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Zandril

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Everything posted by Zandril

  1. Major Update (Check OP for screenshots) - Removed the lifts at the bases and replaced them with a back route from the bases to Green. - Made the ramps from mid to Gold similar to the ramps from mid to Green. - Added a lift from bottom Gold to top Gold. - Connected top Green and top Gold with a bridge. - Replaced one of the ramps at each base with a crate jump. - Added an Overshield in the middle. - Moved initial spawns. - Refined CTF spawning(?)
  2. Major Update (Check OP for screenshots) - Removed the lifts at the bases and replaced them with a back route from the bases to Green. - Made the ramps from mid to Gold similar to the ramps from mid to Green. - Added a lift from bottom Gold to top Gold. - Connected top Green and top Gold with a bridge. - Replaced one of the ramps at each base with a crate jump. - Added an Overshield in the middle. - Moved initial spawns. - Refined CTF spawning(?)
  3. That's fine. I'm still updating the map anyways. I recently just made a lot of major changes too. Thanks, Squally. I'm glad you enjoyed it.
  4. Map updated (Check OP for newer screenshots) - Reforged Red and Blue base to lessen the segmentation. - Improved the jumps from Green landings to Green balcony. What I'm trying to do - Remove the lifts and replace them with a back route from the bases to Green. - Make the ramps from mid to Gold similar to the ramps from mid to Green. - Add a lift from bottom Gold to top Gold. - Connect top Green and top Gold with either a curved bridge or a jump.
  5. Map updated (Check OP for newer screenshots) - Reforged Red and Blue base to lessen the segmentation. - Improved the jumps from Green landings to Green balcony. What I'm trying to do - Remove the lifts and replace them with a back route from the bases to Green. - Make the ramps from mid to Gold similar to the ramps from mid to Green. - Add a lift from bottom Gold to top Gold. - Connect top Green and top Gold with either a curved bridge or a jump.
  6. I plan to. Just need to test the new version on 4v4 first.
  7. Map Updated (Check OP for some newer screenshots) - Refined bottom Gold. - Improved the lifts. - Minor aesthetic changes.
  8. “When you spend time worrying, you’re simply using your imagination to create things you don’t want.” Hey everyone. I'm back again to show you guys my latest map in Halo 4. This map is called Aether. It is a symmetric map and can be played with 4-8 players. DOWNLOAD LINKS 2v2: https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/87f1a3e2-b762-4b9d-a81b-da3910589d55 4v4: https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/51907f6b-59e1-44cb-a75e-5cc52294573c Recently, I've been making a lot of 1v1 and 2v2 maps. What's funny is that all those maps were 4v4 maps originally. They were just too small to accommodate 8 players which is why I turned them into 1v1/2v2 maps. As a result, I got worried that I no longer have the capability to scale a map for 4v4. To see if that's true, I started Aether. I'm happy to report that 4v4 works beautifully in the map along with 2v2. I tried my best to keep my piece usage as clean and consistent as possible and I think I did a mighty fine job at it. I ran into some budget problems but I managed to piece everything together in the end. The map can play 4v4 and 2v2 on Slayer and CTF. I don't plan on adding KotH or Extraction because there are no good places for the sites and hills because of the way the map is structured. To make up for the loss of those two gametypes, I made the map compatible with Headhunter. For the lulz Weapons and powerups (4v4) - Damage Boost (150s) - Rocket Launcher (180s) - Sniper Rifle (120s) Weapons (2v2) - Sniper Rifle (90s)(0 spare clips) - Sticky Detonator (120s)(1 spare clip) In 4v4, the Damage Boost spawns in the middle of the map while the Rocket and Sniper spawn on each side of the map in bottom Green and Gold respectively. Aether has plenty of jump ups that will allow players to get the upper hand on their opponent when used at the right time. This map was inspired by Orion, Haven, and Arknado (formerly The Ark). You'll find some things in the map that will remind you of those maps such as Haven's drop downs and curves, and Arknado's and Orion's use of the Artifact bases. NOTE: Most of the pictures are slightly outdated in terms of the map's appearance. Many thanks to (in no particular order): -TheFatedFire -TheAlm0ndKiller -Astiir -The Psycho Duck -RegrettedKarma6 -oOZeroFlameOo -itsDaxx -a Chunk -basketskate3
  9. I've updated the map. - The map is no longer in its BETA phase. - Flattened bottom green. - Fixed ceiling again. - Added jumps from lift landings to Green balcony.
