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DarklingNinja

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  1. Mutant 2.2 Updates Almost all updates are aesthetics, this was due to frame rate in certain objective game types when looking cross map, the changes will not affect the way the map plays at all, and are almost unnoticeable. - Ramp that leads to back of gold tower between blue and gold object construction has been sightly modified, 3 columns removed as well as railings being replaced with less frame rate heavy objects. - Brace large wall on bottom blue replaced with a wall double - Walls of bottom blue had multiple bridge walls in them, the amount of bridge walls has now been decreased and replaced with other objects. - All Minor frame rate now gone on Mutant 3 Extraction point locations have been modified, this is due to the fact that it was to difficult to get them back once a coordinated team had started the extraction, and by difficult I mean almost imposable. - Extraction point on Gold plat moved to blue 1 - Extraction point on top Gold moved closer inside gold to provide more cover - Extraction point in top red has been moved slightly to provide more cover for extraction
  2. Please stay on track with map discussion, if you have a problem with the way I post or my personal opinions I would be glad to talk to you about them in pm or xbl. I never stated in this thread about my map not being chosen, the CCs are interested in my map they just did not feel the FI playlist was the place for it. Whether or not they put it in is there decisions to make. About me thinking mutant is the best out there, I do not think that I think mutant is the best asymmetrical map for competitive game play available right now. Mutant plays competitive settings better than any other asymmetrical map out there, but I can not say the same for other settings. FFA gets a little crowded, and mutant does not play default settings that well either. Overall I do not believe that mutant is the best asymmetrical map out there for competitive team game type settings. It is only a matter of time before a asymmetrical map that plays competitively better than mutant comes out. When that happens I will gladly support that map over mutant for competitive settings. As of right now I have yet to play that map yet I understand you are upset with my comments in the paragraph and think I am being arrogant. If you have a problem with something I say or do please keep it out of this map discussion. Please focus on the map itself and not me personally. I thank you for your feedback and Hope I have not upset you As for other news, Mutant 2.2 is on the horizon. It have very minor changes to the maps geometry, nothing that will actually change the game play on the map. Just minor aesthetically changes to remove frame rate during extraction game types.
  3. I just copied the media code from THC, they use the same codes
  4. ATLANTIS (Map Preview) Design and Forge By Darkling "John" Ninja Map Info: Player Size: 4 vs 4 Layout: Asymmetrical The game play style of this map was inspired by Construct, while the curving Colosseum structures where inspired by Haven. The extreme verticality on this map resembles that of construct. I aimed for very organic style of geometry, the crumbling structures and curving wall make the maps aesthetics just as unique as its game play and layout. Weapons on Map BR x 5 DMR x 2 Carbine x 2 LR x 2 BS x1 Plasma Pistol x1 Frag x4 Plasma x 2 Rockets x 1 Sniper x 1 Over Shield x 1 Recommended Game types Hill ? Extraction ? Other Supported game types Slayer FFA Ball Regicide
  5. Thank you for your comments Sometimes you have to reforge your entire map to make it as good as it can be that's what I did with mutant Its a real pain but it is work it trust me
