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Zandril

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Everything posted by Zandril

  1. MAP UPDATE - Rearranged the hills and extraction sites. There is now one hill and extraction site in Red platform near the middle and by the platform beside Blue court. - Added a DMR and Light Rifle. - Gave Sniper an extra clip but increased its spawn time to 150s. - Aesthetic changes.
  2. MAP UPDATE - Rearranged the hills and extraction sites. There is now one hill and extraction site in Red platform near the middle and by the platform beside Blue court. - Added a DMR and Light Rifle. - Gave Sniper an extra clip but increased its spawn time to 150s. - Aesthetic changes.
  3. Not that one. I noticed that angled wall and its fine. I was talking about the one in front of Blue spawn.
  4. Took a look at the map. Some lazy cover at one area but for the most part, it looks like a really good map. I think it's gonna play very well. I did find some potential problems with it though. ____________________________________________ There were some pieces that struck me us unnecessary. One of these being the small platform that the Concussion Rifle is resting on. I think that are would do without it. Another would be the wall dividing the ramp that leads to the Concussion Rifle. This makes walking up the ramp feel a little too tight and I think movement in that area would be better with the walls removed. I also see some problems with the weapons an powerups. This map is for 2v2 and 1v1, yes? Then I suggest removing the Overshield. For 2v2, OS should be fine but if you throw 1v1 into the mix... Then there's the Concussion Rifle placement. You put it in a location where Red team is guaranteed to have it. Sure Blue can chuck grenades in there but the result is usually inevitable. Which is Red having that power weapon. You may say that the Blues in return have better access to the Sniper but I don't think that is good enough. What I would do is only have the Concussion Rifle spawn at the start of the match and have the Sniper spawn later on. Then, I'd set the initial spawns to where both teams will be fighting for the Concussion Rifle at the start of a match. This set up tends to work pretty well for 1v1/2v2 maps. There were also some narrow paths somewhere in Blue base that I think made the paths too tight. Also found an unnecessary respawn point near Blue spawn. It was placed at a very advantageous height. I suggest removing this respawn point. You want players fighting for the height advantage. Not having it handed to them at spawn. _____________________________ Well, that's all I got. Keep in mind that my feedback is based off of observation in Forge mode. I haven't played the map. We should add this map to our 1v1 battles.
  5. Update - Exin is no longer a 4v4 map. Its size creates near-unfixable spawning problems. The map is now for 2v2 which actually plays better than 4v4. - Made the map compatible with other gametypes. These would be KotH and Extraction. - Removed random drops. - The weapon that initially spawns is now the Concussion Rifle. - Sniper spawns at Blue court. - Added even more aesthetics.
  6. "If you can’t be criticized for it, it’s probably not remarkable. Are you devoting yourself to something devoid of criticism?" Hello people of the forum. What do you think is the prettiest Forge canvas in Halo 4? Forge Island? Wrong. It's Ravine. Seeing as I love Ravine so much, I decided to make another map in it. In fact, this is only my second competitive map on Ravine. I call this map Exin. Exin is latin for Next. Next = Next competitive map on Ravine. Yeah, I'm creative. This map is asymmetric, pretty, and is built for 2v2. 1v1 can be played in the map as well but if you want action-packed gameplay, I suggest playing Exin on a 2v2. Basically, I wanted to make a map that uses the waterfalls of Ravine. I've never seen a forge map put Ravine's waterfall area to good use so I decided to make a map that does. That's the core idea that started this map. The waterfall. The pretty, pretty waterfall. Exin is compatible with multiple gametypes. These being Slayer, Extraction, and KotH. Something nice about this map is that its 3 power positions all serve different purposes in KotH and Extraction. Each power position overlooks a certain hill or extraction site which makes controlling that position essential to the victory. For KotH and Extraction, a good strategy is having one teammate hold the hill/extract the target while his teammate goes to the power position overlooking that hill/site to prevent the enemy team from killing his teammate. Controlling the power positions in this map in obective games is a MUST if a team wants to win. ______________________________________________ MAP DOWNLOAD LINK: https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/02219c0d-5bb7-4e0d-969e-81e2891a73d2 RECOMMENDED GAMETYPES Power weapons - Sniper Rifle (90s respawn. 0 spare clips. Doesn't spawn at the start of the match.) - Concussion Rifle (120s respawn. 0 spare clips.) ______________________________________________ SCREENSHOTS Videos http://www.youtube.com/watch?v=-qESFsDH_kQ https://www.youtube.com/watch?v=0E7ZdCwxmq8
  7. Chill. A question is a question.
  8. Alright, sounds good. Try to attend the upcoming Small Map FCCGN so we can playtest this. http://halocustoms.com/threads/oct-26-2013-forge-cafe-custom-game-night-small-maps-zandril-s312.14013/ ______________________________________________________________ What's that pillar thing at Gold in the 4th and 5th picture? The one made of ramps. Is that lazy cover or does it serve other purposes? Can't tell from the screenshots.
  9. You know you're drunk when you use a hand sanitizer as shampoo.

