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muflapjackie

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    muflapjackie

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  1. Already gave my banking info to eight people. Your post prevented number nine.
  2. Why? This wasn't some youtube video they did for free. 343 made millions of dollars off of the Halo franchise. I got plenty of gameplay out of Halo 4, and I'm happy for that (my money's worth), but criticizing something you and everyone else paid for is inherent to video game revisions. Personally, I would have liked to seen palpable evidence that I had improved on Halo 4 - I feel like I was able to see that on Reach. As for people's criticisms, 343 should be glad people care enough to give them free help on their game. Don't companies usually pay for focus groups? Don't you think they have used people's free ideas from forums?
  3. I really like the water. Really sets the mood of the game. Cool. Good job.
  4. If it was a long time ago, do us a solid and give it one quick walk through by yourself (5min) if you have the time, we would very much appreciate it. If you don't have the time, that's cool too. We take the feedback graciously, even feedback that is distant in memory, maybe even another map, but distinct in its criticalness.
  5. We made it vertical attempting something new to the game, if it didn't work for you, it didn't work out for you. However, we had a really good time ( long time too, over 48 hours) making this map and testing it, and we feel like your quick, overbearingly negative, review disrespected that. In the end, we also had some awesome dominion games with full custom rooms. I agree that it is not immediately grasped what the strategic positions are, but its equal on both sides, and we meant for people to jump, up and down, floor to floor to get away from things or move strategically around the map. Reviews usually have some good qualities to them, i.e. not completely maligning, so we sure hope you liked something about the map. Although thruster and jetpack are definitely better for access, you have to be half way decent at controlling your character because active camo and sentry units are also quite decent. We had an awesome time making Basejump, we're glad that THFE allowed us to put it in the lobby and that we are giving people another choice for a dominion map. Thank you for the feedback.
  6. BASEJUMP Map Description: "Battle on a multi-leveled, competitive map nestled in the mist, dirt, and jutting rocks of the lower ravine." Supported Gametypes: Dominion, Infinity Slayer, Multi-Team CTF, Slayer , Slayer Pro , Capture the Flag , King of the Hill , Oddball , Regicide Canvas Map: Ravine Optimal AA: Made for all, but Thruster and Airborn preferred and advantageous http://www.youtube.com/watch?v=gkdud4R529Y ... Available For Download - [Halo 4 File share] - Search "Basejump" or Gamertag: muflapjackie or http://www.halowaypoint.com/en-us/games/halo4/filebrowser#!/?section=GameMap&SearchDate=0&SortBy=2&view-select=Tile&tags=basejump&startIndex=0 EZ Explanation Layouts: ......... ... Gameplay is the only thing that does this map justice. Instead of "Strafing," think level hopping and you'll have alot of fun. Once you understand the map's symmetry, it becomes addicting. muflapjackie created the map, but it was constantly playtested and fed input by Hybrid Vash and Hybrid ZK7. Sooo much time and people power went into making this map balanced. Don't judge this book by it's cover. ... NOTE: although it does not appear as such, mostly everything is as strait as an arrow, especially the center tube lift which took forever to make and keep strait with rotational degree locks and magnets; moreover, its put in the exact midpoint between the two structures on the bottom. The pics were poorly taken at weird angles because none of us have a capture card. Believe it or not, the center piece is very symmetrical, given the fact that we had to cover the glass window handle bars to make a clear drop in all directions - i.e. nothing was sticking out that snags you on a long drop.The Red and Blue spawns maintain the exact same buildings, structures and pathways. Working with the natural nooks and cranys that stick out caused us havock because maintaining symmetry becomes all the more difficult. But where one side has an advantage, we gave an advantage to the other side as well, and working with the "natural" structures makes the map more fun to look at and play. Most importantly, from red spawn and blue spawn which are on diametric sides and located in the middle level (we realized a bottom or top spawn would keep the fighting zoned on one level), you can access all 3 levels without using the center grav lift or the counter diametric/bidirectional transporters located on the first and 3rd floors. In other words you can get to the top floor, middle floor, or bottom floor from your spawn. Access Access Access is what we ran into mid way through the build. The transporters are not, and I repeat, are not annoying, which you find out after playing the game. As the structures became more complex and filled up the space, we made it so that if you make a wrong move you don't fall to your death, hardly ever (for this kind of hight and multi-leveled depth).The fun part is going into the center base jump lift and having battles in the "dueling tube" which it is starting to be called. If your sensitivity is lower than 6. You will be outmatched. Moreover, well timed airsasinations are a very cool and opportunistic goal for duelers.
  7. Edifice is my favorite slayer map of all the halo 4 forge maps that I have downloaded and tested with others. Excellent job. It's funny how alot of these maps that people post aren't available for download.
  8. Map Name: BASEJUMP Map Description: "Battle on a multi-leveled, competitive map nestled in the mist, dirt, and jutting rocks of the lower ravine." Supported Gametypes: Infinity Slayer , Slayer , Slayer Pro , Dominion , Capture the Flag , King of the Hill , Oddball , Regicide , MLG Canvas Map: Ravine Optimal AA: Made for all, but Thruster and Airborn preferred http://www.youtube.com/watch?v=gkdud4R529Y ... Available For Download - [Halo 4 File share] - Search "Basejump" or Gamertag: muflapjackie or http://www.halowaypoint.com/en-us/games/halo4/filebrowser#!/?section=GameMap&SearchDate=0&SortBy=2&view-select=Tile&tags=basejump&startIndex=0 EZ Explanation Layouts: ......... ... Gameplay is the only thing that does this map justice. Once you understand the map's symmetry, it becomes addicting. muflapjackie created the map, but it was constantly playtested and fed input by Hybrid Vash and Hybrid ZK7. Sooo much time and people power went into making this map balanced. Don't judge this book by it's cover. ... NOTE: although it does not appear as such, mostly everything is as strait as an arrow, especially the center tube lift which took forever to make and keep strait with rotational degree locks and magnets; moreover, its put in the exact midpoint between the two structures on the bottom. The pics were poorly taken at weird angles because none of us have a capture card. Believe it or not, the center piece is very symmetrical, given the fact that we had to cover the glass window handle bars to make a clear drop in all directions - i.e. nothing was sticking out that snags you on a long drop.The Red and Blue spawns maintain the exact same buildings, structures and pathways. Working with the natural nooks and cranys that stick out caused us havock because maintaining symmetry becomes all the more difficult. But where one side has an advantage, we gave an advantage to the other side as well, and working with the "natural" structures makes the map more fun to look at and play. Most importantly, from red spawn and blue spawn which are on diametric sides and located in the middle level (we realized a bottom or top spawn would keep the fighting zoned on one level), you can access all 3 levels without using the center grav lift or the counter diametric/bidirectional transporters located on the first and 3rd floors. In other words you can get to the top floor, middle floor, or bottom floor from your spawn. Access Access Access is what we ran into mid way through the build. The transporters are not, and I repeat, are not annoying, which you find out after playing the game. As the structures became more complex and filled up the space, we made it so that if you make a wrong move you don't fall to your death, hardly ever (for this kind of hight and multi-leveled depth).The fun part is going into the center base jump lift and having battles in the "dueling tube" which it is starting to be called. If your sensitivity is lower than 6. You will be outmatched. Moreover, well timed airsasinations are a very cool and opportunistic goal for duelers.
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