  6. Needs some towers........... Maybe look to lockout for inspiration
  7. So happy to see what you have done with this map, and Good job getting this into MM ! Glad I could help!
  8. Thanx fire glad you like the look of the new version Thank you very much Duck, I am glad you like it if you have any further suggestions after playing the new version I would love to hear them. Constructive criticism and feedback are important tools for any forger to utilize. Like you said, it can only make your map better,
  9. Love this map !! One of the best if not the best CTF map in the game right now
  10. Mutant 2.0 Updates - Map re-forged exactly to scale on Forge Island, various aesthetic changes have happened due to this. Most notably black / Green tower is now Rock / Cave Tower - Pulse Grenades and Damage Boost removed - 2 Magnums Added to map - Weapon Placement Changes 1. Sniper Moved to top Red 2. Overshield still bottom Mid, but moved closer to Blue/Gold side 3. Carbine moved from top Red to top Gold - Needler added to top Gold were sniper rifle use to be - Jump Pad removed, jumps ups added along the inside of the middle ring - Jump up added on gold plat to top blue (The rock in the back of the plat) - Glass on red window removed, now the window is open
  11. Finding the perfect scaling for the jump pad has been difficult, I will most likely need to once again rescale it. I am also currently testing a version of the map without a jump pad. The jump pad has been very hard to get right, it just comes from lots of time and testing. Rescale, re-test. Whats new That really sucks to hear, I actually cannot see frame rate on my Xbox. So I have to have people come in and check for it. If I wasn't a forger not being able to see frame rate would be no problem I will be doing a re-forge on forge island. (Since it is as good as I claim it to be ~_^) Sadly enough I have finals around the corner, so I will not be able to get to it until the middle or end of next week. Once I reforge it I will post new pictures and links. Expect Mutant on forge world by May 5th If you are interested in testing or need test groups we have multiple mutual friends on xbl so you can look me up on their friends list, or you can add me (friend request sent)
  12. Played this the other night, it was very fun. Would love to see this in infinity slayer
  13. MUTANT VERSION 1.1 UPDATES - Jump Pad scaled down, shield door indicator replaced with capture plate indicator - All Wall Single flooring removed and replaced due to invisible wall preventing weapon and objective pickups - All Brace Tunnel flooring removed and replaced due to invisible wall preventing weapon and objective pickups - Damage boost added top green - Weapon and power up timers adjusted for sniper and overshield - Pathway added from red plat to gold balcony - Hill and Extraction site sequence adjusted - Extraction site Echo moved from green jump to the top of green - Various cosmetic changes PICTURES WILL BE REPLACED WITH V 1.1 PICTURES SHORTLY
  14. Please do not argue in my map thread thank you
  15. It is always nice when you get to work with some of the best to make your ideas come to life
  16. Map Design: Flow, Connections, Verticality, and Asymmetry This is my approach to map design, it is not the ultimate view of halo map design, there are many different approaches to take, and this is one of the many that has been shown to work. During the early days of forge I contributed many things to our development and understanding of asymmetrical map design. Some of this work dates back 6 years. All of my post and articles were recently lost when MLG deleted the Halo 3 forge forums post. I am posting a compilation of my work on asymmetrical map design that has been edited and expanded. This post is an accumulation of a large chunk of my knowledge of map design, to which I want to share with the rest of the community. Some of this information is now common knowledge, but I think it is important to have it set and well defined. This also helps newer designers and forgers understand and develop their concept of map design. I hope that this will be of help to new and old forgers alike. It is a long and extensive read, so be ready to set some time aside for this. All together it is 8 full pages on a Microsoft Word document. Thank you and Enjoy, John “Darkling Ninja” Section 1: Flow A. Defining Flow Flow is basically the way in which player(s) move through a map during the course of a game. As stated by Bungie flow is very hard to define and talk about being that it is an abstract concept. Here are two articles from professionals that talk about flow and explain it better then I can. Bungie: http://halo.bungie.n....aspx?cid=29601 Epic Games: http://udn.epicgames...rMapTheory.html B. Circular Flow A circular flow is a common and great way to create successful flow throughout a map. That does not mean that players should be running around in a circle the entire time they play your map. Instead of thinking about this idea geometrically think of it in terms of conceptual movement. Conceptually a circle is a consistent, easily repeated, and natural pattern of movement. A good analogy for this would be rocks moving around in circulating water. The rocks move around in a circular motion within the water, occasionally they will run into another rock or two. This run in will cause those rocks to be set off course with the circular flow of the water. The rocks might end up moving through the center of the circular flowing water or go outside of it. Even though those rocks where set off course they will eventually be drawn back into that circular movement, flowing around inside the water. This process would repeat itself over and over. Although this might sound odd, think of the rocks as players and the circulated water as the map they are playing on. Players are going to be set off course of your maps flow over and over, your job as the designer is to make sure the player can once again be easily drawn back into the flow of your map. As a designer creating this within your map takes time, thought and testing. When designing a map, you want to make sure that the flow of your map extends to all areas. A majority of the time, the reason why an area on a map is underused is because there is no flow into that area. Paying attention to flow of your map will help contribute to the overall game play of your design. Section 2: Connections A. Intro Connections are basically