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ShockBolt21

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Everything posted by ShockBolt21

  1. Hopefully we'll see a huge improvement in both, like an enormous forge world with larger scale vehicles (expansion) that still runs smoothly without lag and, graphically, looks great (quality). Both aspects require the game and the system to be very powerful. But after all, according to Moore's law, the computers in the next xbox, after eight years of improvement from the previous one, should be at least sixteen times more powerful than the xbox 360
  2. Pause the video at 1:47. Do you see how the green shield is inside of the hill zone? I was able to cheat by jumping off of my mongoose in the hill and just standing on the shield in the hill. I did it on my first try- it's really easy. I think I got three and a half minutes in the hill before the host just decided to end the game. I'd fix that.
  3. Do you guys think that 343 industries should focus more on increasing game quality (graphics, sound quality, destructible environments, etc) or expanding the game (more weapons/vehicles, longer campaign, extra game types, larger maps, etc.) for the fifth? I think they should put a huge amount of effort into quality improvement. I'd be fine if halo 5 was just a hugely revamped version of halo 4 with a few new weapons. I love games that look beautiful, provide realistic dynamics, and just allow the player to do so much more than they can in other games. It makes it so much more intense, and makes the players really feel like a part of the battle. Of course every game requires a good balance between fun gameplay and good graphics, but which would you value more in the next halo? just throw in a vote and let me know what you think in the comments.
  4. Hello community. ShockBolt21- the world's greatest forger- has come to this site to share with you his creations!! Uploading maps is primarily why I came here, but I will look at those from others also. I host an occasional friday custom game on the halocustoms website, so let me know if you're interested in joining. I play community maps at your request, and I will download and play the maps made by the players who join my game, so it's a great chance to have your own maps played with a well sized party. And no, I'm not really the worlds greatest forger, but I'd still appreciate it if you check out my maps here and let me know what you think- I'll accept criticism, compliments, and advice with equal gratitude. "Tank Superiority"- http://www.343industries.org/forum/topic/27131-tank-superiority/ "Armored Strike"- http://www.343indust...armored-strike/ "New Super Spartan Bros."- http://www.343indust...r-spartan-bros/
  5. NO they should not make a forge world. The only reason they should is if you need more space, and the maps are large enough already that you don't. If you're working on a small map, there are several different areas in the halo 4 forge maps for you to use a different spot on the map almost every time, or just build in the air. It's fun, when I'm making a new map, to choose which forge map I want to build it in. I like how they're all designed differently w different unique objects and different themes.
  6. I like it, but there are so many vehicles in the final phase- the maps would need to be enormous. Also I like the idea of finally being able to play as covenant and attack human AI's. BTW it's mongooses, not mongeese! (As mentioned clearly and humorously in this video from 4:00 to the end) http://www.youtube.com/watch?v=ROYevjLS7-I
  7. This minigame is a mario style "2-D" challenge. What makes it "2D" is because it is enclosed between two rows of coliseum walls, so there is only a little depth. The physics have been tweaked to resemble a mario bros platform game, so you jump high, but land quickly without floating. There are other aspects from mario in the game, like a warp pipe and some item boxes. View from the outside The goal of the game is to reach the end of the level, where there is a hill to finalize your victory. It can be played by one person alone, but is most fun when there are two or a few players racing each other to the end. I am aware that most of the obstacles in the game do not resemble obstacles from a mario bros game, but the goal and the style of the game are similar. An obstacle near the end of the map Okay, the map isn't beautiful in terms of aesthetics, but it isn't easy to turn such a narrow space into a picturesque wonderland. All of the physics modifications have been done in trait zones, so there is no need to download a separate game type with the map. Also, while playing, keep these things in mind... -Play on King of the Hill to one point -I highly discourage the use of grenades while playing alone. If you're intelligent enough, you'll find a way through without them (I recommend frags if you are playing w/ 2+ as a race) -At least one player needs to be on the red team. This is essential to the activation of an auto turret on the map. You can find the map in the file share for ShockBolt21. Also make sure to check out my competitive map "Armored Strike" for some vehicle-based gameplay on natural terrain (Uploaded 1/29- http://www.343indust...armored-strike/)
  8. As I look through the competitive community-made forge maps, many of them seem the same to me, or way too similar... Description or your typical community forge map (Competitive)- They are all just one large structure or a few plain buildings, and the maps take place predominantly under a roof and/or boxed in by several walls. Frequently, the whole map is that same white color- the trademark color of the structure pieces. The sight lines are usually short, there are tight corners, and they are typically just DMR/BR shootouts at close and medium range, sometimes with a mongoose or a ghost here and there. They are usually played from 2v2 to 6v6, red vs blue, with several game types. Here are a few of many examples (And note that each of these images comes from a different map)... "Delirium," by Master Sundown "Evacuated," by Junkyard Corgi "MLG Conjunction," by The Sigma AI "Renury," by XreignZ "Structure," by Lx Kill3rMan1ac Is it just me, or do you guys also see the extreme similarities between all of these maps? Not just the way they look, but the way they play also has little variation. Does the community have an appetite for something different... something new in their competitive maps? One of my personal favorites is "TheTrenches" by Mr Pokephile, even though he technically considered it a minigame, it still has that team-based, organized gameplay that makes it seem competitive to me, and certianly more fun than those dull, repetitive DMR or BR close quarter shootout maps. I also created my own map, "Armored Strike," (Posted on 343's "Competitive Map Submissions" forum on 1/29) which is a large vehicle based map that better resembles the natural terrain that the vehicles should actually be fighting on. You will see how it is very different from those shown above. I encourage you guys to check it out (http://www.343indust...armored-strike/), but more importantly I would like to know what you think about my opinion on the repetitive maps. Also, I apologize for the duplicate post on the General Discussion forum; I figured this would be a better forum to post it.
