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Everything posted by RegrettedKarma
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update dat link. New version is vastly superior
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Salazar or 2alazar is an inverse symmetrical 2v2 map forged on Impact. It was forged for the tri-community 2v2 contest. It plays 2v2 slayer, oddball, extraction and koth. 4PFFA and 1v1's are also really great here. Download here. The design of Salazar encourages players to gain control on the elbows and then drop down into the pits to escape or collect one of two power weapons that drop spawn. Spawning is very predictable but very difficult to actually exploit due to the way the map is segmented. Players who want to try and move on spawning players have to be aggressive and lose their positions, and yet positions are hard to control in the first place. This element of the maps design encourages circular flow and further compliments its size by creating easy to find encounters that can still be avoided by smart players. 1x 90 second no clip sniper spawns at the bottom of blue pit. 1x 120 second no clip concussion rifle spawns at the bottom of red pit. 1x DMR & 2x frags in back red. 1x BR & 2x frags in back blue. 1x LR & Pulse grenade in orange. 1x Carbine & Plasma grenade in cyan.
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Salazar or 2alazar is an inverse symmetrical 2v2 map forged on Impact. It was forged for the tri-community 2v2 contest. It plays 2v2 slayer, oddball, extraction and koth. 4PFFA and 1v1's are also really great here. Download here. The design of Salazar encourages players to gain control on the elbows and then drop down into the pits to escape or collect one of two power weapons that drop spawn. Spawning is very predictable but very difficult to actually exploit due to the way the map is segmented. Players who want to try and move on spawning players have to be aggressive and lose their positions, and yet positions are hard to control in the first place. This element of the maps design encourages circular flow and further compliments its size by creating easy to find encounters that can still be avoided by smart players. 1x 90 second no clip sniper spawns at the bottom of blue pit. 1x 120 second no clip concussion rifle spawns at the bottom of red pit. 1x DMR & 2x frags in back red. 1x BR & 2x frags in back blue. 1x LR & Pulse grenade in orange. 1x Carbine & Plasma grenade in cyan.
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I haven't been here too long but I just wanted to pop in and say you have contributed a lot to giving me a really good impression of the site. Always friendly and welcoming and that impression has extended to this whole forum community. While I may not be particularly active here I really appreciate the friendly atmosphere you have built up and the countless hours of work put into the site. Thanks AD.
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I came for the bacon Zandril. I was disappointed.
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It's not that legendary settings are bad, in fact they're undoubtedly the most balanced and arguably the strongest in combination with the gametype. It's just Halo 4's simple minded population is all. (Legendary is BR starts, no AA's, no perks).
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This is late but I actually feel legendary plays very well. With legendary settings, people actually pay attention to base objective drops for grenades, ammo and plasma pistols which was something previously ignored when you could just spawn with one. It makes vehicles much more potent and teams are forced to coordinate to take down wraiths etc. I've been in a few lobbies where everyone votes lockdown, everyone votes normal and sometimes everyone votes legendary. It's all up to who you get paired with unfortunately :/
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Budget Used: 6450/10000 Aerolith is an asymmetrical BTB map purposed for Dominion. It takes inspiration from Longbow but has several unique features that separate the maps identity. This map has been my defining learning experience as a forger as I continuously plugged away at it to improve the map and my own skills. In fact Aerolith was started way back at the beginning of April and has undertaken major changes, so much so that it no longer resembles the original version. Aerolith uses a diamond layout for Dominion. Very similar to the triangular layout with the main difference being the other 'point' (rocket building) also having sightlines on A/C which helps to increase traffic in the area while allowing players a safer way to push A/C. A rocket launcher can be found in the structure in between A/C every 140 seconds. A sticky detonator can be found in between B/C on the platform every 110 seconds. The railgun is found in between B/A on the platform at a 110 second interval as well. Alpha is larger than charlie but does not have sightlines that are as powerful. A mantis vehicle pad resides just inside the front entrance. Bravo has powerful sightlines onto both Alpha and Charlie and is easily the largest of the three bases. Dangerous spawning and a multitude of approaches make the base hard to control but rewarding if done so. Pssssstt... It has a wraith. Charlie is the smallest of the three bases but possesses powerful sightlines towards the rocket building and the 'dip'. Charlie also hangs onto a mantis vehicle pad just below its balcony. Have fun dominating!
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Budget Used: 6450/10000 Aerolith is an asymmetrical BTB map purposed for Dominion. It takes inspiration from Longbow but has several unique features that separate the maps identity. This map has been my defining learning experience as a forger as I continuously plugged away at it to improve the map and my own skills. In fact Aerolith was started way back at the beginning of April and has undertaken major changes, so much so that it no longer resembles the original version. Aerolith uses a diamond layout for Dominion. Very similar to the triangular layout with the main difference being the other 'point' (rocket building) also having sightlines on A/C which helps to increase traffic in the area while allowing players a safer way to push A/C. A rocket launcher can be found in the structure in between A/C every 140 seconds. A sticky detonator can be found in between B/C on the platform every 110 seconds. The railgun is found in between B/A on the platform at a 110 second interval as well. Alpha is larger than charlie but does not have sightlines that are as powerful. A mantis vehicle pad resides just inside the front entrance. Bravo has powerful sightlines onto both Alpha and Charlie and is easily the largest of the three bases. Dangerous spawning and a multitude of approaches make the base hard to control but rewarding if done so. Pssssstt... It has a wraith. Charlie is the smallest of the three bases but possesses powerful sightlines towards the rocket building and the 'dip'. Charlie also hangs onto a mantis vehicle pad just below its balcony. Have fun dominating!
