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NONE YA BIZNUS

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    NONE YA BIZNUS

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  1. Thanks! I'm glad the pictures made a good impression.
  2. Thanks, I hope you enjoy it!
  3. DL: http://www.halowaypo...etails=31212539 FH thread (pretty much the same thing): http://www.forgehub....412#post1551412 Here is a map I finished recently, and is probably my last major competitive map in Reach. Anyway, let's start with the initial loadout camera, showcasing the aesthetic theme: Lyon Heights is a map for your basic 4v4 DMR Slayer games, with a side of King of the Hill (Woo! Originality!). On the more interesting side of things, it takes place on that weird shelf thing across the Canyon from Montana. The map looks and feels generally forest-like, and therefore the layout naturally features long, narrow lines of sight. Speaking of which, here is the overview, highlighting some of the more important areas: As you can see, this is an asymmetrical map with four important weapons spread around the map. Perhaps the most effective is the grenade launcher, which spawns on the octagonal balcony up on this smallish cliff that hangs above the rest of the map: Here is a wider view of this area: This position is certainly a place that a team should look into controlling to gain an advantage over the other team. However, it may be difficult to hold, as it has two main ramps leading up to it from either team's spawn, as well as several tactical jumps, most notably this one, from the plasma grenade platform: Although this cliff is indeed a powerful position, it only controls a couple lines of sight and one power weapon. The most important weapon away from this area is undoubtedly the sniper rifle, which spawns in this less forest-like area, by the further, larger platform (The needler spawns on the nearer, smaller platform ): As I mentioned before, this map features long, narrow lines of sight. So, it is beneficial for a team to control the sniper rifle. With this weapon, they can secure major lines of sight, like these: From this side of the needler platform, you can see all the way to red spawn: On the platform above the sniper rifle spawn, you can see the blue-side ramp up to the GL cliff: And who could forget the shotgun? A faithful companion in the act of filling an enemy's surprised chest full of lead at close range. This weapon spawns the closest to the center of the map, making it an ideal tool for storming an enemy controlled area. It spawns here, atop this elevated platform: It can also provide a decent height advantage, but I would not recommend staying here for too long, due to the limited cover it provides. That's all I have to share, the rest is for you to download, discover, and enjoy! If you do not enjoy it, leave some constructive criticism in the comments. Thanks for reading! DL: http://www.halowaypo...etails=31212539
  4. Thanks, bro. And in regards to the 4x4 talls, the same thing bothers me as well. However, on this map, they do not overlap in places visible from the playable field, so they really do not look too bad.
  5. Haha thanks, bro. I really appreciate the enthusiasm.
  6. The ghost does spawn slightly closer to the defending team, but as I said before (in the FH thread), I concentrated on infantry gameplay ASSISTED by a single ghost. It is not a really overpowered weapon, as the central building is a smaller space that makes driving a ghost up there a substantial risk.
  7. I definetly did add all those other weapons. I was just highlighting the more important ones in the overview picture. There are enough weapons on the map to fill up that picture with words. And I somehow inadvertently avoiding taking a picture with some of the standard weapons in them.
  8. Tor Piiri is a map for One Flag CTF (preferably with DMR's) by me, NONE YA BIZNUS <---(GT) DL: https://halo.xbox.com/en-us/haloreach/NONE%20YA%20BIZNUS/fileshare#!/?section=MapVariants&MapId=&GameMode=0&SearchDate=7&SortBy=2&view-select=Tile&tags=&startIndex=0&details=30329411 FH thread (pretty much the same thing): http://www.forgehub....-tor-piiri.html It is a fairly large map, with an ideal player count of 8-12 players, being squad objective map. It consists of three main lanes, one in the middle, and one on either side. (I know, the originality here is just astounding) So here is the general overview of the map, highlighting the more important places: This image has been resized. Click here to view the full image (791x589) The middle lane is naturally the highest traffic, but shortest route to the flag. It is essentially central "hub" building with one bridge going to each spawn, and another to the side. In this building spawns a grenade launcher, which is a pretty useful tool for the attacking side. However, it spawns neutrally, so it is a worthwhile target for the initial push on both teams. Also, the sniper rifle spawns outside the building on the ground level, also a useful tool, especially for defense. Anyway, here is the core of the map: This image has been resized. Click here to view the full image (800x593) The flag spawns here, in the little platform just to the side of the defending entrance to the middle building: This image has been resized. Click here to view the full image (794x590) The right flank is a good secondary path. Its most notable interest is the ghost, which is a great way to suppress the opposite team. It has limited access to the upper area of the map, in a way that makes it a little bit more useful to the defenders, but still effective for the attackers. Other than that, this flank is a good way to hit the defenders from the side or the rear, as one path leads to their initial spawn, and another to the side of the flag spawn. Here is what it looks like: This image has been resized. Click here to view the full image (786x580) This image has been resized. Click here to view the full image (788x589) On the opposite side of the map is what I like to call, "The Long way." This flank features a long path with lots of cover for the attackers, as well as a jump up to behind the flag to make a quick grab and run. However, it is a pretty roundabout route, and I've only seen it used as a last resort if the attackers can't push through the other two flanks. But it does also have some defensive value. From the farthest path, there lies an excellent line of sight into the middle building. If you are a defender and you have a sniper, I highly recommend bringing it here to cover the central lane. It is not without a weakness though, as the attackers could easily use the ghost-side flank. Unfortunately, this is the best picture I have of it, showing only the final area, leading into the defenders' spawn: This image has been resized. Click here to view the full image (787x590) And last but not least, there is the attackers' spawn, and the bridge from there leading into the middle building: This image has been resized. Click here to view the full image (787x590) This image has been resized. Click here to view the full image (793x588) That is all I have to say about this map, please comment, download, play, and enjoy! If you don't enjoy it, I would really appreciate a comment with constructive criticism. DL: https://halo.xbox.co...etails=30329411
  9. I hate to be a rain cloud on your sunny day, but to me, this doesn't look too good. I'm sure it's fun to mess around with friends, but I doubt this map's ability to give a truly competitive feel. Here are some reasons, just from observing the pictures: -It looks like you put little care into how it looks. The walls are inconsistantly textured, the building is just a giant cube, and you used quite a few building pieces. -I can imagine that the initial gameplay is rather stale, before all the extra man cannons spawn in. -Considering there are only three narrow entrances to the main building, I fear that if one team were to gain the upper hand, it would be far to easy to spawn trap the other team, looking at the limited cover in the initial spawn areas. On the plus side, the interior does not look too poorly designed, and it is definetly the strong point of the map. Other than that, I really can't say much without playing the map.
  10. I like competitive, but that's because I forge competitive maps. I'm sure other types of forgers enjoy videos on maps of their respective fields.
  11. A video covering sightlines and cover would be nice.
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