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Everything posted by KarmaPolice07
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Gamertag: KarmaPolice07 Map: Reckoner Gametypes: Slayer up to 4v4, FFA up to 8, CTF, King of the Hill, Oddball Reckoner is an Impact map for 8 players with a focus on 4v4 Slayer and objective gametypes. The map is comprised of 5 color coded sections: Red and Blue bases at the ends, Green and Gold to either side, and the center which mostly uncolored but accented with Purple. There are multiple routes that can be taken to cross the map. The open center of the map allows for a quick but dangerous trek between the bases while the Green and Gold edges of the map are longer but more secure with several opportunities to alter one's approach. Floating in the center of the map is a small room only accessible by man cannons located in the Green and Gold sections, halfway between the bases. This map has been play tested; further testing may be required. Below is a brief history of the creation of this map. Read if you are interested, or skip it if you don't care. Creating this map was quite the journey! Inspired by the smaller maps of the Majestic Map Pack, I set out to create a small competitive map around early March. When I forge, I try to find locations and ways of forging that I feel others haven't considered. In this case, I decided to build my map as an extension of the roof of the built-in building on Impact. This was a challenge, as that building is actually rotated 11 degrees off the imaginary grid (the axes on which all forge pieces align). That means that every object I placed on this map is positioned relative to that twist (ex: pieces rotated 45 degrees are actually rotated 34 or 56 degrees). It made for a fun and challenging build! It went through several variations in size, but the Blue Team base was always there. I even lost the map once due to an odd glitch where it was somehow replaced by a duplicate of another map of mine that wasn't even on the same Forge canvas! Luckily, it was early enough into construction that I was able to recreate it and continue from there. I poured my blood, sweat, and tears into this map. It was a challenge and a great learning experience. It is the first map I've made in Halo 4 that I am truly proud of. Screenshots:
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- team slayer
- oddball
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I've only had the chance to play 1v1 on here so far but I'm definitely a fan. I can see the inspiration taken from maps of the past and everything is put together in a way that is fresh. There doesn't seem to be any one place where all the action takes place but rather multiple open and closed spaces that make for good combat at varying ranges. Looks good for an uphill struggle with decent opportunities for advancing under cover while still allowing the team with the high ground plenty of options for defense.
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After downloading it this past weekend, I can say with complete confidence that this remake is fantastic! Awesome job! I can't wait to get a good size party together to play this with!
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- Competitive
- Reach
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I was surprised by how small this map is but it is absolutely beautiful! Perfect for 1v1 or 2v2. This is going to be one of my go-to small party maps.
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Halo 4 Claymore (Sword Base) - Version 1.5
KarmaPolice07 replied to KarmaPolice07's topic in Competitive Maps
I would if I had a video capture device. It'd be a blurry mess if i did it with what tools I do have at hand - that being my cellphone. -
Sword Base is one of those maps that people seem to either love, or hate with a fiery passion. I would put myself in the former category. I personally have very fond memories of Swat (and even Infection) on Sword Base. Did the combat seem to centralize in one corner of the map? Yes. But just because everybody else is there doesn't mean you can't pull a roundabout tactic to catch them off guard! You could call a typical match on Sword Base one of "Occupy and Defend", which for some like myself can be quite a lot of fun! A word of advice: If you know their in the "lift room", for heaven's sake, don't go up the lift. Gamertag: KarmaPolice07 Map Name: Claymore Gametypes: Currenly only Team Slayer/Swat (up to 5v5) and FFA (Also: Fruity & Frosted) Description: Version 1.5 "After proving its resilience on Reach, this design has been used for several ONI bases across the known galaxy." Claymore is a painstakingly orchestrated re-creation of Halo: Reach Sword Base. On November 8th, 2012 I started this project by taking a few specific measurements in