the way in which a player transitions from one part of the map to another. There are many ways to create connections in your map design. In the end these connections are what determine the flow of your map. There are many different ways to create and use connections. In the end the connections on your map will be its life line. How you use connections will determine whether or not your map plays well. B. Types of Connections and Transitions There are many different types of connections and transitions. So I will just list them in a simple way. Types of Connections Hard Connection Hard connections are basically routes from one place to another that do not involve the player to do anything but move through it. They do not involve jumping, or going out of the way in any fashion, it is just a straight walk from one point to another. Examples of this would be a bridge, floor, ramp ect… 2. Soft connections Soft connections are routes to a location that involves the player actively doing something in order to use. In most scenarios this type of connection involves jumping, thus the term “jump ups”. Lifts and drop downs are also forms of soft connections. 3. Direct Connections and Indirect Connections A direct connection is one that takes a player directly to where they want to go without having to go out of the way to get there. An indirect connection usually involves the player having to go out of their way in order to get to an area. An example of these types of connection would be bottom middle of guardian. If I am bottom middle on guardian and I want to approach Snipe tower I can either take the direction connection through S1 or take the indirect connect through Green and L. 4. Controlled and Uncontrolled Connections Most connections are controlled connections, meaning the player has full control of what they are doing. An uncontrolled connection is a connection that when used a player does not have control over their movement. In Halo there are really only three ways to create uncontrolled connections, and that is a Lift, Teleporters and drop down. In all three cases the player does not have control of what they are doing while they use the connection. C. Designing Connections Each type of connection has its own advantages and disadvantages. Balancing out these advantages and disadvantages is very important. Halo 3 Construct is a good example of connection usage. The lifts are direct, soft, uncontrolled connections. The speed of the lifts allows the player to quickly reach the top most powerful part of the map. In return the player cannot control themselves until after they have used this connection, making it a risky connection to use. Players also have the option of taking the gold ramps up to open street, this is an indirect, hard, controlled connection. The ramps allow a safer transition to the top then the lifts, but the amount of time it takes gives the enemy team a chance to set up. The ramps up to sword room give the player a third option of approach creating a direct, soft, controlled connection. A player must go out of there way, and do something just to use this, but it results in a direct path to the top of the map and a possible flank. Putting to much emphasis on one type of connection can make it over powered or useless. Making a route to indirect can make it take so long to use that its pointless to give the other that much time to set up, so by they time you get there you just get destroyed. Having a route be direct can result it the route being over powered and over used, restricted the flow of your map to that section. As one can see designing the connections on your map can be a real pain, and take a lot of thought, but it is a vital part of your design. Section 3: Verticality A. Intro to Verticality Verticality, one of the hardest things to pull off right, but important in every map design except for a griff ball court. Many terms and phrases are used to describe verticality, “height variation or changes”. “Different Levels”, we all have a term or way to describe this. The ubiquitous nature of verticality shows its importance to map design. Without verticality all you have is a flat map like most griff ball courts. For most forgers verticality is a wall that we all must climb over in our development as designers. This section on verticality explored the properties, and usage of verticality in map design. Many new forgers do not take proper consideration into the vertical space that their map occupies. A map can have the same width and depth of the original guardian, but the vertical height of the map can make it 5 times larger then guardian. Realizing this, the application and usage of verticality in your design has a huge impact on your map. B. Properties and Functions of Verticality This section is short and sweet, I am just going to list some of the main properties or functions that verticality can have. If I miss some, please comment and I will do my best to add them in. 1. Dynamic and Versatile Verticality creates dynamic and versatile game play in a map. The height variations prevent stale and repetitive game play. 2. Divisions Verticality creates divisions between the difference levels of your map. This can be for better or for worse. Divisions can be used to promote movement and create dynamic game play. They can also cause your map to be sectioned off and disconnected. You can prevent this from happening by proper use of connections. 3. Advantages Verticality can create advantages for players. Verticality can provide control over a fight, superior angles, height advantage, Cover and many other things. 4. Disadvantages Verticality can also create disadvantages for players. Being high up and out in the open can result in a player becoming an easy target or a swift death. 