  9. Darkstar, that is an awesome map, and your spacecraft is better than the one I made for Armored Strike. But what I would do is move the banshee base so it is farther from the destroyer and so they come in from directly in front of it. And also I'd make it so that there can be several banshees attacking at the same time, and there will always be a few waiting at the base so the team has them when they need them. This way, the attacking team can coordinate their formations and angles of attack. And too bad you cant use the broadsword in forge as another attack option. Anyway, it is true that not all of the maps follow that cliche format, and there are some great ones out there, like yours and "The Trenches."But on the "Competitive Map Submissions" forum, you will quickly notice that the vast majority of those maps are arena style, and in addition to those there are several remakes from reach, leaving only a little room for different and creative maps.And also, I'm quite sure only a couple of the ones I showed you above were made for the MLGs. Not all of the arena maps are made for the MLGs (I hope), because, as little as I know about them, I doubt they need that many maps.
  10. As I look through the competitive community-made forge maps, many of them seem the same to me, or way too similar... Description or your typical community forge map- They are all just one large structure or a few plain buildings, and the maps take place predominantly under a roof and/or boxed in by several walls. Frequently, the whole map is that same white color- the color of the structure pieces. The sight lines are usually short, there are tight corners, and they are typically just DMR/BR shootouts at close and medium range, sometimes with a mongoose or a ghost here and there. They are usually played from 2v2 to 6v6, red vs blue, with several game types. Here are a few of many examples (And note that each of these images comes from a different map)... "Delirium," by Master Sundown "Evacuated," by Junkyard Corgi "MLG Conjunction," by The Sigma AI "Renury," by XreignZ "Structure," by Lx Kill3rMan1ac Is it just me, or do you guys also see the extreme similarities between all of these maps? Not just the way they look, but the way they play also has little variation. Does the community have an appetite for something different... something new in their competitive maps? One of my personal favorites is "TheTrenches" by Mr Pokephile, even though he technically considered it a minigame, it still has that team-based, organized gameplay that makes it seem competitive to me, and certianly more fun than those dull, repetitive DMR or BR close quarter shootout maps. I also created my own map, "Armored Strike," (Posted on 343's "Competitive Map Submissions" forum on 1/29) which is a large vehicle based map that better resembles the natural terrain that the vehicles should actually be fighting on. You will see how it is very different from those shown above. I encourage you guys to check it out (http://www.343indust...armored-strike/), but more importantly I would like to know what you think about my opinion on the repetitive maps.
  11. Gamertag- ShockBolt21 Version shown- 1.0 Latest version- 2.6- major improvements FILE SHARE- (http://www.halowaypoint.com/en-us/players/shockbolt21/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0">http://www.halowaypoint.com/en-us/players/shockbolt21/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0</a>) Version 2.6 gameplay video HERE. (From 3:02 to 5:14) Armored Strike is a unique, one of a kind map. It is vehicle based, and is set up to represent a UNSC Orbital Landing Craft (Blue/Attacker base) landing forces on the asteroid to attack an embedded base (Red/Defender base), within which the players spawn in every time (no random spawns across the map). This invasion-like set up makes it more realistic, and is a nice aversion from your typical arena map, with players spawning randomly and weapons and vehicles that have been scattered across the map by some unknown force. Anyway, there are a variety of vehicles in the bases, but also several opportunities for a Spartan on foot if no vehicle is available or if he chooses to go without one. The battlefield. Landing Craft on right, embedded base on left. Neutral warehouse also pictured. The battlefield is the entire empty asteroid on Impact, and rocks have been added to the plain so vehicles and spartans can use them for cover. There is also a neutral warehouse with several heavy weapons in it that can be utilized by the infantry spartans if your team has control over it. There are also several ordnance drops for the infantry, so even though your DMRs might not be too useful, players still have several options if they can't grab a vehicle. Inside the Orbital Landing Craft. (Not shown- 2 shades, one on either side of the observation window w/ 200% damage increase) There will be some intense tank battles between the scorpions, with supportive wraith fire shooting in from the red side and banshee air support flying for the blues. The warthogs will also play an important role, providing mobility, transport, and decent firepower. The mongooses can be used for transport, and the ghosts can rush in where they're needed. The team that uses their vehicles tactically will gain the upper hand. The vehicles are... Blue Base- Spacecraft: 2 scorpions, 2 banshees, 1 ghost, 1 mongoose, 1 rocket warthog, 1 gauss warthog Red Base- Embedded: 2 scorpions, 2 wraiths, 1 ghost, 1 mongoose, 1 rocket warthog, 1 gauss warthog Banshee deployment from the rear of the landing craft There are several ordnance drops with anti-vehicle weapons throughout the battlefield, with relatively low respawn times (45 to 65 seconds). This holds opposite for the warehouse weapons. The weapons in there, which are extremely numerous, have spawn times of 2+ minutes. Here are all the ordnance drops: -2 fuel rod guns, one relatively close to each base -2 rocket launchers; slightly farther from the fuel rods but not quite neutral -1 neutral incineration cannon -1 neutral spartan laser View from behind the Red Asteroid-embedded base. (Not shown- rooftop weapons rack for base defense) In this map, the more players, the merrier, with 10-16 being the optimal player count. Works with slayer, king of the hill, and capture the flag. I am not, by any means, new to forge, but this is my first online upload, so I would highly appreciate some criticism and feedback. This map, Armored Strike, can be found in the file share for my gamertag, ShockBolt21. Also, make sure to check out my latest map "Tank Superiority" for some pure scorpion combat on a significantly larger map. You can download both maps on my File Share.
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