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Everything posted by Rayner Sutardja
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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!
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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
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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
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When can you help?
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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...
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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?
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Thanks.
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Haha, good for you then. Lol
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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.
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Halo 4 [SSB Infinity] New Stage : Jungle Japes
Rayner Sutardja replied to S-Hedge77's topic in Objective Games
Holy **** that looks really cool. Perfect replica! -
Looks great! Great job getting a feature with online knights!
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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.
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please give feedback!
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Halo 4 Reticulum Research Facility
Rayner Sutardja replied to Midwestchopper5's topic in Competitive Maps
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. -
Please help me test this map and give me feedback. Thx
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woooooooow bionicles ftw great awesome love it so much
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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.
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Posting more pictures soon!
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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.
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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.
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is the map really that terrible?
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Hmm. I'll simplify it, and reduce the budget on the gun. Should I just submit it to the aesthetic submissions?
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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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ablesirthomas, i didnt get any feedback, i mean i just want some feedback, so give me feedback. i need feedback because i like feedback. i want feedback. you didn't discuss my map when we met online. can i at least have feedback. something. ok, so... here i go again Hi! i'm n0mnom321, and i would really hope for you guys to help me test this map, as my time is very, very limited i'm 15, and i can only play on saturday mornings. http://www.halowaypo...03-a7f7064ff31b Cerberus is an interesting dominion map, with aesthetic cannons that landmark Alpha, Bravo, and Charlie(hence the name Cerberus). Alpha is partially underground, beneath the station. A wall blocks Alpha from Charlie's sight lines. Bravo has a good view of Charlie but since a considerable part of alpha is underground(alpha's terminal is underground and the red team respawns underground), bravo's 'sight lines' on alpha are a little bit limited. However, bravo' position is almost directly over alpha, and this gives bravo an advantage as players can drop down on alpha and invade easily. Bravo also has a mantis which is very effective in the station corridors of Alpha. Bravo has direct sight lines on Charlie, but Charlie has a scorpion turret that is effective against the mantis and bravo's banshee. Thus, bravo has an equally considerable advantage over both Alpha and Charlie and the bravo dilemma is more interestingly implemented. Charlie's strong defense against attacks from bravo's direction(charlie has 2 turrets and one stationary scorpion with 2x damage) is balanced by it's vulnerableness towards alpha. There is a teleportation system from alpha to Charlie, and it is a one-way teleporter. This advantage, however, is partially 'neutralised' by the fact that the other Alpha/Charlie flank, achieved via a corridor connecting alpha and Charlie, leads directly to alpha's terminal. Thus, Charlie's best bet against Alpha is to guard the teleporter channel, while Alpha's best bet against Charlie is to guard the corridor connecting alpha and Charlie. I put a sniper at bravo's terminal, which is a vantage point, and this may be bad in the perspective of risk versus reward, but I found in matchmaking that players would try to push the terminal as fast as possible and run away. This was not really good for gameplay, especially for that person's teammates. I therefore put a sniper there to motivate players to protect the base that they are capturing. Also, be sure to watch out for the mantis that rises out of it's chamber when bravo has been captured. The map does not have the lighting glitch, as it does say 'generating lighting', but the are 2 parts of the map with 'moving shadows', which is the station corridor near Charlie, and one of the blocks near alpha. However, I think that these are neglectible. Entrances to Alpha's terminal: Above bravo, 2 entrances lead downward to Alpha's terminal via station ramps, one side entrance and one main entrance. there is a general defence turret outside and another turret at alpha's main entrance. Alpha/Charlie corridor route Entrances to Charlie's terminal: Alpha/Charlie teleport channel Alpha/Charlie corridor route Main entrance(guarded by scorpion turret) Side entrance Entrances to Bravo's terminal: Teleporter flank below base terminal Gravity lift from below to teleporter room, there is also another gravity lift leading directly to Bravo's terminal. 2 main ramps from behind, which makes defence against attacking scorpions and warthogs crucial, as the ramp is very big. There are 2 turrets guarding this flank. Bravo has one mantis, a banshee and a scorpion stationed underneath(the scorpion is not a vehicle pad, so it can be taken by other teams), alpha has a rocket hog and a scorpion vpad and Charlie has a gauss hog and a scorpion vpad. Using vehicles is fun on this map, as there is quite a bit of open area around it. err, you may think the map is very open, but trust me, sightlines are not as they seem. i actually played KOTH and slayer here and we had a blast. the teleporter to charlie is at alpha's aesthetic cannon, near the generator. sorry, not cererus II, cerberus II. the map name is Cerberus II. the link is wrong. here's the working link: http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/8040806f-98f8-4ae5-947b-c23c8665e076 please just give me some FeEdBaCk.