5. Flow Verticality has a clear impact on the flow of the map. Instinctively players will travel to the highest point of the map, thus verticality can make the lower part of your maps underused or even ignored. C. Usage and Application of Verticality The primary concern when using vertically is how you make the connections from one level to the other. Making sure there is adequate and balanced connections is what will make or break the verticality on your map. A player should be able to move from varies level changes smoothly. A good way to create this is using Drop Downs and Lifts. Lifts and drop downs allow for instantaneous vertical movement up and down. In the best map throughout the halo series lifts and drops downs are common place. Wizard, Pirate, Midship, Lockout, Foundation, Ivory Tower, Construct, Guardian, The Pit, Narrows all had lifts and drop downs. Making sure there is also a diversity of all the connections that balance out with one and other is key in creating successful vertically. In order to make sure the lower portions of your map are used, a good trick is to give them an ample supply of connections that are greater then their higher up adversaries. When designing the vertically make sure to take everything into account. Section 4: Asymmetrical Map Design A. An Intro to Pie Method Now after all that reading we finally get to the bread and butter, Asymmetrical Map Design. There are multiple ways to approach Asymmetrical Map Design. Asymmetrical Maps are maps that are inherently are not balanced. Thus when creating an asymmetrical map you are creating an unbalanced map. That does not mean the map will not work, that means that you have to find a way to create a form of balance or asymmetrical balance. This does not mean making the two uneven sides equal in power, that usually results in standoffish game play. Pie method is a layout that Bungie was very fond of using in their maps. I am sure they have a more technical name for it, but until they tell us what it is pie method will do. I posted pie method 6 years ago as a way to layout out a functioning asymmetrical map. This was during a time when forgers where struggling to find a way to create a proper asymmetrical design and find a way to make asymmetry work. Note that pie method is not the only way to layout an asymmetrical map, but for those who want to learn how to design asymmetrical maps or better their asymmetrical design it is a successful ad easy to use template. B. Terminology Control points: Control points are areas on the map that offer rewards for controlling. The rewards can range from controlling other areas of the map to shooting angles, power weapons and/or connections. Dominate control points: This refers to the parts of the map that have the most power or rewards Secondary Control points: These parts of the map are usually checked by one of the dominate control points on the map, and are controlled by the team in control of the dominate control point that checks it. Checks: Checks refer to areas on the map that counter another area of the map, or put them into check. C. Pie Method Pie method lays out 4 sections of the map, dividing it into two dominate areas, which both have control over a different secondary control point on the map. REFER TO PICTURE FOR EXPLANATION Pie Method Layout Red is the most dominate control point, the most powerful area of the map Blue is the sub-dominate control point, the second most powerful area on the map. The shooting angles on Red allow it to check Green, making it Green Red’s secondary control point. The shooting angles on Blue allow it to check Gold, making it Gold Blue’s secondary control point. Red checks both Green and Blue, and has a slight advantage on Gold but not enough to check or control Gold. Blue checks both Gold and Red, and has a slight advantage in Green but not enough to check or control Green Green and Gold check each other Example: A team’s objective is to control the Dominate Control Point, due to the fact that it offers the best rewards and advantages to control. Red team will be in control of The dominate point, while blue team is in control of the Sub-dominate control point. Blues teams objective is to take control of the dominate control point, While Red teams objective will be to keep control of the dominate point. By being in control of a dominate control point, a team also controls a secondary control point that is not as powerful as a primary control point, but allows players to move about the map more, and have more shooting angles. As players fight for control of the different areas of the map the flow around it shifting control of different areas, and flowing around the map like a circle. You can easily shift up where the control points are on the map, making Gold dominate and Blue a secondary, or do the same with Red and Green or both. D. Power weapons and Balance "Your map should not support your power weapons, Your power weapons should support your Map." -Darkling NInja Basically what this quote means is that an area of your map should not be designed around a power weapon. The power weapons that are placed on your map should reinforce the structure and flow of your map. No area on your map should rely on power weapon support to function properly. The best way to avoid doing this in a design is to not even think about power weapons on your map until after it has been completely forged. I personally do not even begin to place or think about power weapons until after I have placed the spawns and set up all game types. This is so that I can gear the spawns and game types in the way that will play best with the structure of my maps. The power weapons go last, because they allow me to place weapons that reinforce not just my maps geometry but also every game type and player spawn. When balancing out the many different areas on your map, you do not need to rely on power weapon spawns to create flow and movement. Instead use Flow, connections and verticality to strengthen the core of your map design. Flow, connections and verticality will give you more then enough ways to balance out your asymmetrical map. Instead of relying on gimmicks like power weapons use your knowledge and tools as a designer to create harmony within your map. That doesn't mean that a map is not good if it has an area that relies on a power weapon to function properly. My personal opinion is to avoid it though. E. Conclusion Pie method can be seen in multiple asymmetrical maps throughout the Halo series, including Chill out, Hang'em High, Lockout, Guardian, Prisoner, Headlong, Damnation, and Ivory Tower. Pie method is not the only way to approach and design an asymmetrical map, but it is a reliable and easy method that works. For those of you just starting off or veterans who are struggling with an asymmetrical map design, Pie Method can be a valuable asset. For those trying to learn asymmetrical map design, creating a map using pie method can teach you a lot about making an asymmetrical map. It can be a great tool that will help you understand and learn how to make successful asymmetrical maps. I hope You all enjoyed the read!
