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The Sigma AI

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    The Sigma AI

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Drone (3/19)

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  1. building maps because I'm boss

  2. I think it looks a lot like 'The Pit' from Halo 3 in a way. However everything looks very smooth and nicely forged, apart from maybe things I can't see on screenshots like the spawns this map looks like it would play out well. I like the use of colour zones for calling out as well, nicely done and until I view it I'll give this a 4.1 out of 5. The Sigma AI
  3. Gamer Tag: The Sigma AI Map: MLG Conjunction v1 Gametypes: MLG Team Slayer, MLG KOTH, MLG Extraction This map is a semi-large map based for 4v4, 5v5 or 6v6 games. It can hold more or less players but it will either become unbalanced or too hectic with more or less people. This map is 'MLG Conjunction v1' named after one of my first maps Conjunction. This map was originally forged on Erosion but for MLG purposes I have re-built it from scratch and I have to say I think I've done a pretty good job with this. The map smooth and works will with the MLG game types. The coloured zones also show up a lot easier on the Ravine forge environment than they did on the Erosion object shading. There are a lot of ways to get around this map including specially placed gaps in the floor to instantly drop to lower levels as a quick rout of escape. The gaps on the highest level are positioned close enough together that a sprint at full speed will let you go over them without a jump. I hope you all enjoy this MLG re-make. Red team initial spawn. The lift to the centre is risky but worth it if you walk off with a sword. The centre of the map isn't the safest place to be, but you are still well covered. The Lime zone is above Green to avoid confusion. The coloured zones show really well, remember to use call outs for your team. The Gold zone is above the Yellow zone to avoid confusion. Rockets will spawn at the top of the map, be sure to put them to good use. The Sticky Detonator spawns below the Rocket platform, don't miss them! Needlers are a powerful weapon in an enclosed space. The lift will take you to the top off the map, but be aware players can hear when you use them. The sword is a powerful close range weapon, but that platform is very open. Blue team initial spawn. These gaps offer a great drop down to escape from a fight, they are also sprintable! A sniper can get you easy kills from a distance but be aware, the enemy team have their own. Hello gamers! I'd just like to say that when someone makes a map in a game like this, the most frustrating thing for me is not knowing your way around or where any of the weapons spawn. So I have decided to make a little something to ensure you all know the up's and downs to my map. Enjoy! This is the layout rendered in line form, it's pretty cool. Everything has been labeled and even colour coded on these so you know for sure. I hope you all have a wonderful time playing some competitive games on my map. This map is Now Available on my Halo 4 fileshare! (The original contrast map pack with regular Conjunction will still be available however if you want this map make sure to download the MLG version!) If anyone has any questions or just wants to leave feed back you can either send me a message personally or just leave a reply to this post. I check here often so I will get back to you as soon as I can. Thank you everyone! Enjoy! ^^ The Sigma AI
  4. Ravine and Impact are over used in my opinion and I prefer the look of the Erosion blocks as they have a complete change of scenery to me. I got fed up of the same look on all the forged maps in Halo Reach and the same is happening here as the variety of object shading isn't enough. The object shading on both Impact and Ravine look similar....... The only unique one is Erosion. I will see if I can in my spare time re-build the whole map over on Ravine if it is what you would like, but I can't make any promises as to how it will look..... As for the MLG Version of this map I will make the invisible ceiling you requested and update the team colours to each zone for MLG use and then update my fileshare. Thank you for your feed back, it is very honest and I appreciate it. Update 1: MLG Conjunction V1 has been updated on my fileshare and I am making steady progress on the re-build of the map on the Ravine forge environment. Update 2: The map is complete and actually I agree with you on this, it looks stunning! I had to remove the roof since it left a nasty shadow across the whole map where as the reflective water on erosion lights up the roof. But still, that minor difference alone won't change how the map plays. I will get to work on the spawns, weapon drops and game types on a later date as I don't have time right now. More soon. Update 3: Spawns and Game Types have been added along with Weapon Spawns and Kills Zones. The map is finished..... and in under 24 hours too! That's got to be a new one for me, I'm usually slow with these things. ^^ Update 4: MLG Conjunction v1 is now on my fileshare and also a thread has been made in the competitive forum. I originally designed Conjunction to be part of the contrast map pack which was based on the Erosion forge world, but I feel this new version is much nicer than my original map....... I'll keep my original but will make BOTH available as soon as I sort out my fileshare. The Sigma AI
  5. Just released the Contrast Map pack on THFE Competitive maps forum! Glad to have finally finished them. ^^

    1. Absolute Dog

      Absolute Dog

      Good luck on your review.