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Mine started getting a little bit unreliable around two months ago, basically they lasted about 9 months working well for me. Seeing as they are cheap Trittons aren't too bad to start off with but I'd go with Bnus' suggestion and invest in a new headset.
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343i 12th Weekly Community Poll
RegrettedKarma replied to BeckoningZebra1's topic in General Discussion
Gotta say none.- 13 replies
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Killing Season - Free movie for XBL Gold members
RegrettedKarma replied to Absolute Dog's topic in General Discussion
Is this a regular thing on XBL, or a one time thing. I've never seen free movies on there before? -
Halo 2 9th birthday!!!!!!!!!!!!!!!!!!!
RegrettedKarma replied to Sniper0092's topic in Halo 2 + Anniversary
Favourite mission was uprising, killing brutes as an elite was so satisfying Favourite dual wield combo was the 1-2 PP & Magnum noob combo and my favourite character had to be the arbiter. -
I updated this yesterday.
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With Meet Your Maker judging in full swing and Dominion out of matchmaking, I wanted to try and create a little bit of love for the unappreciated gametype that 343i gave birth to. In this article I'll be covering the basics of Dominion design to try and attract some of the dissuaded over to the persuaded. These include, the bravo dilemma, alpha/charlie segmentation and weapon placement. Dominion is a gametype that was designed to scratch the itch of invasion lovers in Reach, while giving out a completely fresh experience. It possesses many gameplay elements that resemble to its predecessor. Like invasion, dominion has a focus on busting bases and objectives open to capture them in order to unlock new weapons and vehicles. Dominion, unlike invasion, does not feature progressive loadouts and play spaces, fireteams or the beloved core rushes that made the last invasion tier ever so frantic. It's much more accessiblewith its emphasis on tug of war gameplay and map control. The July update to the gametype changed how weapon drops work and made it even more accessible for players. Map Layouts Dominion maps are typically set up in one of two layouts, triangular or linear. Below is a good example of the triangular layout, it's longbow. As you can see the bases are set up so that together they form the illuminati, uh wait I mean a triangle. The Linear layout, I wanted to show off Wraith's Catacombs or Torta's Scrapyard but they don't have overhead pics of them so I'll show you guys Vortex. The Bravo Dilemma & Alpha/Charlie Segmentation I can already hear your questions echoing, why the hell is it setup like that? The answer is two part and quite simple, the bravo dilemma and alpha/charlie segmentation. The bravo dilemma and alpha/charlie segmentation go hand in hand, they're best buds. The bravo dilemma and alpha/charlie segmentation refers to the design element in which dominion is built off of. Basically Bravo has to have sightlines on Alpha and Charlie, while Alph and Charl have to be segmented but also have a route between them that Bravo can't influence. Think of Longbow, from Bravo you can see Alpha and Charlie but you can't effect blue/red sneak, coast or arch. Alpha and Charlie are segmented by the mountain but can take the route that Bravo can't control to flank the opposing base. On Vortex and all other linear maps, Alpha/Charlie segmentation is achieved through Bravo itself. Both Vortex and Exile don't actually have all that much control on the flanking routes beside, but instead have heavy control on the direct routes. Weapon Placement Weapon placement in Dominion follows a layout that is inverse to base placement in Dominion. Note the picture is not entirely accurate but is there for explanation purposes. Note how the weapon in between A/C on Longbow allow players to push the opposing base while the shotgun spawns mean that players will have to disconnect themselves from the fight. Apart from the initial drops now present in dominion there are also the base resupply drops which are as follows. Four Drops per base: 2 Grenade Drops Plasma Grenades 2ea. Frag Grenades 2ea. Pulse Grenades 2ea. Assault Weapon Drop Assault Rifle Supressor Storm Rifle Magnum Plasma Pistol (optional) Precision Weapon Drop Light Rifle Carbine Battle Rifle DMR Spartan Laser Spartan Laser (optional) Base Design Dominion base design is actually fairly simple. The difficult part mastering it so that every single encounter that occurs in the base is interesting. First things first, your base should have no less than 3 entrances and no more then 6 as you don't want it too approachable or too defensible. It's also recommended that these consist of a variety of jump ups, lifts, dropdwons and doorway. The golden rule of base design (in my mind) is to never make a box. That might sound silly but it's a trap that regularly occurs. Bases need to have a little more shape to them and also be segmented with elevation, rooms or levels to be interesting on the 100th encounter. Exile, Longbow, Vortex and Meltdown (Ignore the horrific Bravo) all have this implemented. Another thing that should be considered when forging is the function of the base. Bravo's have good sightlines and routes to A/C so this needs to be evident with windows/balconies. Alpha and Charlie need to feel safe but apart from that can have very dynamic functions. On the linear maps like Exile and Vortex Alpha and Charlie are typically placed against the boundaries of the map and are narrow and stretched (high ground) while the lower bases are also backed onto the boundary but have more compact designs. On Longbow A/C behave very similar and both have nice driving paths around them for the hogs and wraiths. Mexican Torta's 'Scrapyard' is a perfect example of bases having dynamic functions. Alpha Bravo Charlie Alpha (low ground) - Segmented by 3 floors, verticality makes it much more defensible, gauss hog allows it to be aggressive. Bravo (mid ground) - Supports a balcony which has