  17. Mutant Click To Download Map Authors and Contributors Lead Design: Darkling Ninja Co-designers: Limey, Redemption. Sethiroth Design input: Fritzer, HezbollaHector, The Fated Fire, Warholic, Nitroo, Psycho Duck Co-forgers: Eww Your Skinny, Darkling Ninja, Redemption Map Information and History Mutants History: Mutant was one of those likes Halcyon, everyone was excited for it, but it never was completely finished or released. Many people are aware of the design and it has become one of those famous maps that was never made. The original mutant was designed over 5 years ago for the first Halo 3 MLG forge forum map pack. It is the original guirdian, lockout inspired forge map. Myself, Sethiroth and Fritzer has all put some of our design skills into making this a good map. Many people were excited and looked forward to its release. In the end it turned out to be impossible to forge on Halo 3 with the piece limitations. The fact is that Mutant was just to far ahead of its time for Halo 3. Mutant was put on the back burner for the first time, as we all waited for the next Halo game to be released hoping that the next forge system would be able to handle the map. Enter the brokenness of Halo: Reach. Mutant was redesigned soon after the games release by me and Sethiroth. Even though we had some issues redesigning some areas before we were able to find any solutions frame rate killed Mutant. The forge pieces required to create Mutant in Halo: Reach consisted of primarily frame rate heavy objects. Halo: reach could not handle the design either. Me and Sethiroth gave up on Mutant and focused on our own work. Upset with the frame issues of Halo: Reach forge, frustrated with the broken and terrible game play, and busy with college I stop playing Halo and disappeared from the face of XBL and Halo for the next 2 years, leaving mutant and forge behind. Then I got my hands on Halo 4, a vast improvement over Halo: reach. Halo was once again fun for me to play. I picked back up forge, and got involved with the community once again. I practiced making maps to get use to the system while re-designing mutant for Halo 4. Halo 4 had no problem handling mutant, sadly enough Halo design had advanced so far that mutant was no longer light years ahead of its time. Even so mutant still stands tall as one of the best, if not the best asymmetrical competitive map. Not to toot my own horn, but I have not played an asymmetrical map that plays competitively as well as mutant does. (default infinity slayer is a different story) If I play one that is better than mutant I will gladly admit that the asymmetrical map is better. I expect that I will eventually play a competitive asymmetrical map that plays better than mutant. As of right now I have yet to play it. In a matter of fact I would not be surprised if there is a map already out there that is a better asymmetrical competitive map then mutant like I said I have yet to play it, and I play a lot of forge customs. Map Description: Mutant is a 4 tower, asymmetrical competitive map, that specializes in OddBall and Extraction. Since its conception, Mutant has been geared towards competitive game play. This is a fast pace asymmetrical competitive map. Rapid fighting and non-stop action is what mutant has to offer. The map promotes movement and team work, and demotes camping. The geometry of the map does not rely on lazy cover and/or generic geometry to provide cover for players. Providing oneself with cover will depend on taking advantage of the angles and using team support. Unlike most 4 tower asymmetrical maps, stalemates and polarized spawns are not an issue. Like all asymmetrical maps stale mates happen from time to time, but they do not last very long. The longest stalemate has been 45 seconds in my testing. The lockout problem does not exist on this map, a team will not find themselves making a hard push to a power point just to spawn in the same place over and over. (Like lift room on shutout) The spawns are dynamic, yet sensible and controllable. The levels on the map are balanced out well and no part of the map is underplayed. The high ground remains the coveted locations to control just like any other map, but the other levels are not without vital importance. Middle ground provides more cover, with critical shooting angels, and versatility, making middle ground a vital location to utilize properly. Low ground provides the most cover will access to flanking positions, as well as an Overshield spawn making it important to keep an eye on. In the end Mutant has been what everyone had hope for it during these last 4 years of design. I would like to thank everyone who has contributed to it throughout the years. Thank you, Darkling Ninja Weapons, Game Types, and Misc. Player size: 4-8 Weapons On Map: BR x 4 (30sec) DMR x1 (30sec) Carbine x1 (30sec) LR x1 (30sec) Boltshot x1 (90sec) Needler x1 (180 sec) Magnum x2 (60 sec) Frag x 4 (30sec) Plasma x2 (60sec) Ordinance Drops: Sniper Rifle x1 (150sec) Overshield x1 (90sec) Best Game Types: Odd Ball Extraction Other Supported Game Types: KOTH Slayer FFA WEAPON MAP Pictures Gold / White Blue Bottom Middle Rock / Cave Red
