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Everything posted by Rayner Sutardja
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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.
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Halo 4 Forge Island "endless" room illusion and other tips!
Rayner Sutardja replied to BLOODxcrazer's topic in Aesthetic Maps
but you can see the bullets hitting the walls. maybe you should add in a trait zone that makes 0% movement, so that the player does not know that he is not moving? it would be a cool effect for an assassin's creed map, to show a simulation room or something like that. to have one box you need 8 screens at least, so 20 is quite little. -
beware sirthomas(no offense)
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ok thanks! but i live in asia so my time is like 12 hours different. maybe it's better if you guys test it and come back to me with feedback, so that it may qualify for you channel? err, i need you to advise me, err first dominion map so far;) thanks111 i'll send you an xbox live message anyway. can i send you a friend request? err.
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all fixed.
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if you hate it don't mind me because i made it in 2 hours, but i could not improve it because i used up all the walls, blocks, and impact pieces.
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oh err there is one flaw err but i think ill fix it by tomorrow err.
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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.halowaypoint.com/en-us/games/halo4/filebrowser/details/4d64852e-1a35-4ce6-9a03-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.
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hello, my gamertag is n0mnom32, and this map is annihilation. it is the so-called 'human' version of the particle cannon in the campaign. http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/3eb971ff-0a02-43fa-84a0-637365951279 this link brings you to the page in halowaypoint that lets you download the map. cheers! sorry, im having trouble uploading the picture. it's quite massive. its about 1 and 3/4 grids long. if you fly to the top you will hit the soft kill zone, though. file://localhost/Users/raynersutardja/Downloads/3eb971ff-0a02-43fa-84a0-637365951279.html what. its lagging.
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ok..? sorry, i can't play a lot, so i could not test out the map more than a few times. plus, i'm fasting on games for the season of lent, so yeah. .
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is it OK? any critisism will be greatly appreciated.
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No replies should i post a pic? is it a must?
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hi! my gamertag is n0mnom321 and this map, encounter, is on my fileshare. sorry for the lack of an image but ill describe it for you: the map is set on the smaller of the two asteroids, and is surrounded by rocks and walls that conceal the space around it. thus, it looks more like an earth-based map. there is a small crash site at one end, and a holdout zone for the humans in the other. the path between these two ends is a myriad of rocks that create a forest-like feel. humans can either stay at the holdout zone or veture out to find other, maybe even better campout places, such as the inside of some containers, at higher ground, but it is dangerous to move away from the holdout zone. although it is a good map for any flood gametype, it is good you allow armour ability pickup. there are 3 crates made out of pallets around the map, if you smash the pallets, inside there will be an armour ability for you to pick up. there is also a small "natural" pool of "water" that is quite a good spot to hold out. it is basically a pit with gravity volumes and shields on top, so you will bob around in the water. it does make you slightly slower, which is good against zombies as they will be slowed down and give you time to kill the zombies. however, the thruster pack zombies may be able to get at you. i have revealed quite a bit already, so please download it and look around! if its not good enough, some feedback would be greatly appreciated. thanks a million, THFE. if you look at my profile pic, you can see my MAC cannon on a map called Cerberus. however, it's not finished yet... but it's on my fileshare if you want to see the prototype.
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i feel so aethetically dwarfed.... heeeeee hey i got an idea for you, why not use a one- way shield to hold up the warthog? make something like a crane, and that at the end put a 'magnet' so that you don't have to hange it by it's gun so is this map going to be featured?