can get a game on this tonight, I'd love to play them and give you feedback.
  10. Overwriting is a common glitch doesn't really have a direct cause attached to it. The only way to avoid it is to Save As every time you make an important change.
  11. I had a little forge-around on the map and gathered some of my thoughts on the map. Here we go: Visually, the map was lacking. Now even though your newness to forge (or ForgeHub at least) excuses you slightly, I feel that your piece choice and placement in many areas felt forced and quite sloppy. When the forging is generally this sloppy, it reflects you as a forger in a bad light, so I would suggest for next time that you try and make the map as clean and neat as possible. When you remake something, or are inspired by something, it is always good to try and pull a few things from your inspiration but to try and create something personal and unique. I think a lot of that lead to the sort of forced pieces, because you tried to stay close to the original.
  12. Got a really nice structure done on my new infection map... Hopefully I can make more.

    1. Ardent Prayer

      Ardent Prayer

      I wanna see it! I wish my Xbox wasnt in repairs right now

  13. You may want to fix the post. If you want the direct links, here: Map Gametype
  14. Hopefully an Aihab test tonight.

  15. Welcome Robius! I can't wait to see your up and coming projects.
  16. Thanks for welcoming me guys!
  17. It'd be much better if you actually posted some screenshots of the map being played, as well as the download links right to the map and gametype in your fileshare. Also, you might find it useful to into a bit more detail in your description of the map, as well as possibly explaining the thought processes you had while designing, and any inspirations you may have taken from. That way, people will be more enticed to play the map, as well as make this thread look a bit more professional. Actually here, edit these into the OP: Download Labyrinth of the Dead Here Download the Gametype Here
  18. Aihab - A linear progression infection map by The Berb 9 and ConfuseFlamingo Map Download Link Gametype Download Link Recommended 14-16 players Desc: Hey guys, Mingo and I would like to present to you our recent co-forge infection project, currently under the awesome temp. name Aihab. When Aihab was being conceived, both myself and Mingo decided it was a good idea to explore linear progression infection, an area outside of our comfort zones of Invasion and 1v1 respectively. Because we were essentially completely new nubs to infection forging, we browsed and learned from many other linear progressions out there, looking at what they did right and wrong, and how we could create a fun, immersive experience for all players. To try and accomplish this, we focused on two main areas in which linear progressions greatly differ, where proper designs separate from corridors of coliseum walls. These areas are The Experience Playing as Infected and The End of the Map / Objective. I'll explain a little more after these teaser pics: An overview of the zombie's 'raw spawn' with the teleporter hub. The human initial is in the background. Viewing the start of the game as an initial zombie. Protip: Watch your back when entering risky weapon locations. A view of the first and only holdout point on the map. The final stretch - Zombies come from everywhere. Only true heroes make it through here. Now if you're reading this part you must be interested in the two areas previously mentioned that we tried to focus the map on. The Experience Playing as Infected - After looking through maps, we saw one thing that became very common: playing as a human was fun in pretty much all, but only in the best maps was playing as a zombie also a really enjoyable experience. With this in mind, we laid out the map with plenty of space for only zombies to move around in, space to freely roam and utilize their advantageous movement traits. These spaces also doubled up as very efficient zombie spawns, giving zombies plenty of movement options so as to not constrict them (which causes the boring zombie slaughters). If you guys want to see the full map, just send me a message here or on the xbox. Thanks for viewing, and be sure to come to BIOC on Sunday where this map will be tested. - Lots of Love, Berb and Mingo
  19. Hi, I'm Berb. Some of you guys may recognize me from custom game nights and FH, but I saw of new faces on the way in. When it comes to Halo, I've been around since the beginning of it all and have been forging since the Heroic DLC. Currently, I'm working on a couple projects i'll be sure to share in a couple preview threads.
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