  18. Mutant Click To Download Map Authors and Contributors Lead Design: Darkling Ninja Co-designers: Limey, Redemption. Sethiroth Design input: Fritzer, HezbollaHector, The Fated Fire, Warholic Co-forgers: Eww Your Skinny, Darkling Ninja, Redemption Map Information and History Mutants History: Mutant was one of those likes Halcyon, everyone was excited for it, but it never was completely finished or released. Many people are aware of the design and it has become one of those famous maps that was never made. The original mutant was designed over 5 years ago for the first Halo 3 MLG forge forum map pack. It is the original guirdian, lockout inspired forge map. Myself, Sethiroth and Fritzer has all put some of our design skills into making this a good map. Many people were excited and looked forward to its release. In the end it turned out to be impossible to forge on Halo 3 with the piece limitations. The fact is that Mutant was just to far ahead of its time for Halo 3. Mutant was put on the back burner for the first time, as we all waited for the next Halo game to be released hoping that the next forge system would be able to handle the map. Enter the brokenness of Halo: Reach. Mutant was redesigned soon after the games release by me and Sethiroth. Even though we had some issues redesigning some areas before we were able to find any solutions frame rate killed Mutant. The forge pieces required to create Mutant in Halo: Reach consisted of primarily frame rate heavy objects. Halo: reach could not handle the design either. Me and Sethiroth gave up on Mutant and focused on our own work. Upset with the frame issues of Halo: Reach forge, frustrated with the broken and terrible game play, and busy with college I stop playing Halo and disappeared from the face of XBL and Halo for the next 2 years, leaving mutant and forge behind. Then I got my hands on Halo 4, a vast improvement over Halo: reach. Halo was once again fun for me to play. I picked back up forge, and got involved with the community once again. I practiced making maps to get use to the system while re-designing mutant for Halo 4. Halo 4 had no problem handling mutant, sadly enough Halo design had advanced so far that mutant was no longer light years ahead of its time. Even so mutant still stands tall as one of the best, if not the best asymmetrical competitive map. Not to toot my own horn, but I have not played an asymmetrical map that plays competitively as well as mutant does. (default infinity slayer is a different story) If I play one that is better than mutant I will gladly admit that the asymmetrical map is better. I expect that I will eventually play a competitive asymmetrical map that plays better than mutant. As of right now I have yet to play it. In a matter of fact I would not be surprised if there is a map already out there that is a better asymmetrical competitive map then mutant like I said I have yet to play it, and I play a lot of forge customs. Map Description: Mutant is a 4 tower, asymmetrical competitive map, that specializes in OddBall and King of the Hill. Since its conception, Mutant has been geared towards competitive game play. This is a fast pace asymmetrical competitive map. Rapid fighting and non-stop action is what mutant has to offer. The map promotes movement and team work, and demotes camping. The geometry of the map does not rely on lazy cover and/or generic geometry to provide cover for players. Providing oneself with cover will depend on taking advantage of the angles and using team support. Unlike most 4 tower asymmetrical maps, stalemates and polarized spawns are not an issue. Like all asymmetrical maps stale mates happen from time to time, but they do not last very long. The longest stalemate has been 45 seconds in my testing. The lockout problem does not exist on this map, a team will not find themselves making a hard push to a power point just to spawn in the same place over and over. (Like lift room on shutout) The spawns are dynamic, yet sensible and controllable. The levels on the map are balanced out well and no part of the map is underplayed. The high ground