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Zombie Feed

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  1. Oh (guess I need to get out of the THFE forums more often) . Anyways I'll take a look at it nonetheless, however it looks good already.
  2. Quite a shame to see such a great looking map go for 16 days without any responses. I'll download and take a look through the map (and maybe some gameplay if I get a lobby started) to help find any problems that can be fixed to help out this map some more. However from a visual standpoint, it looks pretty solid.
  3. This map has just gotten updated. The main topic has the change list and a fixed link. 8/26/13 Moved the Rocket Launcher Spawn to the Bridge Replaced the previous Rocket Launcher Spawn with a Light Rifle, which resupplies every 1:30 Removed the Energy Sword from the random ordinance, replaced with a DMR Added horizontal covers to the third level that extend over the 2nd floor Increased Jersey Barrier count on level 2 from 2 to 8 to increase blocked line of sight in the center (barriers may change in a future update) Pictures will be updated soon to prevent misleading viewers to its current look.
  4. Thank you for the feedback! The Rocket Launcher and Sniper Rifle were used as base power weapons at the time because I didn't know which would work and which wouldn't, so I'm glad that you pointed out their placements and usage. I do agree that the rockets would do better on the bridge, for such a power weapon would risk people going out in the open and having sight lines too long and blocked to allow easy rocket kills as opposed to the close quarters nature of its current placement. As for the Sniper Rifle, I'm unsure what to replace it with. I'll just replace it with a Light Rifle and see how that works, unless there are better options. On the topic of weapons, I'm thinking of removing the Energy Sword as a random ordinance, considering how big a game changer it can become when I analyzed some gameplay. As for the U path, I could place some extra cover as I too find it to be a tad bit too open, it almost scares people off from remaining there if it wasn't for the weapon spawns. Maybe some extra barriers can help. Finally for the U platform, it would seem pretty neat to give players the option to go onto a platform extending over the rock path. It'd add a dynamic where people can get a better line of sight on the guys on the rocks, at the cost of being out in the open. I may need to get rid of a few asthetic pieces to do this, but if it helps improve gameplay, I'll go for it! Finally, thanks for the feedback (again), as this map had gone for awhile without any constructive ideas. I'll use that that you have said and reupload the map as soon as possible.
  5. Done Here's a list of all of the changes. The main topic's link has been changed and the change list updated. 8/12/13: Fixed a few misplaced blocks. Added lights inside the center building to give it better lighting. Added a few extra asthetic pieces.
  6. Its beautiful... I really like the looks of this map, I mean I can tell when someone took the time and effort to make a map and boy does this look like it. The bases remind me of a Halo Reach map on matchmaking, don't remember the name but it was inside the hanger on Forge World. As for the location, many people make Erosion maps on the outside of the building due to the larger work space, while you made it inside and actually seem to have made it work. The asthetics are pleasing from the screenshots you gave and many people like asthetics, it even gives a theme of some form of facility of sorts! As for any concerns, I worry about the snipers and scattershot being too favored towards specific teams considering the map setup, but this is purely speculation so I may be wrong. I'll give it a download and check it out, but I don't have enough players for the max count so I probably won't have gameplay to back up... Anyways, good job and keep up the good work, I'll try to get back to you when I have looked about the map a bit.
  7. I must admit that you did a good job making the ships, but just like Flyingshoe said, it doesn't belong in the competitive forums. For your maps that require a specific custom gamemode (modded or not), please place them in the Minigame forums.
  8. I am aware that this is more of a circular map and not square like all of the other Grifball maps, I just thought of making Grifball compatible for the heck of it, considering that it's basically Oddball with a different objective. If you think that it would never work well with this map, I could remove Grifball as a "compatible gametype in consideration" and be rid of updating the map towards being compatible, considering that this map has had next to no playtesting for almost all gametypes, including Grifball.
  9. I've discovered a bug in the map for the Grifball gametype. I'm currently working to fix it, however until I post the new version, this map is incompatible with Grifball. This also goes towards the previous Corrosion.
