Jump to content

Zandril

Legendary Members
  • Posts

    1,003
  • Joined

  • Last visited

  • Days Won

    22

Everything posted by Zandril

  1. I would like to see pictures of the map without any explosions. Basically, screenshots that are not action shots.
  2. Doubt it. No one would type out that entire paragraph like you did and apologize in advance like two times and then say it was all a joke.
  3. Thanks for the feedback Festuca. I'm very thankful that you took the time to play on the map and share your thought on the map. I agree with both of these comments and I'm currently making MAJOR changes to Novus that should fix both of these issues. Stay tuned.
  4. Could you post more screenshots of the map? There's like 4 of them. And they're all not very informative (not including the overview)
  5. Here are the issues I noticed right out the bat. __________________________________ Segmentation: The segmentation in the center structure is too much. There are too many left and right turns to get to an area. Low roof: In one of the ramps leading up to top mid, the roof is too low and players end up hitting their head when they jump. Thin paths: Any path that is 1 unit wide is usually too thin to use as a bridge. Bad boundary: One of the kill boundaries at blue spawn is overextending itself slightly to one area. If anyone walks to that are, he just gets an unfair and unexpected death. Oversteep: The 2x1 blocks that you used as inclines are way too steep. I suggest keeping inclines at a 30 degree angle. You'll know that an incline is inclined properly if players can jump while walking up them. Broken lighting: The dynamic lighting is broken in this map. That means that you used too many pieces. ________________________________ Despite these issues I mentioned, I must say that I really like the map's aesthetics. It's a themed map and I love dem themed maps. You were able to keep the map's theme consistent all throughout. Lastly, keep in mind that I only flew around the map in Forge and analyzed it from there. I haven't really played on this map so don't take all my feedback to heart. I''m sure about some of them though.
  6. Finally got to get in the map. Here are the issues I noticed. Colors: You didn't color your map. This makes it quite bland despite its contrast with the rocks and anvil floor. Neutral mix: In both red and blue spawn, you mixed some neutral spawn points with the team spawn. This means that in FFA, players could possibly spawn right next to each other. Strut placement: In both red and blue spawn, the two struts you placed that are buried into the ground are unnecessary. The way they're placed makes them bad for movement in that area of the map. I understand that these are for cover but try to find cover that won't impede movement. Sword spawn: The roof in Sword spawn is way too low. You never want people hitting their heads when they jump. Also, the path to sword spawn needs a hard route. The only ways up there are via Jetpack and double jump. Z-fighting: There is some Z-fighting in the map. Can't remember where. Looks like you're gonna have to play a little detective. Center: The center structure of the map has a few issues. The struts you placed that are lowered into the ground are unnecessary. I suggest removing the speed boost and replacing it with an Initial drop for the sword. Keep in mind that this feedback is derived from flying in Forge. Haven't played on the map yet. So don't take my feedback completely to heart. I'm sure about some of the issues I mentioned though. And despite the issues I mentioned, I actually like how the map looks. Looks, mind you. I don't know how it plays. The dynamic lighting works really well with the map especially in the outside area with the rocket spawn. Good contrast too.
  7. Are these custom classes required for the map to function properly?
  8. If my Halo buddies are online, I'll run a game on the match and give you feedback based off of the gameplay. If not, I'll just fly around in Forge.
  9. No replies to a map that looks like it took effort to make? Well we can't have that can we? I'll download and give this map a look. Expect feedback from me soon.
  10. It's not my duty but I like doing what I can to help other people in Forge.
  11. Hey guys. This is something that I'm personally very excited about. It's a modded gametype that brings back something in Reach that I wish was in Halo 4. The DMR bloom. Watch this video where I explain the mod and so you can see it in action. http://www.youtube.com/watch?v=BcUagqCpklY This modded gametype gives the DMR of Halo 4 bloom similar to the DMR in Halo Reach. If you hate DMR spammers in Halo 4 then this gametype is what you need. Download link: http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/43356dc5-18ec-4675-b28f-379a97e78749 This mod is not made by me and is made by ManBearPig of Se7enSins. Important: You can change the gametype settings in the in-game editor. So you can alter the gametype so that the gametype has preset loadouts and all the classes have the DMR as their primary. That way, everyone experiences the mod.
  12. Not necessarily. I've seen a lot of small and simple maps out there that weren't very good maps. One of them was an old map of mine. Not saying this map is bad though. Just corrected you.
  13. I can't give you much feedback on the latest version of your map. Because like I said, I've been super busy with college stuff. I'll invite you if I see you online and I'll give my insight on the map while we're both in it.
  14. Regardless if he was talking to Psychoduck or not, he displayed a very bad attitude. It doesn't matter to whom his remark was directed to. He made it nevertheless. And your post will not ruin your chances. lol. Why would you even think that? You make a good map, you get the chance to be featured. Your post will do nothing to your chances. Your maps will.
  15. All my perfections come from either fighting bad opponents, whoring a vehicle, and/or getting really lucky. It's almost impossible to get a perfection against really good players.
  16. I'm sorry but what is this Forge contest you guys are talking about?
  17. Why didn't you just post your map in the map room? Or in the THFE map submission forum?
  18. Zandril

    regicide

    1v1 has never really been Halo's style for Matchmaking. Since Halo 2, it's been team games if you want to play online. I don't think they're changing that anytime soon. Frankly, I don't want them to. 1v1s should stay in customs, IMO.
  19. If you guys need a list of the classic maps remade in Halo 4, I can post it here. But they won't be links to this site.
  20. I don't ignore newbies. I ignore the picture-less. Props to you for not.
  21. I'll download and take a look at this map, Ethan. You know I will. Expect feedback from me soon.
  22. Good updates. Wonder if someone had anything to do with those. Nah, just kidding you man. I hope to play on the map again with ya. You joining the FCCGN?
  23. Wow. You took a look at the map even if the post had no screenshots. Props to you sir. That's the first time I've ever seen this happen. Screenshots would be nice though.
  24. Could you please provide more screenshots along with an overview picture of the entire map? You can use THIS to help with the overview.
×
×
  • Create New...