  10. You should update dem pictures. So I gave the newer version a look, as requested. It's definitely looking better than before but there are still a few problems. Something that I really noticed is the abundance of unnecessary pieces. One I noticed are the braces sticking out in top Red and top Blue. These braces make those areas too tight for comfort and just end up cluttering the area. Another would be the block by the Sticky Detonator. I think you could remove that and move the Sticky Det to the middle of the sightline across to increase risk vs reward in that area. Not to mention the block also makes the area a little too tight. Another unnecessary object would be the Y crosses at bottom red and Blue. They don't do much for the map and end up cluttering the area. The last one I noticed is the block 1x1 thin by the lift. This isn't really necessary because it makes the area too tight (again ) and it blocks players view from the Scattershot. Players should be able to see when a weapon spawns. This promotes movement and can create encounters. Now, speaking of the lift... It launches players to a platform that is in a different elevation compared to those around it. Normally, this would be fine but this platform isn't connected to the elevated areas. I'd put a ramp in there. In the middle, it definitely improved but I think you could move the middle structure more to the center of the atrium. This gives players more breathing room at the foot of the ramp leading to the sticky det spawn and centers the overshield spawn to the sightline across top Red and top Blue. Those are the problems I've noticed so far. Keep in mind that I only flew around the map in Forge.
  11. I hate goodbyes. What can I say? AD, thanks for being the site admin for that long. This place wouldn't be what it is without you. Goodbye, good sir.
  12. “When you spend time worrying, you’re simply using your imagination to create things you don’t want.” Hey everyone. I'm back again to show you guys my latest map in Halo 4. This map is called Aether. It is a symmetric map and can be played with 4-8 players. DOWNLOAD LINKS 2v2: https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/87f1a3e2-b762-4b9d-a81b-da3910589d55 4v4: https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/51907f6b-59e1-44cb-a75e-5cc52294573c Recently, I've been making a lot of 1v1 and 2v2 maps. What's funny is that all those maps were 4v4 maps originally. They were just too small to accommodate 8 players which is why I turned them into 1v1/2v2 maps. As a result, I got worried that I no longer have the capability to scale a map for 4v4. To see if that's true, I started Aether. I'm happy to report that 4v4 works beautifully in the map along with 2v2. I tried my best to keep my piece usage as clean and consistent as possible and I think I did a mighty fine job at it. I ran into some budget problems but I managed to piece everything together in the end. The map can play 4v4 and 2v2 on Slayer and CTF. I don't plan on adding KotH or Extraction because there are no good places for the sites and hills because of the way the map is structured. To make up for the loss of those two gametypes, I made the map compatible with Headhunter. For the lulz Weapons and powerups (4v4) - Damage Boost (150s) - Rocket Launcher (180s) - Sniper Rifle (120s) Weapons (2v2) - Sniper Rifle (90s)(0 spare clips) - Sticky Detonator (120s)(1 spare clip) In 4v4, the Damage Boost spawns in the middle of the map while the Rocket and Sniper spawn on each side of the map in bottom Green and Gold respectively. Aether has plenty of jump ups that will allow players to get the upper hand on their opponent when used at the right time. This map was inspired by Orion, Haven, and Arknado (formerly The Ark). You'll find some things in the map that will remind you of those maps such as Haven's drop downs and curves, and Arknado's and Orion's use of the Artifact bases. NOTE: Most of the pictures are slightly outdated in terms of the map's appearance. Many thanks to (in no particular order): -TheFatedFire -TheAlm0ndKiller -Astiir -The Psycho Duck -RegrettedKarma6 -oOZeroFlameOo -itsDaxx -a Chunk -basketskate3 -Squally Dabeanz
  13. I walked around the map for a while. It's not a bad map. There are just some things that bothered me. The first thing I noticed were the map's aesthetics. I mentioned this before. Many of your maps have very inconsistent piece usage. It really takes away from the map's aesthetics when your map has so much visual noise. I'm also not a fan of how there are so many textures and colors overlapping. Really hurts the eyes if you ask me. Too many colors too. I'd limit the number of colors in the map to 4. I'm also not sure about the weapons on the map. Is there any particular reason why they're not ordnance drops? If you plan on keeping them on a classic weapon spawn, I would suggest placing them in obvious areas. The initial rush for the power weapons in a competitive map is very important and it won't happen easily in this map because of the location of the weapons. I don't think I like where both weapons spawn. The rocket spawns in area that has very few aspects of risk vs reward and the sniper spawns in a powerful position instead of a risky one. I really think you should move the rocket spawn but I'm not sure about the sniper. The sightlines in the map aren't necessarily bad but I think some of them are too long and flat. One of these sightlines would be the area on top of the lift with the Brace Large flooring. I found other issues with the map but these were the most pressing to me.
  14. I'll give this a download. I'll try to leave some feedback in this thread.
  15. New avatar for Christmas! Get in that spirit, guys! :D

