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Everything posted by shaudy430
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GWG has only let us all down after announcing Halo 3 and Assassin's Creed II, but only delivering the latter and a bunch of other titles that nobody cares to play. I've deleted every one of them so far, due to lack of playability or replayability (Assassin's Creed II), and I am not even going to touch this month's games. I have a feeling the download counts for this month's free game set will be very low. Free games are great, but what fun do we gain when most of the titles are considered left overs.
- 5 replies
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- Games with gold
- September
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(and 2 more)
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Camiloers24, nice pics. I hope to play/forge with all of you soon. I will be uploading more photos as soon as I can figure out this upload error on all of my images. I've forged 3+ maps over the weekend, and will have some fileshare updates to come this week.
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You were quite rude to post such a message before the file share was properly up. pics coming soon. I've uploaded some of my map photos. I will be updating frequently. Additionally, the search for member for a forging "clan" or group did go well. While I did not create a clan myself, we have networked to existed forging "clan"/groups, and are all happily playing customs on a daily basis.
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From the album: b0b is here's maps
ZombieSitter: designed for flood and gravemind The map is titled "ZombieSitter", is set in Ravine, and is an asymmetrical teleporter map. Players traverse the map one of two ways. By utilizing either the "recycler teleporters" (Jump off the map at various speeds/angles/physical positions, and teleport throughout the map) players can cycle throughout the map by jumping directly off to what would otherwise be death. The teleporter then transports the player to one of the many reciever nodes hidden throughout. This map is purely for flood and gravemind. Elaborating on the term "zombiesitter", the map drops the flood off at the top of the map, and the spartans babysit with their guns. There is nowhere to hide in this map, so last man standing zone exists across the entire playable area. Adittionally, Ordinance may be called in to assist with the babysitting. -
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From the album: b0b is here's maps
ZombieSitter: designed for flood and gravemind The map is titled "ZombieSitter", is set in Ravine, and is an asymmetrical teleporter map. Players traverse the map one of two ways. By utilizing either the "recycler teleporters" (Jump off the map at various speeds/angles/physical positions, and teleport throughout the map) players can cycle throughout the map by jumping directly off to what would otherwise be death. The teleporter then transports the player to one of the many reciever nodes hidden throughout. This map is purely for flood and gravemind. Elaborating on the term "zombiesitter", the map drops the flood off at the top of the map, and the spartans babysit with their guns. There is nowhere to hide in this map, so last man standing zone exists across the entire playable area. Adittionally, Ordinance may be called in to assist with the babysitting. -
From the album: b0b is here's maps
ZombieSitter: designed for flood and gravemind The map is titled "ZombieSitter", is set in Ravine, and is an asymmetrical teleporter map. Players traverse the map one of two ways. By utilizing either the "recycler teleporters" (Jump off the map at various speeds/angles/physical positions, and teleport throughout the map) players can cycle throughout the map by jumping directly off to what would otherwise be death. The teleporter then transports the player to one of the many reciever nodes hidden throughout. This map is purely for flood and gravemind. Elaborating on the term "zombiesitter", the map drops the flood off at the top of the map, and the spartans babysit with their guns. There is nowhere to hide in this map, so last man standing zone exists across the entire playable area. Adittionally, Ordinance may be called in to assist with the babysitting. -
From the album: b0b is here's maps
The boxes: designed for close quarters combat of gametypes including dominion, slayer, and "nowhere to hide" flood & gravemind. The map is titled "The Boxes", is set in Erosion, and is a 3-tier asymmetrical map. Players traverse the map from top to middle, and from bottom to middle. Due to the super close quarters, confusion is instantly begun at the start of the game. Players at the top level must find a corner and hole to drop down. Players at the bottom must find a ramp or teleporter in the middle structure or on the map's sidewalls. Bases are located at the top, middle, and bottom levels. There are many pathways throughout, and most lead directly to the where the action is. The boxes does have weapons placed throughout, most of which are to be utilized for close quarters.-
- close quarters
- slayer
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(and 1 more)
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From the album: b0b is here's maps
The boxes: designed for close quarters combat of gametypes including dominion, slayer, and "nowhere to hide" flood & gravemind. The map is titled "The Boxes", is set in Erosion, and is a 3-tier asymmetrical map. Players traverse the map from top to middle, and from bottom to middle. Due to the super close quarters, confusion is instantly begun at the start of the game. Players at the top level must find a corner and hole to drop down. Players at the bottom must find a ramp or teleporter in the middle structure or on the map's sidewalls. Bases are located at the top, middle, and bottom levels. There are many pathways throughout, and most lead directly to the where the action is. The boxes does have weapons placed throughout, most of which are to be utilized for close quarters.-
- close quarters
- slayer
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(and 1 more)
Tagged with:
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From the album: b0b is here's maps