  10. Thanks for the support! I would really appreciate the help getting this map tested! The fourth level contains that risk of having campers as much as the rock emplacements. Because of this, I added three routes to prevent the paths from being too managable for the camper, as well as putting the power weapons and weapon drops on levels 1-3, forcing the camper to leave the fourth floor to grab a new weapon or power weapon. However, if it doesn't do anything and campers become a problem on the fourth floor, I'll do something to help lure people away quicker. As for the grav lift ladder, I'd have to delete blocks to get me more budget as I'm out for this map at the moment, but since you said it's for visual and not gameplay, I understand. Good idea though.
  11. Undergrowth An original map by Zombie Feed Download link Hello, it's me, Zombie Feed. Got another map here and unlike the previous Corrosion, this is entirely original. However it bears striking similarity to another map from another shooter (so close... ) Map Description: The trees were talking to me. I swear there is more to this place that meets the eye. 3-12 players (3-6 for FFA gametypes, 4-8 for RvB gametypes, and 6-12 for multi-team gametypes) This map is mainly a vertical map with a circular look, yet the oddest part is its symmetrical design and asymmetric spawns. Granted, spawns are more specified on CTF, yet all others are neutral. Anyways this vertical map has four levels. The bottom level consists of the near knee deep water that you can run through and the little gunning outcrop positions on the sides inside the rock walls. The second level includes the rocks that you can run around and the bridge that is the shortest route between the two sides. The third level is composed of the main building. Unlike other areas, this level is the only one that involves close to mid range battles with its interior setting. The fourth level is the sniping platform floating around the central structure of the map. This floor is deemed inacessable to humans in flood gametypes to prevent slowing down the action of games. The map proves its worth with its usefulness towards jetpack users. There are many shortcuts to be found that only jetpack users can use, so be creative with your routes. As for asthetics, all I can say (without blowing my own horn) is that it is pleasing to the eye and each of the levels has a different form of contrast to differentiate the four levels (Level 1=Blue, Level 2=Brown, Level 3 & 4=White). Backstory: 10 years after the events at Reach, a lone UNSC ship, forever known as the Endevor, wandered too close to Requium. The ship crash landed, and the survivors sent out scouts to find locations for shelter. The scouts came across a Forunner artifact made up of artificial structures held above the water by natural pieces. The survivors moved all salvagable materials and carved out defendable emplacements to defend themselves from the Forunner knights that constantly attacked them. Until the Infinity's events at Requium, the Forunner base went unnoticed by anyone, aside from the survivors themselves. Before the Infinity left Requium, scouts found the place, but there was no one on the grounds and notes were left stating how the survivors investigated deeper into the base only to find wierd goo that, upon contact, would slowly take over the host's body, driving them mad. Some say that they could hear the few trees calling out to them, before they went completly insane and lashed out at others. Some say that this was the birthplace of the Flood on Requium, considering their half plant-like structure. Others say that it was ment to keep out a more localized disease. But one thing is for certain, there is an undergrowth here, and the Forunners wanted to keep it secured. Compatible Gamemodes: Slayer (FFA / Team / Multi-team) King of the Hill (FFA / Team / Multi-team) Regicide (FFA / Team / Multi-team) Oddball (FFA / Team / Multi-team) Capture the Flag (FFA / Team) Flood Weapon Spawns: Light Rifle x1 (resupplies every 1:30) Rocket Launcher x1 (resupplies every 3:00) Speed Boost x1 (resupplies every 3:00) Random Ordinance x2 (DMR / Concussion Rifle / Shotgun / Overshield / Plasma Pistol / Magnum / Boltshot) The Rocket Launcher spawns at the bridge on the second level. Sadly people will have to risk going into an open location to grab a weapon of great power. The Light Rifle spawns inside the building on the third level, however it is not as useful being located in the close quarters environment. The final initial drop is a speed boost in the water on the first level. Considering the amount of time you will waste getting from level 1 to level 3, you may need the speed boost if you do not have a Jetpack. As for the campers in the stone bunkers on level 1, you will have to get out of there if you want to grab some good firepower as the speed boost will barely help you in your camping situation. The two random drops spawn inside the open crates on the second level. However some of the selection of weapons will not help you in the environment they spawn at. Balancing: Level 1: Only has speed boost and two rock emplacements for good cover, however the open area of the water and large area may leave you to rethink any close range ideas. You have three routes to the second level: two of these are average stairs while one is a ladder (grav