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Creative Gaming Inc.

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Everything posted by Creative Gaming Inc.

  1. Actually, we had to wait for the Map Packs, and Specializations didn't get early access, we only got to choose from any Specialization when we hit fifty, as did any player who bought it within a month of release.
  2. As someone who only plays Infection when they're bored, you can't really say anything about it.
  3. Looks pretty much awesome. Hopefully I get a chance to play it.
  4. It doesn't work with all maps, and some people want to download the map without knowing too much about it so they can d some exploring.
  5. Yeah, but it didn't hang around. Once it leaves, you're on your own, and that's really the atmosphere you want to portray in a Flood map.
  6. Hey there. I think it would be cool if every year THFE picked out their favourite community Forge maps to be nominated for different categories, such as Best Aesthetic Map, Best Aesthetics in a Playable Map, Best Flood Map, Best 2v2 Map, Best Remake, etc. and reveal them in a video, along with the winner. Maybe call it the Sparkys (for Guilty Spark) or something.
  7. Nah, a good Pelican would seem too close to the outer world. And if the universe is truly infinite, then so is our exploration.
  8. New screenshot is up. As you can see, it's quite small, and I apologize for the poor arangement in the post, for some reason I can't fix it.
  9. Hopefully I'll get hold of them soon, but my Mac is too old to install a new browser. Thanks, go right ahead.
  10. GT: NOBLE E 2552 Map name: Foliage Game Type: Evolved This map is based on the level, "343 Guilty Spark" from Halo: Combat Evolved. It takes place in the swamp, filled with trees and tactfully placed rocks. I've simulated the glowing green plants with Dominion shields pressed up against the rocky walls. It's made inside the Island, so it's dark and has that creepy fog rolling along the ground. There's a crashed Pelican and Spirit just like in the level, as well as the hallway which descends into the elevator room,l with two usable Covenant turrets out front. There is also a Warthog with a usable gun by the Pelican, which is strong but not overpowered because of the foliage which surrounds it, allowing Flood to get close. I wanted Covenant deployable shields and crates, but Affinity removed Covenant pieces, so instead I used cyan Dominion Shields for the deployable covers and just added some pieces to them. They offer non-sightblocker covers for the Flood, but can be broken for five seconds, so you don't have that situation where the Zombie sits there waiting for the human to come around and it's a wait to see who gives in. Random drops scattered around the map offer ARs, Shotguns, Needlers, Storm Rifles, and Grenades. The gametype gives the humans an Assault Rifle, Pistol and three Frag grenades, and of course armour abilities have been disabled for everyone. The Flood have normal speed and will have to hit you twice to kill you. My main goal with this map and game type was to make it feel like Halo CE, and if you play it I think you'll find I've succeeded.
  11. Remember how they didn't say anything about Forge before Forge Island was revealed? Be patient, the aforementioned redemption has reincarnated my trust in 343. I believe you forgot to mention the round times. In Reach it was ten minutes max, and it usually lasted almost that long. Flood has max 3 min, but it;s not often that you get to the end. I went into matchmaking for Flood to time it, I got an above-average length game, and the entire three rounds lasted just over three minutes.
  12. If you add some large one-way shield doors against the rock walls to simulate streams of lava coming down, it would really sell the map.
  13. You actually get used to the brightness quite quickly. I'll try to upload another screenshot of a bird's eye view.
  14. Is that a giant rock arm pointing at the street?
  15. That looks like the Teen Titans tower behind the Mantis.
  16. Looks pretty cool. Original yet familiar at the same time. Good work.
  17. Maybe a new name, but a very impressive map nonetheless. The fog creeping along the floor through the hallways is so creepy! Feels very Ridley Scott-ish.
  18. This should be in the minigame submission section. Looks fun though.
  19. Author: NOBLE E 2552 Map name: Klondike Game type: Infinity Slayer, Infinity Rumble Player count: 2-6 I will start off by saying that this is a very unorthodox map. It has little verticality, and some "interesting" mechanics which I will explain why once I'm done the setting. So it's set in a small, secluded gold mine in a forest in the Canadian North. There's lots of trees, obviously, as well as a mountain which contains the gold mine, a cabin, and a large mining truck. To complete this atmosphere, I added two elements which also alter the gameplay in a way that forces players to "adapt": Snow and wind. I achieved the snow effect by using Nova and Old Timey. I'd tried this before, but it never really achieved the effect until I tried it on Forge Island. This makes it harder to see, so players will be both cautious and eager to find an opponent. The wind, as you've probably figured, is simulated by gravity zones turned on their sides, influencing grenades and jumps. There is no wind (excluding the side entrace) in the cave. Now about the layout design. It's pretty much flat and the trees can be used for cover, at least from sightlines. If you can find a target through the leaves, it's easy to pick off a snipe. The mountain offers high ground and verticality above the mine, but is rather bare, so it's easy to get sharpshot. Weather stations offer cover, especially for those trying to take out snipers. The truck and the cabin also offer what are essentially safe havens from snipers. Weapons: Frag grenade x2- Initial drop at both team spawns. Frequent resupply. Shotgun- Initial drop near the truck. Infrequent resupply. Sniper rifle- Initial drop on the mountainside. Infrequent resupply. Random drops- A mix of powerful and terribly useless weapons in the cabin and mine. Game types and player count: This map plays 1v1 rather well as well as 3-5 player rumbles. It's also good for teamwork, but anything more that 3v3 becomes overly hectic. It also creates a unique atmosphere for Flood, but this also should not be played with large numbers as the layout doesn't allow for holdouts in many locations, and it's quite small. NOTICE: The current version of the map is completed but NOT final, I will be tweaking sightblockers, spawning, weapons, and layout mechanics continually, little-by-little until I am completely satisfied. Pictures: The cabin The mountain Overhead view
  20. Definitely stealing this. Kidding, though I will use this concept. Thanks for the idea, it looks great.
  21. I like how you've used an unusual colour instead of the regular red, blue, yellow, green that pieces usually have on Ravine, as well as the integration of rocks merged with artificial pieces to refrain from the generic Ravine style that we're so tired of. You've established a very unique map, hopefully I'll get to see if the gameplay lives up to that sometime soon.
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