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Zandril

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Everything posted by Zandril

  1. When I said "tiny mode", I meant the map because it's a midget map. But if you're asking about the mini Spartans gametype, that's called Mini Slayer. It makes your Spartan tiny. I don't have download link but I'm sure you'll find it floating around the internet somewhere.
  2. What exactly do you suggest I add? Now you can enjoy it in tiny mode!
  3. You added cover alright. Unfortunately, you did it with the worst way possible. What you have most in this map is called lazy cover. In competitive maps, structural/multifunctional cover is better. Despite the abundance of cover albeit lazy, the map is still extremely open. It's also still too flat. None of these problems can be fixed without a complete and total reforge. I'm not going to list down all the problems I find because even if you fix these, the map's overall layout is still pretty bad. It's a very cluttered mess. I would suggest starting a new map that is not a flat grassland with objects scattered about. I would also suggest reading these articles if you intend to pursue competitive forging. They're great reads for beginning forgers. http://www.forgehub.com/threads/next-level-forging-the-total-package.147964/
  4. I gave the map a look and I noticed some problems. The first and most pressing IMO would be the clutter. There is clutter almost everywhere. This is a competitive map and in a competitive map, structural cover is better. Cover should have multiple functions instead of being just cover. If it is just cover and nothing else, it becomes clutter/lazy cover. Another problem I had with the map would be the sightlines. You need to segment this map a little more with hard structures to fix the bad sightlines. The next big problem I saw was the lack of hard routes and connections to the power positions in the second level of the map. These positions can be too overpowering if players only have one way via walking to get to them. Then there's the flow of the map. This is something that worries me. The map has too many movement options in Purple and Orange bulding. I have a feeling that gameplay on the map could really get stagnant. You need to define your routes better in order to make players think and strategize during a game. Not run around pointlessly shooting everyone they see. Last thing I want to mention would be the spawns. I feel like the spawns were placed recklessly. It doesn't look like much though have been given to them. There were some areas that could've had spawns, there were areas that had too many spawns, and there were areas that weren't supposed to have spawns because of their openness.
  5. What's going on, guys? I'm gonna cut right to the chase. I made a miniaturized version of Guardian! I call her Baby Guardian. She's so adorbs. DOWNLOAD: https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/d14f3637-85ae-4e2a-8670-607a3ef8d71b I was inspired to make this map by Smallsylum (miniaturized Sanctuary/Asylum) and Pit Jr (miniaturized Pit). I loved those two mini maps so I figured I might as well miniaturize Guardian since no one else is going to. It's not a 100% accurate remake that was miniaturized. There were some areas that were too hard to get right like the lift that takes players to top mid. There were some jumps that couldn't be implemented because of trait zone interference. Speaking of trait zones, these are only on the map to make the lifts take players close to where they originally landed in Guardian. I did place spawns and weapons on the map. These are for the hilarity of mini slayer. Make no mistake, Baby Guardian is mainly an aesthetic map. I just made it compatible with mini slayer. Mini Slayer: https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/c97109d6-7775-4822-96b1-765f863b76e0 Without further ado, here are some more pictures! Videos https://www.youtube.com/watch?v=iyT2EZKWUng https://www.youtube.com/watch?v=HPBARautlzk ____________________________________________________________________ I plan on making another mini map remake. I'm taking suggestions! Just please...no maps with too complicated of a layout. Other mini map remakes - Gnat's Nest by Indie Anthias - Pit Jr by God 0f Forge - Smallsylum by Nutduster - Narrows Jr by Fragsturbait (alpha build)
  6. What's going on, guys? I'm gonna cut right to the chase. I made a miniaturized version of Guardian! I call her Baby Guardian. She's so adorbs. DOWNLOAD: https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/d14f3637-85ae-4e2a-8670-607a3ef8d71b I was inspired to make this map by Smallsylum (miniaturized Sanctuary/Asylum) and Pit Jr (miniaturized Pit). I loved those two mini maps so I figured I might as well miniaturize Guardian since no one else is going to. It's not a 100% accurate remake that was miniaturized. There were some areas that were too hard to get right like the lift that takes players to top mid. There were some jumps that couldn't be implemented because of trait zone interference. Speaking of trait zones, these are only on the map to make the lifts take players close to where they originally landed in Guardian. I did place spawns and weapons on the map. These are for the hilarity of mini slayer. Make no mistake, Baby Guardian is mainly an aesthetic map. I just made it compatible with mini slayer. Without further ado, here are some more pictures! Mini Slayer: https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/c97109d6-7775-4822-96b1-765f863b76e0 Videos https://www.youtube.com/watch?v=iyT2EZKWUng https://www.youtube.com/watch?v=HPBARautlzk ____________________________________________________________________ I plan on making another mini map remake. I'm taking suggestions! Just please...no maps with too complicated of a layout. Other mini map remakes - Gnat's Nest by Indie Anthias - Pit Jr by God 0f Forge - Smallsylum by Nutduster - Narrows Jr by Fragsturbait (alpha build)
  7. I worded that wrong. I meant that the power positions need to be a little more defined. Flow generally refers to the direction and pace of movement through a map. There is no secret formula that guarantees a map will flow well, but there are some good standards that can be followed. I feel like your map doesn't flow very well because there are some areas that have way too many movement options, there are some areas that are way too predictable, and there are some areas that were completely untouched. I understand the risk vs reward thing you were going for. It's just too long and one-directional IMO. Flow: http://www.forgehub.com/threads/next-level-forging-flow.147903/
  8. Honestly, I didn't enjoy the game we had on this map today. The flow was very messy and random. It seemed like I was just running around trying to find players without any real strategy because of the lack of neutral power positions. The way everything was arranged was quite a mess. There were some areas in the map that were left untouched because of the way the map is segmented. I also noticed some awkward spawns. Then there are all the long hallways.The moment players enter these tunnels and walk forward for a while, they have nowhere else to go. They'd be completely trapped and would only have two directions to go. When making these kind of long hallways, the least you could do is give players walking through them more options. Hallways with only two entrances aren't always bad though. We see that with Guardian's shotgun hall. But if they're this long, then it's a problem. I honestly think that the best way to fix these problems would be a major reforge of the map with more defined routes and power positions.
  9. So I found some issues with the map in the game we played. The biggest problem was the space available to players. By this, I mean the map was a little too tight and claustrophobic in several areas. I would suggest giving players more breathing room. I also remember that there was a power position that only had one hard route to it and players controlling it have a quick and easy way out via drop down. And railings. Put down some railings. Too easy to fall off. I did enjoy the encounters in the middle though That's all I really remember so if I was to give more feedback, I'd have to play in the map again.
  10. I would suggest changing the map name to avoid confusion. There's already a pretty well known 1v1 map named Xiphos.
  11. Are the updates major? Should I wait for them before looking at the map in Forge?
  12. From that overview pic, the map appears to have some long and flat sightlines. The routes, flow, and overall gameplay in the map worries me.
  13. It's just a concept. It's 343's job to make it work if they go with something like a Shotgun Needler. I hope they do though. It sounds and looks pretty awesome.
  14. I suggest updating the OP with pictures of the newest version. I'll give this updated version a download and drop some feedback when I'm able to.
  15. Yup. Stick with race. I don't see this working well competitively at all. It's a hamster tunnel.
  16. The overview pic caught my attention. I'll give the map a download and I'll drop some feedback when I can. I would also suggest linking directly to the file instead of your File Share.
  17. From the pictures, I'm worried about some areas being too flat, some buildings lacking enough hard routes to enter, and some flat sightlines. I'll take a look at the map in Forge. I'll drop some feedback here when I can. EDIT: Never mind. I noticed there's no link. I'll just wait until you put it up.
  18. Registration thread for the 2v2 tournament is up! http://forgecafe.com/forums/viewtopic.php?t=1909