lift) that sends you to the center of the circular route on the second level. You have okay sightlines to level 2 and bad sightlines to levels 3 & 4 Level 2: This level has a Rocket Launcher and two random ordinances. You risk getting attacked from almost all of the levels however if you're not careful. You have four routes to level 3: two are stairs and the other two are crates that you can jump on top of to get to level 3. You have good sightlines to level 1, okay sightlines to level 3 and bad sightlines to level 4. Level 3: Mainly consists of indoor areas and contains a Light Rifle among a group of baracades and crates. You get two grav lifts and a sloped platform to get to level 4. You have good sightlines to level 2, okay sightlines to level 4, and bad sightlines to level 1. Level 4: The floating circle of platforms at the top of the map. You get a great vantage point, but sacrifice any level specific ordinance, plus you may need to be careful should you fall down two or more levels. You have good sightlines to level 3, okay sightlines to level 2 in some areas, and bad sightlines to level 1. This map currently remains untested. Feel free to give it a download and test it on the gamemodes listed and provide feedback to help me improve any issues or glitches in the system. Other Pictures: Updates: 8/26/13 Moved the Rocket Launcher Spawn to the Bridge Replaced the previous Rocket Launcher Spawn with a Light Rifle, which resupplies every 1:30 Removed the Energy Sword from the random ordinance, replaced with a DMR Added horizontal covers to the third level that extend over the 2nd floor Increased Jersey Barrier count on level 2 from 2 to 8 to increase blocked line of sight in the center (barriers may change in a future update)
  12. Ok, after suffering from internet being on the frits, I'm back and might as well recomment to others. Hopefully, I don't pass of as reanimating the dead in terms of this topic. I agree with you Rayner. For example, you can't expect a 007 multiplayer map to work out in Halo 4, as the 007 series has a plethera of gadgets and physics that not even Halo can copy, as well as the recent Goldeneye game not having a jump mechanic and only a vaulting mechanic (only have the Wii verson, but still amazing), meaning some inaccessable areas from one game may become accessable in Halo. Don't worry though as I don't plan on making recreations of maps from other games for a living on the forums. I'm only interested in classic maps, Call of Duty Black Ops 1 & 2 maps are recreated way to often (looking at you Nuketown), and some games (including World at War) have maps way to big to recreate on Forge without bugging the lighting system (luckly I dodged the bullet at the last second for this map) or being incomplete while you are left without any blocks and/or money to use. Zandril, you have helped so many people on the forums, not just me. If I were to thank you any more in my comments, I'd probably pass off as annoying to others. But I can spare a smiley:
  13. Here we go, the map was remade, reuploaded, the old one deleted from the fileshare and the link fixed for the new one. I'll replace the pictures soon to prevent misleading people to its current look, and I copy pasted the update I added to the original post for those who missed it! Enjoy! Updates: 7/27/13: Fixed the blocks with broken lighting. Removed a few asthetic peices with high shadow counts to preserve lighting. Made ramp inside the center building shorter and slightly steeper. Removed wall next to the ramp inside the center building to allow a more open feel to the interior building. Replaced a few rocks to fix previous shading problems. Removed a few rocks for replacements with other rocks and or building blocks. Changed a few walls from double walls to bridge, larges. Made the center catwalk 1.5 units wide instead of the previous 1.0 units. Fixed block texture issues. Replaced a few floors from bridge pieces to building blocks. Thank you Zandril for your patronage in downloading and viewing the map. I took most of your opinions into consideration and this is the (so far) final product!
  14. For the segmentation, I'm afraid that I cannot fix that, as it would go against the original map's design. The low roof and thin catwalk I will gladly look into fixing. How does a shorter ramp and a 1.5 unit catwalk sound, but I'll see about a 2 unit if I can. The 1x2s I'll look into, but I don't know if they can be fixed at this point, as I've wasted a ton of budget and blocks making this map as it is. An extended kill barrier? These are always unacceptable in a map, especially a competitive one, so I'll get into fixing this right away. The broken lighting I noticed right off the bat as well. I'll see what I can do, but I'm unsure if it's unfixable, for some parts of Erosion have wierd lighting systems, and the rocks (as an example) are signs of this. I do not know if I used too many blocks, but I'll try to fix it if I can. I understand if you only viewed this in forge, my only gameplay to test this map on was on my custom FFA game type that I posted a link to above with 5 people max lobby. The steep inclines, low roof, and maybe the segmentation went unnoticed while playing the game, so your opinion is as good as mine. Btw, thanks for taking a look at this map and reviewing it, I'll see what can be done towards the maps problems!