the original Sword Base using Hill Markers. I chose Hill Markers because they have invisible boundaries that can be manipulated in the same measurement scale and degrees as all forgable objects. With this data I began construction in Halo 4 and chose to make estimations and extrapolations to finish construction. Over the past few months I have made tweeks and adjustments to this map for the sake of accuracy and efficient use of Forge budget. I even broke the lighting engine at one point! I was able to resolve the issue and lighting now works properly. In this process I have continued to examine the original map to ensure the closest possible accuracy in recreation. I have now reached a point where I am prepared to display Claymore for public access and feedback. This is Version 1.5 - What I consider to be the beta. The map is complete in its basic form. All structure pieces are in place as well as all requirements for Slayer gametypes. However, there are areas that are still not up to par in terms of closest accuracy. These are listed below, under the heading "Known Issues & Future Updates". Weapons: At the time of this writing, weapons and their placement on the map are identical to Reach with the appropriate substitutions (Needle Rifle is now Carbine, Plasma Repeater is now Storm Rifle, Grenade Launcher now Sticky Detonator). However, because of the differences in the way some weapons perform (*cough*NEEDLER) I will be reorganizing the weapon placements and possibly the selection of weapons in a future version. Gametype details: -10 player maximum -Red and Blue team Spawns for up to 5v5 -FFA spawns throughout the map Known Issues & Future Updates: -Most notably, the glass floor in the top "red" room is now opaque. All glass options I've attempted so far have a negative effect player mobility. -The room with the Sword is a little out of scale -Lower right side room (the one on the same level as the bottom of the yellow lift, where there's a "briefing" area) is in need of reconstruction and is currently the least accurate room in the building. -Gametypes I plan to add in the future are: KotH, Oddball, & Flood Because of real life I am only able to work on improving this map about once a week. My top priority in this project is accuracy in construction. I welcome and greatly appreciate any and all feedback you can offer! See you on Infinity!
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I like your use of Circular Ramps and other extra pieces to liven up the otherwise bland Colosseum Walls - nice touch!
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Welcome! Gamertag: KarmaPolice07 Map Name: Telex Gametypes: Team Slayer (2v2 to 4v4), FFA, Swat, King of the Hill, Oddball, Fruity & Frosted - (and eventually Flood) Description: Telex is a small asymmetrical map situated within the ravine on Ravine. It features indoor and outdoor locations, multiple levels, narrow passages as well as wide open areas, a two-way teleporter, and plenty of opportunities for tactical jumps. Telex is intended for a party size of up to 8 players in Free For All or Team gametypes (Red and Blue teams only). Currently supported gametypes are as listed above. Weapons: Placed on the map are DMRs, Carbines, BRs, Plasma Pistols, a Shotgun, a Sword, a Needler, a Sniper Rifle, 2 pairs of each grenade, and 3 Random Ordinance Drops. Some items to expect in Random Drops include: Needler, Scattershot, Railgun, etc. Gametype details: -5 Hills -4 Oddball plates -Red and Blue Team Spawns -Scattered FFA Spawns Additional Features: -Two-way teleporter connecting the opposite ends of the map -One Grav-lift -Fusion Coil hazards Known Issues & Future Updates: -Lighting issue on the upper "Red" side of the map. This has been a problem from the earliest stage of construction. It does not adversely affect gameplay and the levels below it are unaffected. -The teleporters, while fun, made selecting Team Spawns very difficult, Only time and testing will determine if this is a real issue. I have considered setting a delayed spawn for the teleporters. -More respawn points are to be added. -I hope to add Flood in the future! -At this time I have no plans to add CTF due to the maps size and placement of teleporters. Thanks for stopping by to check out my map! I welcome and greatly appreciate any comments or criticisms you can offer!
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The build quality and accuracy here looks fantastic. You took the same approach I did working on my Sword Base rebuild (yet to be posted). Taking measurements is quite a lot of work, but it looks like it really paid off. Kudos on seeing it through! I'll be downloading this this weekend to try it out.
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- Competitive
- Reach
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