    1. Great Mist 40
    2. Sadly Just AL

      Sadly Just AL

      Photoshopped Santa hat. c:

    3. Zaguroth

      Zaguroth

      K.. Christmas Pikachu..

  16. No problem, man. Glad I could help. Those pieces also don't look like artifacts. They just look like floating pieces. Or maybe that's just me. "I created this map without ideas, so I did it on the moment, without reflection." I would advise against that. If you want the best chance of creating a great competitive map, you should more or less know what you want to build. Preplanning. Of course, this is no absolute and a great competitive map can still be built by just winging it. But maps are USUALLY better if they're thought out before they were built.
  17. Yes. Lazy cover can usually be avoided by preplanning. If ever you start another map, I would suggest reading the "Next Level Forging" articles at Halo Evolved. They're very useful reads for beginning forgers. http://haloevolved.com/forums/the-library.322/
  18. You're too late. They're gone. I'll invite you if I catch you online.
  19. Dat marked overview. The map doesn't look ok. I just feel iffy about some things about it. The first (and I actually noticed this in some of your other maps) is the neatness. I'm all about forging a competitive map and making it play as good as possible. But that doesn't mean you can't make it look pretty. A map's aesthetics is what sticks to player's minds. Makes them remember it better. This map doesn't look very neat. Mostly because you were very inconsistent with your piece usage. So many of the different textures created quite a bit of visual noise. Next would be some areas in the map that might not be conducive to good gameplay. In the 8th picture, the rocky area looks a little tight. This is mostly because of the 1x1 thins you placed to act as jumps. Speaking of the 1x1 thins, I don't like them. If you're adding a jump to a competitive map, it'd be a lot better if it's in the map's geometry. It should be built-in. The 1x1 jumps look so extremely forced. I assume they're a jump by looking at the pictures. But even if they're not, they still contribute to making that area a little too tight. Now, in the 9th picture, I just hate how that ramp is set up. The way the Ramp XL is structured makes the tunnel under it have an awkward roof and it just doesn't look very good. There's also a very lazy wall in the 10th picture. I don't see any other way the wall could be used other than a sightline blocker. Lazy cover. And what's up with the floating Ramp XL/Door combination? They look odd.
  20. DOWNLOAD LINK: https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/2249b1a3-482a-4f76-a42e-292308c0de90 Hey boys and girls. I'm back again to present my brand new 2v2 map, Bloodstone. Yes, I chose an English name this time. It is asymmetric, built on the sexy Ravine canvas, and has a lot of good, long sightlines. The map also has a lot of skill jumps to help players traverse areas faster. Bloodstone is inspired by Edifice and Angst. Two of my favorite forge maps in Halo 4. There are a total of 5 atriums. The middle, Blue, Red, Gold, and Cyan. A sniper rifle spawns in the middle on top of a rock. The middle rock is a very important part of the map as it connects a lot of the jumps through the middle atrium and blocks the sightlines quite well at the bottom. The idea behind Bloodstone is to allow players to travel the map faster through jumping which is why this map has so many trick jumps. Some of these jumps are hard to make but can be very beneficial if executed properly. The weapons in the map are the Sniper Rifle and the Sticky Detonator. The sniper is extremely powerful in the map because of the long sightlines. It has 1 spare clip and respawns every 120 seconds. It spawns on top of the middle rock. The sticky detonator, on the other hand, spawns at Gold 2 minutes into the game. I gave it 1 spare clip because it's not as powerful as the sniper in the map but can still be deadly if in the right hands. Spread the meta
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