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Zandril

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Everything posted by Zandril

  1. So it's the same exact map as Drive Thru but you changed the colors of the chairs to Blue and made a Burger King logo. Pandaz, lazy kid. tsk tsk
  2. That logo looks awesome hahaha But could you post pictures of the buildings themselves including the actual Burger King joint?
  3. Testing it in my lobby tonight at 8pm EST. You should try to come so you can see your map in action. You'll also see the issues(if there are any) in person
  4. A forge map is on the front page of Reddit yay
  5. https://www.youtube.com/watch?v=XRbg1nZjExo
  6. Hahaha love that check and cross
  7. Liking my new avatar. Had it custom made by MachtigJen of /r/halo

  8. You forgot the download links to the map and gametype
  9. Apparently, players can break out of your map. @@IR3CON told me he was able to do it. Not exactly sure how but I suggest you double check your map's boundaries. In case he doesn't see it here, you can just message him on XBL. His gamertag is UnknownEmerald
  10. After playing this in the lobby today (btw, you can go here to discuss the lobby if you want), I can safely say that this type of map is not supposed to be under "Minigames" It's leaning more towards 'Competitive" I have some specific feedback for you but it's too much to explain through text. I'll walk through it in forge with you sometime. Just message me about it.
  11. Ran into an issue with it today but I'm not sure if it's the map's fault or if it's just Halo 5 being Halo 5. There were 11 of us in the lobby but only about 5 people actually spawned in the map. Everyone just had an X on their nameplate and just sat there spectating. No one joined in progress or anything. Something similar happened to Comedy's minigame when we were with Sean Labs so it might not be you. Still, I suggest you check on the map's initial spawns to be safe. I'll try the map again this weekend.
  12. Dude, that's how good maps become good. Through testing. Doesn't matter how many bugs they have at the start
  13. I'll try to check out both parts of this series soon. I'll leave my feedback here. @@Drizzy_Dan Could you guys help me test it sometime?
  14. It doesn't even have to be the seagulls concept. Could be something else entirely that doesn't have guaranteed deaths.
  15. https://www.youtube.com/watch?v=E0B73KYmeEQ
  16. How to become a meme 1. Be Recon 2. Make Wasp minigames 3. Get each one featured by iSpiteful 4. ??? 5. Meme
  17. Forgot to pin this https://www.youtube.com/watch?v=qQkyEoncCz8
  18. Biggest issue I have with the map is its layout and how cluttered it is. For the most part, there's just a bunch of trees and rocks sticking out as lazy cover. There's no real pathing to the map and not many proper connections in between the different areas. All this kinda contributes to creating the map's other issues like it's sightlines. I think in the last two rounds, the Infected had such a hard time killing people because the survivors were just sticking to the edges of the map. I never think it's a good idea if the best way for zombies to approach the humans is to go from rock to rock until they get close enough. As much as possible the ways to get to the survivors should be through defined routes and flanks. I understand that fixing these issues might go against the map's theme but it's up to you if you want the map to play better.
  19. Got to play this with 12 players today. Haven't yet tried its stability with 16(have you?) - Biggest issue at the moment is the Whale flipping about. http://xboxclips.com/Zandril%20S312/f4833f6b-2528-4707-a90f-c4bceb4c36f6 - I don't like that people who respawn as "seagulls" are pretty much doomed to die. A guaranteed death is never really a good idea. They should have some sort of "break". The way it's set up now, they respawn in the air no matter what and whether they ground pound or not, they fall to their death. The ground pound should be a choice for the players. Not to mention that players who are unfamiliar with the map won't know that they have to ground pound so they'll just be confused that they're falling to their death. My idea is that people respawn at an elevated level where they can plan their ground pound down to the remaining survivors. Then there can be a teleporter that sends those who miss back at the platform(since apparently, you can ground pound through teleporters). Just an idea. Not sure how it fits with the map's current set-up. This version was a huge improvement over the last. It was awesome to be able to actually drive the boats, dodge the whale, and just watch the giant monstrosity chase people around. Hope you can fix the current issues
  20. Charles is too deep in Destiny. There's no hope for that guy. EDIT: @@CaptainDireWolf Are players teleported immediately after they board the hog. Wouldn't that make it difficult to get a passenger?
  21. Good update. Those new structures look sick. I'll be playing this in my lobby tomorrow
  22. Walked around in Forge for a while and I have some suggestions - Since you still have a lot of pieces left, I think you could have maybe one or two more structures in the map. Don't get me wrong, I like the Mayan stuff you added and the crashed plane but I think the map could use more aesthetics that have accessible interiors. If the inside of the new ones are accessible to both humans and banshees, they'll make for interesting places to hide. I'm thinking another sunken ship(with a different design and maybe bigger) and maybe stuff like these Maybe even the structures in this map - I have an idea that can help even more with the map's performance. You have many pieces(mainly rocks) that can have light bake set to "off" and it wouldn't have any noticeable effect on the object's lighting. I suggest just going around your map and disabling light bake on objects that don't need it. You'll decrease your lightmap budget and the game will have less shadows to render. Btw, if the new pieces and structures you added start causing framerate problems, there are tons of plant ivys and a couple bushes that can be deleted. That's all I found for now. I'm hosting a testing lobby this weekend to try out maps I'm planning on featuring so if you can be done with the changes by then, that'd be great.
  23. Very nice. I'll be checking this out in Forge later to see if I can spot any obvious issues. My next lobby isn't until Saturday so I can't play it until then
  24. Quickly ran through it in a custom game by myself and there are a few things I'd change. - Remove one of the DMRs. Honestly, I think no DMR might even be better given the map's sightlines. - I don't like the soft kill in the raptor pen. If anyone decided to chill there, they could be killed so easily so it's not a problem. Soft kills in easily accessible parts of a map just breaks immersion. - I'll hopefully be able to play this during the weekend and give you gameplay feedback if I find any problems. This was featured by Sean Labs, right? Really no point in me giving a feature since most people would know of this but I can still help improve the map if it has any issues.
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