Jump to content

wade

Members
  • Posts

    12
  • Joined

  • Last visited

Contact Methods

  • Gamertag
    LeadingChimera3

wade's Achievements

Jackal

Jackal (2/19)

1

Reputation

  1. LAKE PLACID Download Link [media]http://www.youtube.com/watch?v=3sT816F0i1s[/media] Lake Placid is set within the ravine on "Ravine." The idea is this. The entire middle area of the map is a lake. Along the cliff sides there are many different paths that you can take to get yourself up and away from the waters edge. The reason that you want to do this is because most of the flood's re-spawn points are deep below the "surface" of the lake. They will continue to float up and attack from beneath your feet as long as you are swimming around. They also have thruster packs. So they can shoot themselves through the "water" very quickly. If you are worried that this map might be unbalanced, or that there may be some impregnable hold out locations, don't be. I have spent countless days and weeks making sure that there are many different paths to every single spot on the map. It has been tested many times. Many of the routes out of the lake are easier, or exclusively possible for the flood. (due to their increased jump height) Elevating yourself will help, but you are never going to be anywhere near Safe. Especially if you are dealing with some quick thinking Flood... I have had a ton of fun testing out this map. It really creates the fear of having something deadly swimming around beneath your feet, and the rush of having to pull yourself out onto the dock seconds before the alligator, shark, or whatever else gets a hold of your ankle. If you are a fan of Jaws, Lake Placid, Anaconda, or any other water related horror movies, you are going to like this map.
  2. Thanks a lot man, really appreciate it. I have been dying to make this map the right way forever. As soon as I saw the specs on Forge Island I knew I could finally do it.
  3. Find God II Download Link [media]http://www.youtube.com/watch?v=x9GRezxjv9Q[/media] The epic battle between Heaven and Hell has resumed, and this time Earth is right in the middle of it. Out of all my old Halo Reach forge creations, the first Find God was my favorite. That being said, I was never able to make it as truly epic as I wanted to in Reach. I am a fan of Halo 4's Forge, but the limitations of Ravine, Impact, and Erosion could never allow me to make any meaningful improvements on the Find God concept. When I first downloaded Forge Island I wasn't expecting much from it either. But after investigating the terrain, and discovering how high the ceiling was (along with a few other features) I realized that it was absolutely perfect for a Find God "remake." The goal of Find God II is to take 3 very different worlds and make them all work together as integral parts of a complete game experience. I didn't want to rely on a custom game type. So I spent a massive amount of time fitting the physical parameters of the world to the objectives in the different game types. The first game type that I had in mind while designing the map was Dominion. Dominion is probably the best game to play if you want to have all three regions of the map be fully integrated and competitive environments. If you aren't a huge fan of Dominion, don't worry, I wasn't either. When I have played dominion in matchmaking, or in custom games, I feel like it is just a bunch of people running straight for the nearest base terminal. Yes you score points for holding the bases, but I think it makes dominion much better if you aren't just holding the bases for points, but also to gain a real tactical advantage. For Find God II's dominion there is one base terminal in each realm. There is a base terminal on the central rock of Hell, a base terminal on the altar in the Church on Earth, and there is a third terminal on the central disc in Heaven. The initial spawns are located around the edge of the Earth, however, all of the re-spawn points are in Hell. (when you kill someone you are literally sending them to Hell) One of the first questions I get when testing this map is, "why