  19. The zig zag tunnel worries me. But I'll keep my comments until I actually get a look at the map.
  20. If some of you haven't heard yet, a Stockpile mod was recently released. It's an awesome gametype that plays almost exactly like Reach Stockpile. This gametype was made by El Gabotron, the creator of Headhunter and many other awesome gametypes. Watch this video to see the gametype in action. https://www.youtube.com/watch?v=JkQmENtBTI4 Click this for more info and a download link
  21. Final update - Added height variation at the bases to make them more interesting. - Blocked off one of the ramps at the bases to define the flow in that area better. - Swapped Overshield for Damage Boost. - Cleaned up the curved path at the back of the bases. - Refined CTF spawning. - Moved initial spawns for both teams. Many thanks to everyone who helped with the map.
  22. Final update - Added height variation at the bases to make them more interesting. - Blocked off one of the ramps at the bases to define the flow in that area better. - Swapped Overshield for Damage Boost. - Cleaned up the curved path at the back of the bases. - Refined CTF spawning. - Moved initial spawns for both teams. Many thanks to everyone who helped with the map.
  23. The map looks very cluttered. And flat. This creates plenty of awkward and bad sightlines. I see no sense of flow too. Try adding verticality and structural/multifunctional cover here. It would improve the map by a lot.
  24. Why is it called Settled? Well, I used a lot of Ravine's natural terrain in a BTB map. Some friends told me it reminded them of Settler because of this. I'm pretty sure this is better than Settler though. Then again, so many maps are DOWNLOAD LINK: Coming soon Settled is an asymmetric BTB map. This is my second BTB map and I'd say it's a huge improvement over the first. The map is still in its BETA and I intend to make it compatible with Slayer, CTF, Extraction, and....Hostage Rescue. Hostage Rescue was actually the inspiration for this map. Each team is provided a Warthog and a Mongoose. A Wraith spawns but it is delayed for 3 minutes.
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