remains the coveted locations to control just like any other map, but the other levels are not without vital importance. Middle ground provides more cover, with critical shooting angels, and versatility, making middle ground a vital location to utilize properly. Low ground provides the most cover will access to flanking positions, as well as an Overshield spawn making it important to keep an eye on. In the end Mutant has been what everyone had hope for it during these last 4 years of design. I would like to thank everyone who has contributed to it throughout the years. Thank you, Darkling Ninja Weapons, Game Types, and Misc. Player size: 4-8 JUMP PAD BOTTOM MIDDLE Weapons On Map: BR x 4 (30sec) DMR x1 (30sec) Carbine x1 (30sec) LR x1 (30sec) Boltshot x1 (60sec) Frag x 4 (30sec) Plasma x2 (60sec) Pulse x2 (15sec) Ordinance Drops: Sniper Rifle x1 (120sec) Overshield x1 (90sec) Best Game Types: Odd Ball KOTH Extraction Other Supported Game Types: Slayer FFA WEAPON MAP Pictures Gold / White Blue Bottom Middle and Jump Pad Green / Black Red
  19. Geometry Hole Glitch Discovered Holes in Forge Objects and Geometry Explain Ravine Lighting Glitch Yes that’s right I said it, I was informed by an undisclosed source that there are actually holes in the forge objects. Very small and tiny holes that only certain mechanics of the game can move through. Now I know this will make you all so upset but we were originally going to be able to create weather effects on our maps, but due to the holes in the geometry weather effects (such as rain) were able to pass through the forge objects as if they were not there. So if you had a room with a roof, and you activated the rain weather effect it would rain outside the room and inside the room. So instead of trying to fix it the entire idea was scraped. I understand if some people do not believe this from the start, but I can prove it on ravine. Many of us have encountered the ravine lighting glitch while forging on one side of the giant rock. For those of you who are not aware of it, if you forge on one side of the rock structure you experience cast shadows that appear and disappear based on how close you are to them. I was only told about forge objects having holes so how did I come to the conclusion that geometry does as well? I was on ravine trying to find the local direction of the light that was causing the glitch to happen so I could block it off. I spent a good 30min trying to find it but after blocking all the lighting locations I got nothing. Meaning that the light source causing the lighting glitch was coming from a different direction then over the top of the rock structure. Well since I knew about the forge objects having holes, I thought that it wouldn’t be out of the question for other geometry in the game to have holes in them as well? So I looked along the side of the mountain to find a location in which light was passing through the actually geometry of the map. I found it, the part of the mountain in which light was passing through. Here is the picture of the location If you look closes you can see light on the edges of the middle rock. In order to make sure I was right I trued to replicate this. So I started a new pallet and found that the only time this glitch happens is when there is a forge object placed in the area. Other wise this glitch did not happen. If you go to ravine place an object on the shaded side of ravine then look at this rock you will be able to see how the fades and reappears along this portion of ravine mountain. If you place a Wall coliseum in front of this portion of the mountain your map will no longer suffer from the ravine lighting glitch. The reason being, the light passing through the solid portion of the mountain is now blocked. Discussion Now I want to discuss this, because this has much bigger implications and possible applications then fixing the ravine lighting glitch. The question I am wondering at this point are: Can we abuse this broken mechanic of the game in some way? What kind of things can we do if anything by manipulate the holes in the forge objects and geometry? Can we possible reduce frame rate and lighting cost by manipulating the holes in forge objects or geometry? Basically can we manipulate the geometry holes and created glitches like we did in Halo 3 to expand upon our ability to forge maps in Halo 4? And if so how can we do that? Sadly enough my knowledge of game programming is limited, so hopefully someone with a better understanding of it or someone with ingenuity can take the Geometry Hole Glitch and do more with it then I can.
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