don't we just stay in hell and fight for this terminal?" Well that is exactly the point. If you let your immediate greed overtake you, and only go for the first terminal you see, then you might be able to reign in Hell for a while. However, the Church up above not only holds another terminal, but it also houses the gateway to Heaven... In the end your greed will not be rewarded and you will be left battling a never ending onslaught of the damned. Having all of the re-spawn points located in Hell is a big key to creating a unique experience for all of the objective games. The three levels act like an inverted funnel. There is one tele-sender node out of Hell, but there are six receiver nodes on Earth. Next there is one sender node in the Church on Earth, but it has four receiver nodes in Heaven. In both of the supernatural realms players have increased speed and damage resistance. (To different degrees because Demons are flawed and weaker than Angels, and also because the different settings work best with each environment) The increased Demon traits are quite enough to make any attempt at spawn or tele camping in hell effectively impossible. By far the most exciting transportation method between worlds is the great leap from Heaven to Earth. The free fall lasts for twelve seconds and the fallcauses absolutely no damage. However, since players will often want to fall as close to the Church as possible, I wanted to create a certain degree of challenge to the close landing. Due to the 45 degree angle of the Church roof, if you hit it you will shoot out thousands of feet out into the ocean. To add another extra challenge the tower on top of the Church roof holds a sniper rifle and a spartan laser. If you want to be a real risk taker you can go for them.
  4. Thanks a lot! I worked really hard on this one, but it's always totally worth it if people find it and enjoy it
  5. http://www.youtube.com/watch?v=MFAFZ4lMDAM Gamer Tag: LeadingChimera3 Liquid Space is a symmetrical team objective map. It also plays very well as an infinity slayer map, or as a flood map. The element that I spent the most time on and eventually built the rest of the map around is the "Liquid Space" gravity pool. It is comprised of 12 10x10 gravity volumes and a couple overlapping trait zones. The end result is a 20x10 free standing gravity pool that you cannot fall out of. The pool area is a great fun for lots of mini games and such, but I also wanted to build a full team objective map around it. Even though the map has a very unusual central element, it is surprisingly straightforward and simple to understand. (The video clips are all from one game with many first time players. As you can see they intuitively pick up on what to do quite quickly.) I worked very hard on making every room in each base as dynamic as possible. The 2 floor central control rooms have created some really awesome conflicts during my time testing out the map.
  6. Download Championship: http://halo.xbox.com...etails/30559234 Have a score to settle? This is where you do it. Championship is my take on the ultimate Capture the Flag map. It also works great for Assault. It's perfect for both small and large team games. Each base has strengths and weaknesses. Each base has a set of well balanced, multi-tiered entrances. This map is all about the gameplay. At the heart of the map is the upper level Jump Block Crossing. Below that is the massive Magnet Rink. If you go for the jump block cross, you may end up in the magnet rink. The center of the map is intentionally open to make the players in the magnet rinks inability to jump interesting. The two gates, along with the two ramps on either side of the map add great short and long range conflicts. The light man cannons in front of the bases throw players up and into their opponent's base like old school pirates boarding a schooner. -6x DMR -4x Magnum -4x Plasma Pistol -4x Assault Rifle -2x Needle Rifle -2x Concussion Rifle -2x Needler -2x Grenade Launcher -2x Shotgun -1x Energy Sword -1x Rocket Launcher Thanks for checking out my map, Championship. Have fun!
  7. wade