    1. Show previous comments  1 more
    2. Axilus Prime

      Axilus Prime

      At least you didn't use the beer to rinse yourself off.

    3. Sadly Just AL

      Sadly Just AL

      At least you found your house.

    4. Axilus Prime

      Axilus Prime

      Plot twist: He didn't, he ended up showering in someone else's house and that person is now wondering who messed with the hand sanitizer.

  10. The mission called "Halo" from Halo 3. I believe it was the last mission. It's my favorite because you get to kill Guilty Spark....who murdered Sergeant Johnson. I miss him. He knew what the ladies liked.
  11. I like AAs to be honest. I don't really have anything against them unlike other people. But sprint is a whole other story. I don't agree with the saying that sprint killed Halo 4. I think Infinity settings are what killed Halo 4. Sprint is just another minor issue to me. I don't like it that sprint is a default ability in Halo 4. I liked it better in Reach when it was an AA. Players had to choose between the speed that sprint gives them or the ability to easily elevate themselves by using Jetpack. Now, in Halo 4, people can have both. Now that is what's game breaking to me. Anyway, that's my two cents.
  12. Played this during the FCCGN. To be honest, the map was pretty...meh. I'm not saying it's a bad map. Far from that. I just don't see any lasting value in it. Looks like a really generic Forge Island map unlike Deliverance. However, I do admire how you have a third level and it didn't break the map. You actually pulled the third level thing off pretty well. It wasn't too overpowered and there were just enough routes to get there. I personally liked where the Rockets spawned. Very risk vs reward oriented. But I do think that the Rockets spawn a little too fast. There were also some areas in the map that barely saw action. I don't remember which ones though.
  13. Played on this during the FCCGN. I thought that the water would be weird to play on but I'm wrong. The map played quite solidly with 4v4 on v4 settings. Somehow, the power position at top Red felt very Guardian-esque. I'm not sure if the Binary is the best choice there because it's a one-hit kill. I personally thought it was fine but maybe that was just because I was wrecking with it. Perhaps swap it with a Sniper Rifle and see if that one plays better? I don't remember much about Red base to say too much about it. But I do remember that the Binary spawns at bottom Red. With a power position being at top Red, there isn't too much risk vs reward when the Binary spawns. A player at top Red won't have to worry too much about giving up his vantage point when the Binary spawns because it's right underneath him. Perhaps move the Binary to a farther, more risk vs reward based area? Now, for Gold, I only remember having one issue. It's that it was a little tight at the top. I think removing one of the 1x1 talls would do top Gold some good. One last thing, there was a lift somewhere near Red. The lift was blending with the palette of Forge Island making it quite hard to see. This creates some situations where a player zips up the lift unexpectedly. I suggest making the lift more obvious. _____________________________ That's really all I remember from that one playtest. I'd like to play this again sometime though. It's a fun, solid map. My favorite among your creations.
  14. Update - Refined the spawning. - Cleaned up the map a bit. - Opened up Red on the right side to give Red team more options at initial spawn. It also makes Red more used as it created a strong power position. - Added a few aesthetics. - Improved the rock jump in the middle. Check OP for updated map link.
  15. There are more people in the Lone Wolves playlist of Halo 3 than there are in Halo 4's TS and BTB playlist combined. I'm so happy. :D

    1. Caboose The Ace
    2. EliteSniper

      EliteSniper

      That's because people hate Halo 4 -_-

    3. Buns

      Buns

      Well thats also because Halo 3 went free and there are at least 10x more people on Xbox Live today then there were 6 years ago. Not everyone hates Halo 4

  16. Major Update (Check OP for updated pictures) - There is now just one initial drop. The Sniper which spawns every 2 minutes. - Removed the tunnels which made the middle open making it a better atrium than before. Looks better too. - Changed the initial spawns of both teams. - More aesthetics added. Can you find the 3 Easter eggs in the map? Many thanks to a Chunk for his idea to remove the tunnels!
  17. Minor Update - Refined the spawning by adding a weak anti at Red base. - That's it.
  18. Minor Update - Refined the spawning by adding a weak anti at Red base. - That's it.
  19. Minor Update (Probably the last) - Refined the spawning. - That's it.
  20. Minor Update (Probably the last) - Refined the spawning. - That's it.
  21. Played some Halo 3 today. I've never had so much fun in my life. I miss you, Bungie.

  22. Favorite: Haven or Skyline Hated: Settler _________________________ But honestly, I wouldn't consider them "favorites." Favorites would be Sanctuary, Midship, or The Pit. Almost all dev made maps in Halo 4 are extremely mediocre in terms of their core design and layout. The best maps in Halo 4 consist of Forge maps created by the lovely community.
  23. Yes, I compared Sever and Infernal because of the piece usage. A balanced third level isn't something a lot of people see. Some people will hear that the map has a third level and say, "So?" I wouldn't suggest waiting for downloads. If people aren't downloading it now, they're not going to download it anytime soon. At least, that's what happens with me.
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