sightlines on A/C, balcony/top floor much more accesible to Charlie, Low floor more accessible to Alpha. Charlie (high ground - Rooms which allow attackers to take base in parts, no support vehicles (2 ghosts only), closer to Bravo. Dominion Turret Placement With the placement of Dominion turrets you actually don't need to consider all that much. - It must not impede player movement (block doorways, stop jump ups). - Should discourage and punish unintelligent movement (approaching a base in the open). - It should be easily avoidable by the use of cover, or longer, safer routes. - It is advised that turret monitors are used so players can understand when their turrets are active. Spawning Spawning in Dominion is determined by base respawn zones. Base respawn zones are areas in which a team will spawn if they own the corresponding base. Players will respawn on the respawn points that are inside this area. e.g. if a team owns Alpha, they will spawn inside the base respawn zone surrounding Alpha. It is important to have safe spawning areas around dominion bases. You can achieve this by creating pockets. The 'dark blue' area on Exile is great for this. On Longbow safe spawning is usually reliant on blue/red sneak coast and caverns. Safe spawning can be fairly easily to achieve for Bravo on triangular layouts too, but what about linear layouts. While it is true that linear layouts tend to be wide to allow A/C flanking, this can cause issues with safe Bravo spawning. You can't spawn players in the base, then it's too easy to defend, and yet you can't spawn them too wide of it, otherwise they'll be disconnected. What do you do? A good example of safe Bravo spawning is Vortex. Vortex relies on the lower dip below the base itself to provide its spawning. While usually this would create an issue of disconnection, Vortex has the luxury of lifts up into the base from down in that dip. Pathing I don't have all that much to say on pathing other than what you would try on a Big Team map. Don't try to polarise infantry from vehicles too much, the bases do enough of that. Just make sure vehicles can apply ample pressure to the bases so they can support their spartan brethren, ideally providing open spaces around bases for them to reign in terror. Oh and try and make the maps hog-friendly, pretty much every standard MM style dominion map has initial hogs.
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Microsoft confirmed the next halo would not be on the 360. Can't remember where but they basically said the franchise is worth too much to downgrade the quality of development and the game so that it has a larger market. Cudos to them. Now to find that interview. Anyway I personally believe that the negativity surrounding Halo 4 will effect sales more so than the console itself. Halo has always been a system seller and considering the poor reception of 4, it could have a pretty negative effect if people think the game that sells the system isn't up to scratch.
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I wouldn't call myself a talented forger I've never even released a map... ahahah
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- Wont hold it against you guys
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None of the dominion maps even have saws on them.... Besides that point though, if a team has a power weapon in their base, it's because they've actively gone out of their base into a contested area to get them. The grenade issue is just because of the bases design. In fact you'll see the same stuff occur in extraction and ctf so again, not really an issue.
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I really don't understand this giant chaos hole thing? Power weapons haven't spawned at bases since before June?
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I think it's the room double or triple? If not I know it's a building piece.
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I've always like fast spawning power weapons in 1 v 1's and 2 v 2's. Like Zandril said, it rewards awareness, but it also rewards movement. It can force players who are set up in a power position to abandon it for the weapon, or have the other team/player get the power weapon more easily and try and force the set up team/player to give up their position. I remember 1 v 1's/ 2 v 2's in Reach were comprised of 60/90 sec snipers (no spare clip) and grenade launchers. I think the issue in 2 v 2's in Halo 4 is that power weapons are more powerful than ideal, and the only things I can see being competitive is the sniper, concussion and speed boost. Keep to those and I really don't see any issue with having 2 power weapons on map. I do agree that infinity gametypes suck though, not enjoyable at all.
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It's the closest we're going to get, if you put up against the water done like in the above map I don't know anyone who will think of snow first. Also I have Australia has a few beaches with pure white sand.
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There's no difference, it's how you use it that determines whether it's more like snow or sand.
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So I came across this on the Online Knights video and really wanted to share with you guys how ducking cool this technique is. Basically what you do is use ramp stunts and wall collies and just make sure you cover up the textured parts of the pieces by angling them against each other. Take a look http://haloevolved.com/maps/weathered.114/ All credit goes to Honored Forge! Get forging guys, I sense some epic Zanzibar remakes coming!
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WSW 343iCF Weekly Site Wrapup 10/16/13
RegrettedKarma replied to Drizzy_Dan's topic in Announcements
Do you know how far into MYM Judging they are? I haven't really been on halo for a few weeks and haven't talked to Able either so just an update on progress would be nice.- 9 replies
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- USF President
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