  15. The classes make no difference in how the map plays, as I've added a load of kill and soft kill boundaries for people with normal traits and or jetpacks. However you can use it if you want to (I have yet to test the team deathmatch and ground war game types anyway). I only added the game types to stimulate the effects on your player in World at War.
  16. Judging from the comment, it seems you are judging the loadouts upon a visual impression and not on actual gameplay evidence. However, I would possibly do it too, considering my lack of description, so I will give you a bit more detail on the classes. Infinity 1 Primary: DMR Secondary: Magnum Grenade: x2 Grenades Tactical Package: Mobility Support Upgrade: None Due to the lack of shields, not even the 110% damage resistance can protect you from a 1 hit kill headshot, making this loadout basically the one containing the dominant weapon, so long as you can keep the headshots flowing however. The DMR's slow fire rate is its only downside against fully automatic weapons. Infinity 2 Primary: Assault Rifle Secondary: Magnum Grenade: x1 Grenades Tactical Package: Mobility Support Upgrade: Ammo With the ammo upgrade, you have more ammo in your Assault Rifle and Magnum than normal. While the Magnum is universal among classes, if you encounter a lack of players using the Infinity 2 class, you have a little more ammo to keep the Assault Rifle shooting. However, you sacrifice one grenade for this benefit. Infinity 3 Primary: SAW Secondary: Magnum Grenade: x3 Pulse Tactical Package: Grenadier Support Upgrade: None Up close, you can throw off the aim of other more precision based class. However if your in the open, a person with a Sniper or DMR can easily gun you down with relative ease, while up close the people with accurate quick shooting with DMRs or Shotguns can kill you in one or two shots easily. As for grenades, you get three Pulse grenades, the additional one is a benefit yes, but the pulse grenades aren't going to help you against that enemy around the corner, is it? As for the extra capacity for other grenades, how long will you be scavenging around the map for three plasmas or regular grenades? Infinity 4 Primary: Shotgun Secondary: Rocket Launcher Grenade: x1 Plasma Tactical Package: Mobility Support Upgrade: Explosives Your the king of close quarters fights, the shotgun says that very clearly, and without shields it increases your 1 hit kill potential. The rocket launcher however is meant to take out tanks (even if they are only allowed in ground war), but since you are without shields, how often are you going to kill yourself if you try the around-the-corner technique against a fellow player? In the open, not even the rockets are going to protect you against long range classes as they are smaller targets and from afar can easily avoid them, while using a rocket launcher in close quarters environments is more of a risk than a reward. Even if you like to spam your rockets, you only have four total to use, so unless you get to your body's dropped weapon quickly, or if there are other players using said loadout, you aren't going to use the rockets for long. You get one plasma grenade, however beware of the guys who will "bear hug" you when you stick them, that's what the shotgun tries to help reduce. As for explosives, it helps increase grenade damage dealt to others and reduces grenade damage towards you, allowing the plasma and any other grenades you have on hand to be even deadlier. (Granted, I will give you some sympathy about this class, and that is the fact that there will always be that one guy rocketing it out, however this person will barely use the shotgun and it results in them suiciding as much as killing others. As well as getting killed easily in the open.) Infinity 5 Primary Weapon: Sniper Rifle Secondary Weapon: Magnum Grenade: x2 Grenades Tactical Package: Resupply Support Upgrade: Awareness The Sniper Rifle is the only gun capable of dealing one hit kills from any range without having to make headshots (aside from the Rocket Launcher of course). Awareness, although useless in the free for all version, keeps the radar visible while scoping with any weapon, so if a teammate dies on your radar, you could prepare yourself before an enemy shows up at your location, whether it be fight or flight. Since you only have a Sniper as a starter, which can easily be countered by any other class depending on the situation, you get two normal grenades as well as resupply to help protect you from surprise around-the-corner attacks. Maybe my descriptions of the classes helped you gain a better understanding at their setups and purposes, however due to my lack of explanation of the classes at the start, I understand your worry of a loadout overpowering them all. But hey, from my first gameplay, I worried that the shotgun class would overpower the others, just like you, however I found not one class to be overpowered after a bit of gameplay as the class and skill of the player determined who would win, instead of who had the strongest loadout upon spawning. Hoped that helped.