    Trench Run

    I mean I said "vauge tower of Mordor," it was kinda a joke... It's actually the 3rd map I have posted here, along with "Find God", and "Zompound." I just signed up a few days ago. I have been told there are a few other trench run games out there. People do usually like the way this one plays though. I will be sure to do more in the forums now that I am signed up.
  8. Download Link Gametype This map is for anyone who has ever felt a little let down by their Star Wars "Death Star Trench Run" video game experiences. I have been waiting for an oficially licensed Star Wars video game to deliver a truly exciting trench run level ever since 1993 (X-Wing), almost as long as have been waiting for them to give me a truly great light-saber battle (never). While I still can't do anything about the light-saber battle, the trench run is now a somewhat different story. I knew going in that I would never be able to forge a perfectly accurate Death Star surface (cover the entire forge world in c-walls?) using the $10,000 budget and the piece limits. Instead I decided to embrace the difference and take on a little creative license. This isn't a Star Wars trench run. It is a Halo Trench Run. With that in mind, I set out to make it play, and look as incredible as possible. I even threw in a vague Tower of Mordor look alike for good measure. The most important thing to me while forging this map was to make sure that the trench was a functioning, strategic, and necessary passage way to the thermal exhaust port. You always have the option to fly around, above, or outside of the trench. It will just be much more difficult to stay alive out there. Also, if you leave the "Death Ship's" surface area entirely, you will explode. Another absolutely imperative goal for me was making sure that this map was as fun on defense (if not more fun) than it is on offense. In order to accomplish that, I made up a specialized teleporter/observation tower system. The main defense tower has 6 two-way teleporters along its inner walls. The three on the right side walls will transport you to the three right side gun towers. They go in order from front to back. The same goes for the left side wall's teleporters. Using the "observe and move" system you can always be in the proper tower at the proper time. When it's done well, it is almost as if all of the towers are automated. Finally the custom game type is a one-bomb assault variant. It is set up to give you the feeling that Yavin 4 is just about to come into range, and there is no time to spare. Each round is 3 minuets long, and there are 6 of them. This gives each team more chances to employ different strategies, yet keeps the game moving along quickly. If you are having an unusually difficult time on offense, or defense, you can always add or drop a minuet. The bomb carrier has 100% mobility, along with full vehicle use. In addition to the normal movement, his ability to "use the force" gives him two slight advantages. He has a 75m radar, and will inflict 110% damage on his enemies. Other Maps: Find God: Find God Game Type http://www.youtube.com/watch?v=6JtSKeOeKWc&feature=channel&list=UL Zompound: Zomplex Zompound Game type http://www.youtube.com/watch?v=sWKw7RFtLCc&feature=channel&list=UL
  9. Hey thanks a lot guys. Skummgum, yes I made it a couple months ago. I think it might still be my favorite of my forge maps. ZB I hope you enjoy it. Adog, not positive, but I hope I will be able to get on at 9. Sounds great! The map is alot more fun when you actually have numbers. I would be happy to play it with anyone who is interested.
  10. Download Link Gametype http://www.youtube.com/watch?v=6JtSKeOeKWc Get cast out of Heaven, free fall 1000ft, and land unharmed! ... in Hell. The most epic KOTH game possible. Literally of Biblical proportions. You can become an Angel. You can become a Demon. You can pass back a forth between the two worlds. It may sound a little morbid, but watching a bunch of lost souls and dead bodies spill over into a bottomless pit is pretty fun. The "Find God" gametype is awesome for this map, but it works great with almost any variation of KOTH, CTF, Assault, or Territories. It's not bad for Team Slayer either. The "Find God" gametype is a static-king game with two custom power ups that create an "Angel," or "Fallen Angel/Demon" player for 60 seconds. The increased mobility, shield, and sword/hammer of the superior being allows them to patrol the the pit much more effectively. They also turn bright white and it looks cool... I hope everyone will enjoy this map, and the game.
  11. Download Link Gametype Download http://www.youtube.com/watch?v=-bYPW7MhvBI This cliffside mansion compound near Bozeman, Montana has long been the home of millionaire fanatic cult leader Dr. Raymond Tangier. Recently, several Bozeman citizens have been reported missing, and strange noises have been heard coming from the woods around Tangier's compound. Calls to local and federal agencies have gone unanswered, so the residents of Bozeman have taken matters into their own hands. They put together a militia investigation task force made up of 4-15 local residents. (good thing 4-15 of them happen to be Spartans) Although they set off early in the afternoon, the party does not reach the edge of Tangier's estate until just after the sun has set. Some in the group are starting to have second thoughts about the whole expedition. Luckily, none of that will matter soon. In a few seconds they will all learn that Dr. Tangier is a much more persuasive recruiter than anyone had previously imagined... <table 0"="" cellspacing="0" border="0" height="100%" width="100%" align="center" valign="top" style="background-image: url(http://www.forgehub....ark/misc/bg.jpg); background-attachment: fixed; background-origin: initial; background-clip: initial; background-color: rgb(4, 4, 4); background-position: 50% 0%; background-repeat: no-repeat no-repeat; "> Zompound is my attempt to make an infection map that plays as much like a real horror film as possible. I tried to compile as many monster chase/escape scenes in my head as I could. I then attempted to in-game organically re-create them with the layout of this map. The human players all start outside of the cliff mansion compound. They will want to move inside as quickly as they possibly can. Of course, just like in a film, or in real life, you can always decide to go it alone and stay outside... The house has 4 main interior floors and a rooftop. There are 8 total entrances, some more obvious that others. These entrances can be approached from a wide variety of angles.
×
×
  • Create New...