  6. Gamer Tag: The Sigma AI Map: Confliction Gametypes: Big Team Infinity Slayer, One Flag CTF This map is a large map deigned for Big Team Infinity Slayer. It comfortably holds 16 players and has plenty of cover for those on foot to duck behind. Vehicles have restrictions on the map as foot soldiers have the high ground and some vehicles may be too large to enter the bases on either side leaving them exposed to continuous enemy attacks. The map has a large number of weapons at the start, but with 16 players those waypoints will drop fast so find one you want and get to it. This map is the final map in the Contrast map pack and was forged by The Sigma AI. (This map has not yet been tested which is why other game types such as Extraction and KOTH have not been added to the playlist. Once I have more feedback I will post an update for this map but until then I feel you should all be able to enjoy the full series of maps I have to offer.) Blue Base: Blue base has plenty of high points to avoid vehicles but be careful. The sniper spawns on top of the triple tower and is a useful tool on this map. Vehicle pads take time to load at the start so won't be active. However they stop enemy players taking your vehicles once active. There are two warthogs and one ghost per side, use them well. Mongoose are available for quick escapes in enemy territory. or can be used to get into battle zones faster. The shotgun is good when on defence however the enemy also have one! The tower is good against vehicles, but isn't the best vantage point with snipers looking for kills. Railgun spawns in the bunker below and is rather useful on this map. The Neutral Zone: The neutral zone has lots to offer but who will get it first? Rocket Launcher does NOT re-spawn so put it to good use while you can. The Incineration Cannon can be a major game changer. It does NOT re-spawn so use it wisely! The Spartan Laser is the bane of all Warthogs..... This will re-spawn so keep hold of it to keep control. The Wraith is powerful and can ruin the lives of many. But being stuck in open conflict constantly, it will need a godly driver. The Rocket Warthog is also a Neutral vehicle available on this map. It could be what decides the whole match, jump in and get shooting. The Neutral Zone is open for both vehicles and foot soldiers. Stay alive out there...... Red Base: Red base has plenty of high points to avoid vehicles but be careful. The tower is good against vehicles, but isn't the best vantage point with snipers looking for kills. Railgun spawns in the bunker below and is rather useful on this map. The shotgun is good when on defence however the enemy also have one! Mongoose are available for quick escapes in enemy territory. or can be used to get into battle zones faster. There are two warthogs and one ghost per side, use them well. Vehicle pads take time to load at the start so won't be active. However they stop enemy players taking your vehicles once active. The sniper spawns on top of the triple tower and is a useful tool on this map. I hope you all enjoy this map as well as the others in this map pack. Any feed back you have would be really appreciated. The Sigma AI
  7. Gamer Tag: The Sigma AI Map: Conjunction Gametypes: Infinity Slayer, KOTH, Extraction, Regicide This map is a semi-large map based for 5v5 or 6v6 games. It can hold more or less players but it will either become unbalanced or too hectic with more or less people. This map is called 'Conjunction' because when I first started building it I had a centre platform with twelve bridges coming of from it. Even though the centre has all those access points the map still plays really well with little trouble. There are a lot of ways to get around my map including specially placed gaps in the floor to instantly drop to lower levels as a quick rout of escape. The gaps on the highest level are positioned close enough together so a sprint at full speed will let you go over them without a jump. This map is part of a set of three in the contrast map pack. This map was also forged and tested by me, The Sigma AI. Enjoy. Blue team initial spawn. Red team initial spawn. The under section of the map has less paths of escape, be cautious. Gravity hammer does re-spawn, however it won't always be in the same place. The under section gives a good sight line, however you are also part of it. Centre middle of the map where the twelve bridges connect, not a good place to be. Shotgun does NOT re-spawn, so use it well. There are two sets of gaps in the floor either side to drop down. There are also two snipers per side, so keep your heads low. This is the highest point of the map, it is covered okay but in halo anything can happen. Two of the many bridges to the centre platform. There is also a gap in the middle floor to drop to the under section of the map. Long sight lines along here but still easy access for escapes. Rockets start on the floating platform however the spawn changes once taken. The two sticky detonators do NOT re-spawn so put them to good use. I hope you all enjoy this map as well as the others in this map pack. Any feed back you have would be really appreciated. The Sigma AI