  17. Here's links to my custom game modes designed for this map. You are not required to play on this map with these game modes, but they are designed to give the effects of the physics and classes from Call of Duty: World at War. For those who need to know about what the game modes do to your character, I'll explain. This game mode: Makes your character move at 75% speed (pre 110% speed update) Makes jump height 90% Makes gravity 150% Makes damage resistance 110% Removes shields Allows only tanks (Ground War only) Denies ordinance of any sort Allows you to only see friendly movement on your radar, no radar for the FFA version Replaces personal loadouts with custom loadouts whose primary weapons include a DMR, Assault Rifle, SAW, Shotgun, and Sniper Rifle, with two secondary weapons: the Magnum and Rocket Launcher (Shotgun class only). Download Links Free For All Version (150 points to win, 5 points per kill) Team Deathmatch Version (750 points to win, 10 points per kill / 2 for assist) Ground War Version (Big Team Battle) (1000 points to win, 10 points per kill / 2 for assist) Give these game modes a shot on Corrosion! I'm surprised too. Try out the custom game modes I added as well if you feel like it. I really appreciate the help!
  18. Corrosion A recreation of the actual map from Call of Duty: World at War Download Link: http://www.halowaypoint.com/en-us/players/zombie%20feed/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=ae839a34-8ad0-4f26-a1ac-c7df34c9c450 Description: One of my first and so far greatest of my maps, even if this is merely a recreation of an existing map from a different shooter series. Anyways, I love Halo, its endless amounts of customization options, from your Spartan to a new map entirely, allow for the game to always have new and amazing content to play, always challenging you to search the file share or the 343i forums to find new maps or mini-games to keep you and your lobby happy. Another game I like is Call of Duty, to an extent, World at War being my favorite. This game may be different from Halo entirely, yet with the customization options of Forge and Custom Games, people could literally make Halo the next Call of Duty. Anyways, World at War was fun, but considering that the game now is mainly filled with hackers and modders that mostly ruin the game experience, plus the only World at War maps on the file share are the zombies maps, I decided to take a look into some of the maps and came across Corrosion on the 2nd map pack, a Russia versus Germany map that takes place at a war torn Russian train yard. This map is the smallest map in the game to allow Ground War (the equivalent of Big Team Battle in Halo), making it a good map for large lobbies. It's mainly a vertical map alternating between the first and second floors of the main building, allowing for many multi-level firefights. With many ways up to the second floor, from stairs to train cars to broken pipes, there are an abundance of ways to get from ground to second floor. After a bit of play testing, I've fixed any movement problems found with the floor, so you are always guaranteed to run across the map without running into a single bump. Compatible Game Modes: Slayer (FFA / Team) Capture the Flag Dominion King of the Hill (FFA / Team) Grifball (Yes, Grifball) Flood Oddball (FFA / Team) Regicide (FFA / Team) As you can tell from the first picture and description you saw, this map has been made compatible with every game type, excluding extraction. I added an abundance of neutral spawns all across the map to leave spawn killing almost absent, yet I also added spawn zones for a few of the team based game modes, like Capture the Flag and Grifball (yes, I made it compatible with Grifball), and base spawn points for Dominion. On the topic for Dominion, there are three bases, but the only benefits for two of them is a single weapon resupply drop at Alpha and Charlie, while Bravo controls the main building, and as such, controls the initial and random ordinance drops in the building, which leaves any objective ordinance a bit too much. Nearly all of the game types have not been tested on the map, aside from Slayer, which the map is suppose to be played on normally. If you experience any issues with game types other than Slayer, please contact me via the comments and address it. I will try to read your comment as soon as possible and fix the problem if it is present. Weapons: Shotgun x1 Railgun x1 Random Ordinance x3: x2 (Grenade/Plasma/Pulse), x1 (Speed Boost/Damage Boost/Overshield) Objective Ordinance x2 (Dominion only) The Shotgun, Railgun, and one of the random ordinances are located in the center building, the shotgun is located on the center floor walkway, while the other drops are below it on the ground floor. The two random grenade ordinances are found on the outskirts of the map. Bugs: The only bugs is whether or not the objective gamemodes