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Resivore

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    Resivore

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  1. Coloring, I just color all the pieces. It kind of bugs me to go through and color a lot of them then leave some blank *shrug*. In game, no one really notices, though, so it's not a big deal either way. Normally I just color everything (especially on original maps with no inspiration) to help with player call outs since colors are generally the first things people say. By bottom, do you mean ring 2 / bottom mid? If so, I'm not so positive that I could have while still preserving the usefulness of the lifts. It's quite a task throwing two 45 degree angle lifts down there and still having it look somewhat decent. ^^; (If I could make everything nice and blank like stunt ramps, believe me, I would).
  2. Thanks, I appreciate the feedback, even if it's not on game play (pff, I know how hard it can be to get a lobby of 8 from my own personal experience). Mostly what was going on with the tree stumps is just some key orientation elements. I know how hard it can be to figure out where you are on newer maps, so adding those trees + stumps can give players an over-all generalization of where they are while also supplying some objects to dance around/on during battle. Without this structure in general, green would be lacking in the architecture department, this allows for some various height elements on a key power position of the map that allows for some battles with depth rather than just a flat-ground fight.
  3. Sure thing! While I'm at it, I may as well comment on a few game play aspects as well. The team spawns in correlation to the windows. Shows the path from the spawns to green. Now, on a more game play related note. A jump up from bottom spiral to red-gold bridge. When playing Epsilon, there are only two major spawn areas (the map spawns are STATIC, NOT dynamic). The most common spawn is the bottom of the spirals / "basement". The other is spawning on the initial spawn, or in that vicinity. The quick jump shown above allows players who spawn bottom to get ahead and push for gold control immediately (and shame on the other team who killed them if they don't have it already). From my experience on the map, the best set up on flag is to have a good sniper on top gold (sniping, obviously), someone with covering fire on green (nabbing those rockets wouldn't hurt either), another player free-lancing so to speak, and one running the flag. If the sniper is good enough, they can prevent pushes from spiral (especially if they don't know of the jump), and pushes immediately from the initial spawn area. If the people spawning bottom spiral decide to push bottom mid instead of their flag, the player free-lancing and the player holding top green can communicate this and team shot those players. When this set up is attained, running the flag top gold is easily the most efficient route to capture. (Interruption for a moment - in relevance to having a powerful sniper on gold, here is top gold's line of sight). Back to it - the quickest flag route would be straight through bottom middle, however because of the major spawn system being basement, that flag run is almost completely obsolete. Fear of "spawn camping" may be present, but the only time that is possible is if your sniper is really that good. To be honest, all it would really take is one or two players to take out a sniper on top gold, especially with the use of the quick jump. Even in defeat, Epsilon is fast pace and exciting, making for a fun yet competitive map.
  4. Here's a couple more screenshots. And a view of the new lift - I decided to make the entrance to the lift rather room-like and "circular" (octangular if you will), to allow for a breather from battle and a more viable escape route. And the longest line of sight, which I'll discuss in a moment. After having played this map, I will not deny that this is a rather large line of sight. However, I wouldn't consider it game breaking, per say, or even remotely problematic. To be frank, a push for top control should be a hard one, and after playing I know that it is merely hard (or less so, depending on how organized or smart the team you're playing is), and not unattainable. What I feel this brings to game play is a higher competitive aspect, forcing teams to call out well and on time. Knowing when and where the enemy will be is key to controlling Top Gold and the two streets. Getting caught off guard or by yourself will almost certainly get you killed, but then, why shouldn't it? The original Zealot design doesn't have this monstrous line of sight exactly, due to its curvature, but it does have one similar - perhaps less dangerous in length. What accommodates for this, in my opinion, is the flag drop down, the street wall (on landing, you can hide behind it somewhat, just long enough to either make a dash or re-gen your shields, or even gather yourself long enough to fight back), and various other pillars (such as the one that has the jump up from basement to flag). These things make for an opportunity of escape, which doesn't work all the time, but again, if your awareness is good, they should suffice.
  5. Zealous v1.5 A Zealot remake by Resivore. 2-8 recommended player count. Supported gametypes: Slayer, CTF. DOWNLOAD ZEALOUS V1.5 Introduction A project I'd aspired to do since the dawn of Halo 4, my goal of bringing Zealot to life (somewhat) has been achieved. In an attempt to recreate Zealot, Zealous was born. Of course, it plays far different than that of Reach; thanks to our godly jumps (did the Spartans grow wings, or...?), and map awareness and maneuvering skills have been brought to a whole new level. I did my best to stay true to the ideas and overall layout of Reach's Zealot without subtracting from aesthetic appeal. The game play is fast pace and exciting, true to the nature of the original, if I may say so myself. Weapons Sniper - x1 - 2 extra clips - 120 sec - Top Gold Railgun - x1 - 3 extra clips - 120 sec - Green / "Holos" DMR - x1 - 2 extra clips - 30 sec - Ring 2 Covenant Carbine - x2 - 2 extra clips - 30 sec - Red + Blue "Pocket" Railgun - Because Halo 4 no longer features the Grenade Launcher (moment of silence to mourn for its loss, please), I needed to pick a replacement weapon to take its position. I chose the Railgun. In my opinion, I feel that the Railgun is ultimately more similar to Reach's Grenade Launcher than 4's Sticky Detonator. Having to hold and charge it (although not at your disposal) brings back a familiar feeling of charging the Grenade Launcher. The ranges are similar, although I will say the Railgun's range is larger and more accurate, but can also be faulty in given circumstances. Screenshots Initial loadout. Top gold, snipe spawn. Green, rail spawn, view of the street connector. Blue flag, jump, drop, basement. View from blue flag, shows ring 3, blue landing, gold bridge. Blue landing, fanciful windows (can I trademark these? I love them). Also the one and only actual circular part of this map. Notes I am eagerly awaiting feedback. I know from my own experience that I enjoy how this plays, but I'm always listening to suggestions. I did not post this with the impression that it is as good as it's ever going to be, the Halo community's input can always be useful in bringing a map to its full potential. Updates 6/1/13 - Zealous v1.5: Added a ceiling to top gold and red and blue streets. Teleporter is replaced with a lift similar to that of non-MLG Zealot at its base.
  6. Epsilon v1.6 An original map design by Resivore. 4v4 recommended, supports up to 10 on team. Avoid FFA, as spawns are not set up to support it. Supported gametypes: Slayer, CTF. DOWNLOAD EPSILON V1.6 Introduction A project I had failed to complete in Reach, Epsilon has finally come to life here in Halo 4. A symmetrical, competitive map, Epsilon features two power weapons on either neutral end of the map, promoting teams to make organized pushes towards either one and time them both. After several rounds of testing, and having various issues addressed and corrected, Epsilon is nearing its completion. The game play is fast paced and exciting, and teams are constantly striving for control of either end of the map. Weapons Sniper - x1 - 2 extra clips - 120 sec - Top Gold Rocket Launcher - x1 - 1 extra clip - 180 sec - Top Green DMR - x1 - 2 extra clips - 30 sec - Bottom Green Covenant Carbine - x2 - Bottom of Red + Blue "Spiral" Pistol - x2 - Top of Red + Blue "Spiral" Screenshots Initial loadout. Top gold, snipe spawn. Top green, rocket spawn. Blue base, shows basement that leads up to spiral. Blue flag, shows the entrance to blue spawn / blue "windows" (hallway on the right). Blue spawn / "windows".
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