  8. Gamer Tag: The Sigma AI Map: Contortion & MLG Contortion V1 Gametypes: Infinity Slayer, CTF, KOTH, Oddball MLG Gametypes: MLG Slayer V1, MLG CTF, MLG KOTH, MLG Oddball This map is a small map based for 1v1 or 2v2 games. It can hold more players but the most I would recommend at any one time would be 6 players maximum and even that itself can become pretty hectic. This map is called 'Contortion' due to the number of twists and turns offered by the various lifts on the map. It is easy to fall off but gives players many ways to get around and offers endless routes of attack or escape. The map is part of a set of three in the Contrast map pack. This map was forged and tested by me, The Sigma AI. Enjoy. Important: The green capture plates indicate a jump zone where you may jump above average hight to get to the top of the map. Lift to the side will take players to the top. The needler does NOT re-spawn, so put it to good use. The main lift on the initial spawn will place you here. Both lifts will put you to the highest point on the map, but watch out for grenades. The Sticky detonator will re-spawn so be sure to keep an eye out. The main lift on the initial spawn will place you here. The needler does NOT re-spawn, so put it to good use. Lift to the side will take players to the top. Important: The green capture plates indicate a jump zone where you may jump above average hight to get to the top of the map. Pulse grenades are useful for flushing players off the high ground. The high ground is well covered but you are most vulnerable to explosives here. The Rail gun will re-spawn, so keep an eye out. Players attacking the high ground have some nice cover making them difficult to push back. I hope you all enjoy this map as well as the others in this map pack. Any feed back you have would be really appreciated. The Sigma AI
  9. Okay, time for my review! ^-^ I hope all/any of the information left in this review is helpful to you and helps improve your over all forging~ Right! Well this one was a bit different than I expected but still it's clear from the start that a respectable amount of effort has gone into the creation of this map and as I did before I will start positive and work towards the negative. The map itself looks pretty nice, I especially love how the sunlight comes in through the windows over the ceiling! It looks fantastic, kind of makes me feel like I'm in a green house or something, anyway. The map looks nice, you've done a great job making sure everything is smooth as it was in your previous map. You've again used some different idea's and designs for the level's structure and made a map completely beyond me. (I totally suck at forging on Ravine) The aesthetics on the broken bridge are again nice, maybe a little over done but still..... I think it would look a little better with the second piece missing and a bit more wiring if you have any spare. (Also I like that you lock the pieces when you are happy with them, more forgers need to get into this habit!) One of the big negative points would be weapons. I understand that this map wouldn't work with vehicles but with 16 players on the map I think it needs a little bit more than a sniper, a railgun and a rocket launcher. I might have missed some of the weapons when I previously looked at the map but this brings up my point about using ordinance to help show new players where they spawn. Kill zones were not as obvious on this map as they were on Outpost: Icarus, I did notice the kill zones on the aesthetic broken bridge, however when I fell to my death I fell all the way to the bottom of the canyon, which is rather tedious, I would recommend placing a large instant kill near the bottom of the map where you deem death from falling rather than let the game decide when you almost hit the bottom. Some of the structures are a big negative point for me too. Although the map looks really nice I feel the defending side (Red Team) seem to have a large disadvantage. They have less cover, weaker weapons and just generally are not well protected at all. I noticed on forge you still have some decorative pieces available although you have no blocks left but still I think red team need a little bit more cover to help them out. If this was to be tested I'm sure some players on red team would consider leaving the game as they clearly have the disadvantage. Mobility. This again comes back to structures and how you position them. The map is smooth and that is a fact, it is fairly easy to get around without catching on bumps or poorly forged pieces however the higher up walkways on the side of the map seem to be inaccessible by foot, you need a jet pack. I did notice the trait jump to get up to the sniper and that was okay, not 100% obvious but it works. However there isn't any way I could figure out to use the outer walkways without a jet pack which leaves only one bridge or a lift for those still on foot. This map looks promising so I don't want you to give up on it. It could be a really great map with some more work, but for the most parts it feels like it's unfinished to me, like blue team had more time worked on it than red team did. And finally spawning as it was before in the previous review is okay, but for the most part broken without the re-spawn zones to help the re-spawn points work effectively. Apart from that it's looking like a promising map to me and I hope when you work on the feed back given that it plays outstandingly. For now though I'll rate it a 3.6 which isn't the final mark, this map is merely a shell and you have the power to make it hit 5. The Sigma AI