are balanced on this map. Overall: This is a great vertical map that can have migrating firefights on the outside of the map, yet mainly focuses on the main building in the center. The dominant weapons in the game would possibly be the mid to long range weapons on the outskirts while the short to mid range weapons dominate the interior building. If you like recreation, asymmetrical, and or maps that are compatible with other game types, give this map a download and enjoy the map. I will post links to my game types I made for this map on Slayer soon, built with near balanced classes based on the Call of Duty game as well as physics from the game to give you a near complete nostalgic COD experience. Other Pictures: Updates: 7/27/13: Fixed the blocks with broken lighting. Removed a few asthetic peices with high shadow counts to preserve lighting. Made ramp inside the center building shorter and slightly steeper. Removed wall next to the ramp inside the center building to allow a more open feel to the interior building. Replaced a few rocks to fix previous shading problems. Removed a few rocks for replacements with other rocks and or building blocks. Changed a few walls from double walls to bridge, larges. Made the center catwalk 1.5 units wide instead of the previous 1.0 units. Fixed block texture issues. Replaced a few floors from bridge pieces to building blocks. 8/12/13: Fixed a few misplaced blocks. Added lights inside the center building to give it better lighting. Added a few extra asthetic pieces.
  19. Thanks man! I'm just trying to help the guy out by giving him the help he needs while most others would avoid. Many people, as I've seen, tend to avoid newcomer and or picture-less maps and I wanted to give the guy a hand. Anyways, thanks for the map Destroyer, your not that bad a forger, and thanks for your appreciation Zandril. But like you said, pictures would've been nice.
  20. Since I haven't gotten a large enough group to test this map yet, I might as well tell you some things I noticed while checking it out on forge. First off, nice main room, I must say it is quite amazing, same with the rest of your aesthetic pieces. As for the other parts of the maps, I might as well explain the minor downsides. First off, there are some pieces at the main room's sniping location, the outdoors ramp and some pieces near the blue armory that may need a bit of smoothing as I've noticed that there where a few bumps that either prohibited movement slightly, or for the outdoor ramp severely. If any of these were intentional however, I completely understand. Secondly, judging from the map's spawn setup and your description, this is sort of a "storm the castle"-like map, having red fight through trenches and open areas to reach and kill the blues inside the larger base, however there are a fare share of other spawn locations to differentiate the gameplay. This setup is great, but the ordinance and weapons force this map to not tread on almost all free for all game types and flood game types that enable ordinance and or map loadouts, as well as the map's setup prohibiting the use of king of the hill, capture the flag (the "One Flag" game type setup however, is an exception), and team oddball. The Banshee on the roof is a nice twist for gameplay, however I have yet to test the map to see if it is in anyways overpowering, considering red's base, as well as most of their spawns, are in the open. Finally, I find that some blocks may need to be removed and replaced, for example the Y large platforms at the large entrance into the base, I feel, need to be replaced with smaller ramps to allow for easier entrances and exits from the main door. Oh and some levitating terminal lights are seen in the outside trenches, however I do not know if you used them to give the illusion of low gravity. Well, that's my opinion so far. Hopefully I can get an actual test up to see how players utilize your map. Cheers!
  21. I took a look at your description and you seem to know what your doing when you were making this map, and were very descriptive, however I must stress that you will have to put up a link to your map on HaloWaypoint.com (just look into your fileshare). This can make it easier for people to access your map for download. When I get ahold of the map, I'll see how it can hold up against all of your suggested game types. Oh and if you need more help on your guidelines, just head to Psycoduck's "Submitting a Map: Important Guidelines". I'll give you a link at the end. Anyways, best of luck to you and I'll get back to you when I finish testing! Link to Submitting a Map: Important Guidelines
  22. Zombie Feed

    Corrosion Preview Pics

    Pictures showing many if not all of the locales you will find on my recreation of Call of Duty: World at War's smallest Ground War compatible map found in map pack 2.
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