The boxes: designed for close quarters combat of gametypes including dominion, slayer, and "nowhere to hide" flood & gravemind. The map is titled "The Boxes", is set in Erosion, and is a 3-tier asymmetrical map. Players traverse the map from top to middle, and from bottom to middle. Due to the super close quarters, confusion is instantly begun at the start of the game. Players at the top level must find a corner and hole to drop down. Players at the bottom must find a ramp or teleporter in the middle structure or on the map's sidewalls. Bases are located at the top, middle, and bottom levels. There are many pathways throughout, and most lead directly to the where the action is. The boxes does have weapons placed throughout, most of which are to be utilized for close quarters.-
- close quarters
- slayer
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(and 1 more)
Tagged with:
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From the album: b0b is here's maps
Rage on the hill: designed for free-for-all or rvb slayer or king of the hill (up to 3 hills simultaneously). This map also works for flood and gravemind. The map is titled "Rage", is set in Ravine, and is mostly symmetrical. Players traverse the map by utilizing various manual paths, as well as one of four grav lifts on the floor. This may also be considered a "ninja" map, due to the many alternate pathways throughout. Rage does have weapons placed throughout, many of which are hidden power weapons. Hills spawn in one of the two mid-map circles, by the double grav lifts at the base ramp, on the sniper's nest, on the pyramid, and finally at the top bridge. -
From the album: b0b is here's maps
Rage on the hill: designed for free-for-all or rvb slayer or king of the hill (up to 3 hills simultaneously). This map also works for flood and gravemind. The map is titled "Rage", is set in Ravine, and is mostly symmetrical. Players traverse the map by utilizing various manual paths, as well as one of four grav lifts on the floor. This may also be considered a "ninja" map, due to the many alternate pathways throughout. Rage does have weapons placed throughout, many of which are hidden power weapons. Hills spawn in one of the two mid-map circles, by the double grav lifts at the base ramp, on the sniper's nest, on the pyramid, and finally at the top bridge. -
From the album: b0b is here's maps
Rage on the hill: designed for free-for-all or rvb slayer or king of the hill (up to 3 hills simultaneously). This map also works for flood and gravemind. The map is titled "Rage", is set in Ravine, and is mostly symmetrical. Players traverse the map by utilizing various manual paths, as well as one of four grav lifts on the floor. This may also be considered a "ninja" map, due to the many alternate pathways throughout. Rage does have weapons placed throughout, many of which are hidden power weapons. Hills spawn in one of the two mid-map circles, by the double grav lifts at the base ramp, on the sniper's nest, on the pyramid, and finally at the top bridge. -
Forgers are very pleased with this news!
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I thought of that, but this will not be a traditional players who play clan. This is purely regarding forge. The 'clan' aspect is just a technicality, and since this is the forge section, I only wan't to draw players interested in forging rather than those looking to join a regular clan. All current participants in the thread please send my gamertag a message regarding the 'clan'. I would like all those who will be forging in this team to have a certain message displayed in their motto section. This is how you will be officially recognized. Weekend Update: This weekend I will be building a few maps. 2v2 slayer (Xtra Small functioning as 1v1 as well) - Erosion's cave area just above water 6v6 slayer (Xtra Medium sized) - Ravine's structured open area 8v8 big team oddball (Xtra Medium Vertically Oriented Map) - Impact's empty rock space or empty 'space' area
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What mini game are you building? Most of the previous mini's have not been successfully recreated yet. These new settings may force us to come up with entirely new games.
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II Yezik II you seem to be well put together when it comes to forge.....I will be making several maps this weekend. drop in on me sometime
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Update. Looking for unique master forgers who want to build fun & fluid maps. NO BORING 0,0,0 oriented maps. Examples -maps that don't require you to think to navigate them. (Think like a ninja, forge like a ninja, play like a ninja) -maps that are small zones with no practical 'inside of the map exploits' (Covert rooms, hallways, that could be useful hot zones) -maps that allow spawn camping ( I use at least 24 spawn/respawns in multiple sequences to allow some randomness) -MOST IMPORTANTLY maps that feel insane initially, but after ACTUALLY play testing them, are super fun to play. I'm looking for the creativity that existed in Reach. Think dramatic player entrances to the kill zone, tricky rooms, funky designs, and yes functionality to top it off. Where are the maps where a player starts in a base in the air and is grav lifted a hundred feet to the killing zone of the map. Where are the maps that aren't just spawn, kill, respawn, kill, next map! I make maps where people will freak out when they find that little extra secret that wasn't appearant the previous round. I make the kind of maps where you feel adrenaline pumping as you run for your life, or your kill. We forgers are unique in every aspect of our design, but at times lack the appreciation for players' maps that aren't 0,0,0, as I previously described. Help me to change that! If you are forge fit and you are up to the challenge, 'b0b is here' Zero in b0b
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I am naming the clan Halo4gers If you are a master forger and would like to join, please message b0b is here. (zero in b0b) There is a special tag to put in your motto in order for you to be recognized as a clan member
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Slight Problem, has any one else noticed this?
shaudy430 replied to Starburstin's topic in Forge Discussion
Wow. It would appear that we have exhausted all but this last option. I avoid this one when possible, but set objects to fixed instead of phased or normal. Be sure and lock it if that is your preference. Last but not least, I have found it impossible to build with 100% symmetrical orientation. There is always something slightly off. Even in the ready made maps by 343 you will notice imperfections. Just get it as smooth as you possibly can! (I'm referring to walking with a player and not experiencing bumps and hops)