  10. Okay, time for my review, however it will be a bit short as I have two maps that I said I would look at. I'll start with the positive feed back for this map and tell you the good stuff and then move onto the negative points later on. Right, well obviously the map is impressive from a first glance, it looks very well forged with some interesting concepts that I haven't considered myself and probably wouldn't have thought of doing had I not seen it which makes it somewhat unique. The ramps are smooth the lay out is as described smallish and quite comfortable for a 4 v 4 scenario. The aesthetics are great, the map looks like a believable space station and the use of cannonmen on the sides of the centre platform really give off that look as if they are holding the weight so great job there. The map has some interesting looks to it and you did well to make sure players cannot take too much advantage over the structures that are walk-able. The structures on the outside are able to support players who jet pack onto them for the advantage however the main building where people would most likely camp on top if allowed too has a soft kill barrier around it which covers it quite nicely leaving no chance for players to exploit it. Falling off the map is clearly dealt with an instant kill which is always nice as no-one wants to watch a Spartan fall for 7 seconds when they could be re-spawning and be back in the game, so that was a nice touch and one which all maps built on impact that do not use the surface should have. The weapons spawns are good and you haven't gone crazy playing anything unfairly or placing too many power weapons on 4 v 4 map. Weapons are within east access to both sides leaving a fight scenario to determine which team gets that weapon. Right, here are some negative points. I like the Sword spawning in the middle of the map however the rest of the weapons are not set as ordinance drops and are regular weapon placements which I noticed we placed well enough for me to spot but for some newer players who don't see them right away may never learn the weapon spawns as regular players will have the advantage. I usually stick to all ordinance as it helps newer players find their way around but it is really up to you. The teleporter in the bottom that leads inside the main complex isn't placed facing forward which could leave players entering it from an angle confused when coming out the other side, I would advise adjusting that slightly. I took a look in forge to check weapon re-spawn times and they are very fair also, not too long or too soon, just right. I did however notice you placed a random ordinance on the sword spawn which got stuck in mid air while I was looking around in game as I never picked up the sword, but I'm sure that wouldn't even happen in game. ^-^;; (It's nice that the sword does NOT re-spawn, I like when some weapons don't re-spawn as it keeps things interesting.) The spawns are okay but I would advise taking another look into the spawn placement for your map. The initial spawns are placed apart so you spawn for the most part by yourselves rather than equal distance away from your team. That could lead to unfair advantages as players closer to some weapons will get them every time and others won't. I would advise you to place them all as one group rather than separated in the corridors. Re-spawns are okay as well, not amazing, but pretty good. You have plenty of re-spawn points on the map however they are not governed by any re-spawn zones. You don't have any re-spawn zones around them so the spawning for the most part will be rather broken and slightly unfair in some cases spawning players in the opposite base or away from their team which could make it difficult to set up other game types. Lastly this isn't a big issue I just have a personal prefference as almost everyone does so I'll be blunt and just say it. "I don't like the gold colour" xD So having almost all the buildings with the cream and gold really bugged me when I was looking around. I think the map would like nicer with team 3's colour of vivid yellow rather than the pale gold colour of team 7, it just doesn't do it for me. Right, well that just about wraps up this review, I hope all/any of the information in this map review helped you, I was very pleased with the map itself, I think it looks great and if the spawns are set right you could probably use the One Flag CTF game type on this map as it looks like it would work really well with that. But as always it's been a pleasure and I rate this map a 4 out of 5.....(maybe 4.2 if you change the gold lol) Thanks again and I hope to see an update soon. The Sigma AI
  11. One input I would suggest if not done would be the lifts on the map. Since they were in-closed in wall 5x1's in the video I'm hoping you put one way shield's in front of the top so players cannot drop back down into the lift after being sent up.
