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Rayner Sutardja

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Everything posted by Rayner Sutardja

  1. Also, my mic is broken, and unless I use my kinect mic, I can't directly speak with you...
  2. I can't at except on Saturday morning... And mind you, that's eastern hemisphere time. Singapore time... I noticed that most of the complaints that you had we're about the aesthetic quality of the map... The grid floor, kill balls, special effect... Lol were there any gameplay issues? I have not received any complaints about gameplay as of yet. I would appreciate it if you showed me some flaws in the gameplay aspect of the map!
  3. Looks great! I'll try to give it a DL. But I may not be able to play on it cuz I don't have many friends who play halo???? I was testing this map with you, wasn't I, zandril? Right before you tested my minigame I tested this with you I think we played extraction... I should think you updated it, but when I played it there were some spawning issues? Other than that I had lots of fun. I spawned in front of like 3 enemies twice I think... And died... Perhaps that's just my bad luck lol On the map layout you posted, where I died was at the "walkway" beside the wall at the bottom right. Perhaps less spawn points near there
  4. I updated the map already, and the new version is in my fileshare. The special effect has been removed, the holes blocked off, and I had 2 of the sight lines cut a little. Several ramps have been turned upside down as suggested by zandril and the ground is smoother(however, the artifact bases are bumpy by nature, I can't help that). The grid had been removed and the ramps are less steep. However, I did not replace the blocks with ramps. The link to the updated version can be found here: http://www.halowaypoint.com/en-gb/games/halo4/fileshare/details/e4c6e1d1-29d0-4bfe-ac49-e952893df300
  5. The rectangular layout of the map did not cause any problems from my experience, I think it's fine. Many maps have a rectangular layout. Boardwalk from halo reach had a rectangular layout. I don't see a problem there...
  6. I appreciate your feedback. i appreciate the time you spent to give feedback on the different flaws in the map. i will try to fix the bumps in the floor and the special effect. i also agree on the use of window coliseums as weird as there is nothing outside the map and the grid was just a waste of my budget. however, i have not found any holes in the map? i could not find any of the holes you were talking about and i like the effect the artifact bases give. for the aesthetics, well i though they looked O.K. aesthetics are subject to the person, so i dont think ill change anything except for the grid floor and the kill balls. still, appreciate the feedback and the trouble you took! BTW, did you test the map out?
  7. hmm. I tried that once, but the map that the person wanted me to test took like an hour to download into my xbox, so that kinda screwed up. Anyway, ill take your advice. Thanks. Still, if possible, can you just look at it in forge? You know, just a favor.
  8. Looks great! Great job getting a feature with online knights!
  9. breachport? what's that? i think every post should get at least some feedback, even if it does'nt comply with the posting rules, one could just inform the poster. I get how it's kind of irritating, but feedback would help a lot.
  10. looks cool! next time you should put a picture on your first post; then people will view it, because usually people will look at the picture on the link to the thread before clicking.
  11. Please help me test this map and give me feedback. Thx
  12. woooooooow bionicles ftw great awesome love it so much
  13. Love the aesthetics; i like how you placed the map in such a way that the forerunner building cuts through the middle. not that i have played on it, but it seems to support jetpack more than other armor abilities; i doubt autosentry or active camo would work as well. still, great job! the breaking of pallets to ambush people from underground is really creative, i like the idea, but it may not be as functional in a competitive map? i don't know, that may be just me.
  14. Nice aesthetics! I like your use of the golf flag things; they look like mushrooms or fungi, I mean, it's great even if you didn't intend them the be mushrooms.
  15. 1] Vertical Gamertag: n0mnom321 Players: 2-6players MAX: 6. Best for FFA. Recommended 4 players. Best game type: swat, FFA. http://www.halowaypoint.com/en-us/players/n0mnom321/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=9b5d7c37-f0ee-4d4a-b485-bf0118a0bbc1 Subject to further testing. Description Vertical is a small competitive map for small lobbies of about 2-6 players, and, as the name suggests, has a lot of verticality to it. There are is 1 bolt-shot, 2 light rifles, 5 random drops and a railgun(the initial drop). The railgun is very powerful in this map because of it's verticality; but it is placed at the bottom of the map which is quite dangerous. However, there are many ways to get to the top and there is a lot of cover, so don't worry too much. This map is compatible with slayer, oddball, CTF, KOTH and extraction. It works best as a slayer map for rumble pit. 4 of the random drops consist of pulse grenades, damage boost, speed boost or over shield, but the one at the top of the map has a chance of dropping a scattershot, pulse grenades, damage boost, speed boost, bolt-shot, suppressor, or light rifle. Gameplay Although the map is very vertical, jet pack is not too powerful because of the wide movement options on the map. It is especially scary to be at the bottom of the map with the people above you as they can drop down on you any time. there are lots of cover; so the top of the map has an advantage over the bottom levels, but not so much the mid-levels, and a gravity lift shoots players from the bottom of the map straight at you, so the levels are balanced. Bottom level has weapon drops, top level has good sight-lines, and middle level has good movement options. Aesthetics The map looks and feels very forerunner, given the tower in the middle of the map and the glowing floor, along with the artifact bases from the forge island pallet. The map is coloured orange and cyan to signify the two sides of the map, red base is orange, and blue base is cyan. I used this instead of blue and red because it makes the map feel more forerunner.
  16. Hmm. I'll simplify it, and reduce the budget on the gun. Should I just submit it to the aesthetic submissions?
  17. I could hear you guys talking, but somehow my kinect did not want to work. Anyway, what do you mean by the layout is confusing? I tried to make the base terminals hard to defend, but I guess I overdid it. I'll send you a message when I've finished fixing the map. By the way, the map says generating lighting when I go to player mode, so I don't exactly know if the map has the lighting glitch or not. The map is too complicated? I tried to make the terminals hard to defend because in matchmaking I found that I hated it when people camped at the base. Do you think the map will work for BTB? Have you guys tested the map?
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