  12. That is a very aesthetically pleasing map to look at. It looks like you put a lot of time into it and really thought about it, I'm not sure how it would run as a competitive map since there seems to be a lot of wide open spaces. However the concept of a hangar is 100% there and it just feels like a re-make of an actual map that used to be in a halo game you've forged it so well. I am very impressed with this. I'm going to give this a 4.8 out of 5 just because I'm still unsure about the open spaces, I'll download it an look when I get some time, but it looks flawless from the video. If spawns are set up and everything runs smoothly then I'm all for it. Great Job. The Sigma AI
  13. Okay, Time for my review, hope this feed back/information is helpful to you. I have taken a look at the map and made notes of the key problems with it, and explained ways in which it can be improved, it is up to you what you do with this information, either act on it or take it as advise. 1. Explosives. The corner of the map with all the randomly place fusion coils and explosives. Yea, I would remove it since it is pointless and many players who spawn close to it could be killed on accident or by an enemy player unfairly. Explosives are cool and unique to have on a map but placing 10 fusion coils next to one another is a waste of money and shouldn't be done on a competitive map. 2. Weapon spawns. Spawning weapons on the capture plates look rather annoying, I would much prefer to see ordinance drops directing me to the weapons and informing me of re-spawns so I can go to them easily. It makes it fair to players new to the map since it took about 2 minutes of walking around until I figured out weapons were on the capture plates. But that is your call. 3. Kill zones. You haven't placed any as far as I could tell. I was able to climb all over some of the aesthetic structures you implemented into your map and even get into the top where the roof was open and just run all over the top of it where I wasn't supposed to be. Not only that but I was also able to find a few spots on the other side of walls where I could Jetpack outside and just sit to wait for the game to end or camp if I just want the exp without doing anything. And finally since the map is on Ravine you should put a kill zone at least near the top of the canyon since it is annoying having to watch my Spartan fall for like 10 whole seconds when I know I'm going to die, so it speeds up game play. 4. The map. It looks okay I guess, not amazing but all right. I did noticed some structures you used together didn't quite work and there was even a corridor where I needed to jump in order to get through it which could be very frustrating during game play or a panic situation as I like to call them. Also some of the lifts seemed to either not work well or were just pointless. The big lift by the Shotgun threw me up in the air and then I came right back down, there was no reason to have a lift there and the lift that puts you onto the walk way from blue side near the fusion coils sometimes throws you into the walk way cover and you fall off so I would lift the walk way cover so you can land on the platform or place the lift somewhere else. Also there was a small cave section that you can crawl through which I like but you need to make it so you can stand up because if your stuck in crouch mode and someone throws a grenade your not going to be able to avoid it. 5. Spawning. I looked at the map in forge world after testing it on the infinity slayer game type by myself trying to find exploits such as getting out of the map or things that don't work. The spawning isn't up to scratch at all to be honest. For starters you've placed all of the initial spawns in random places rather than together so you all start alone rather than with your team. Which isn't a problem depending on how fair it is for you to reach certain power weapons so the game doesn't become one sided. If you've considered that and tested it then fair enough but you haven't since I've tested it and some players get unfair advantages over others. Also using team designed re-spawns rather than initial re-spawns affected by re-spawn zones isn't the best for a competitive map and makes it harder to add game types later on. Not to mention over all you just haven't placed enough, you start with 250 to place and you still have 217 left that you could place. You don't need to place all 250 of them but you will need more than 33 spawns for a competitive map. Over all I will rate this map a 2.6 out of 5 due to it's incompletion's, It's a long way to the top but you can get there with a bit of practice, but for a first map it isn't the worst I've seen. For the most part it does seem to work in some areas, the aesthetic forging on the map isn't necessary for a competitive map but when you do it no-one can complain because if it works for the map and it looks nice then what reason is there to complain about it. Good job and hope to see an update soon. The Sigma AI
  14. Moving up the Leader Boards slowly..... Wish I'd started sooner than later :/

  15. Got my very first like on this site, I don't know who it's from but thank you~ ^-^;

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