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Yama

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  1. Yama

    Dusk

    I'd just like to say this map greatly benefits from the recent TU. The ability to instantly respawn was never intended or accounted for and with that glitch patched, the flow of the map is greatly improved. As for other edits I smoothed the stairs a bit, impossible to get caught on them. Added the download link to the OP thanks to the file share being live.
  2. Thank you! An updated version is available with a few small tweaks and a second teleporter in glass hallway (every gametype except CTF). This allows greater movement around the map without the ability to camp an exit.
  3. Name: Collection Gamertag: YamaMX Gametypes: Slayer (2v2, 1v1, x4 FFA), CTF Collection is a different type of challenge than my other forge works in that I'm working around pre-determined areas to allow them to work outside of their intended element. The result is a small competitive map that has official visual standards not possible within the forge templates, yet forge is put to work in order to allow the intended competitive play. The other challenge in doing so comes from the lack of any forge pieces to work with and forcing these substitutes to work in a manner not to be detrimental to visual fidelity. Please watch the video for a full explanation and walk around: http://www.youtube.com/watch?v=G2JoVbnifF4 Update: An updated version is available with a few small tweaks and a second teleporter in glass hallway (every gametype except CTF). This allows greater movement around the map without the ability to camp an exit.
  4. Yama

    Dusk

    Thanks for the positive feedback everyone, glad you're enjoying it. Thanks, appreciate that. Hope you have some fun 1v1's.
  5. YamaMX, always down for customs and willing to do 1v1's.
  6. Name: Dusk Gamertag: YamaMX Gametypes: Slayer (1v1, 2v2, x4 FFA) File: http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/5b4f085c-009c-4a4e-9b07-38e8181b3ca3 Please watch the video in full to understand the mindset behind the map and it's many intricacies: http://www.youtube.com/watch?v=El8Edz4m6B4 Dusk is a smaller competitive map focused on 1v1 and 2v2 gameplay. Aesthetically pleasing set pieces and competitive fundamentals are unified to form an overall enjoyable map. This project started as a sketch on notepad paper and has since evolved into what you now see. Through multiple rebuilds and refinement, it has came into it's own as a successful smaller map. Different from most of my other creations, Dusk is highly centered around structure. If my other maps gained any inspiration from Lockout, this one gained it from Ivory Tower. All tiers are accessible through various routes with both basic paths and trick jumps available. Like most competitive maps, the more you put into it the more you'll get out of it. There is much trickery to be had, yet enough open space and vivid lines of sight to end it with precision.
  7. Update: The map is undergoing major changes and is being redone from the ground up. The beta version has received a ton of positive feedback, along with legitimate input that I took very seriously and will act upon. Looking at it with a different set of eyes, well respected forger MickRaider will be helping with the final version of Lockout. He is known for his amazing Halo 3 remake, Blockout. This version will be refined in just about every manner and is striving to retain every possible aspect. Expect a final release soon. When this occurs the thread will be updated to reflect the changes of the final release. In the meantime, feel free to add me for older versions.
  8. I'm all for it, especially with the deletion of the Slayer Pro playlist. At this point add a playlist with circuit play settings, can be called AGL, GB, etc. the name doesn't matter. Just allow us to play competitive Halo without setting up customs, please.
  9. CGN is a thread and movement dedicated towards bringing the community together through custom games. Many times players want to play a few customs, but without the hassle of setting up an event and such. This thread is to be used as a one stop solution to on the fly matchmaking. We will also feature main events in which you can PM me to add. Next main event: Saturday February 1st, 2013 9:30 EST Gamertag: YamaMX Event: Throwback Night | Various forms of gameplay on classic maps! Customs can be found through two different methods: Using this thread to matchmake for on the fly customs Scheduled events / game nights When attempting to matchmake, please post in the following manner: Gamertag: Your Gamertag Time: Now, 5:00pm EST, etc. Preference: Anything, 1v1, 2v2, FFA, CTF, etc. In an attempt to keep this thread both active and current, please do no post days in advance. Only events should be planned ahead of time, other forms of matchmaking should be the day of. Other uses of this thread can consist of summarizing your experiences. Please do share stories, player feedback, videos and anything else!
  10. For myself, the lack of 2v2 from the get go was appalling More so paying ten extra dollars for three big maps that I'd rather not play on. What happened to the Halo 2/3 days where packs were both hefty and balanced with different sizes, etc,
  11. They're usually one for one, negative Nancy's. It's not an effective way to play the game at high level, so with that, they usually never succeed in changing a games outcome. Very few people can utilize the skill effectively seeing as it radar jams, aka radar alerts so you know they're there. Really don't have trouble with them, but with that it really makes me miss the Slayer Pro playlist...
  12. 1v1 is not an ego boost of any sort, what a silly comment. In a competitive game like Halo, it is to be looked at like a fighting game in a sense. Less variables, more emphasis on trickery and best shot. Think of it like chess with high level execution tied to it. Any 'worry' that could be had in regards to a 1v1 or "camping" can be easily erased by good map design, particular weapon placement and overall balance. 1v1's on Halo 2's Lockout was a staple. If you were too young to have played the Lone Wolves playlist on Halo 2, then you simply wouldn't understand and I can't blame you for that. But with the right set up, something like Lockout, it works and amazingly at that. Like someone else mentioned above, it definitely helps you grow as a player. Much more goes into on the whim decision making and trickery than it does in clustered and overly messy matches. If anyone wants to 1v1, I'm always down to do so. YamaMX. Chill, willing to learn or teach and approachable. Any skill level welcome.
  13. With the 2v2 playlist penciled in for early February, this is a good time for the community to discuss what would work best. Source of news: http://mltiplyr.com/...ate-january-28/ Also releasing in February is the Majestic Map Pack which is confirmed to feature two smaller maps. This should help buff 2v2's worth in matchmaking. - - - As we know, 2v2's are a staple within competitive Halo play. Being a competitive player myself, I also understand the balance of simplicity and complexity necessary to allow such maps to work within a 2v2 environment. In this thread we will discuss why a map could or could not work for 2v2's. Please list pro's and con's for each map presented and we will collectively add them to the OP in hopes of achieving a near perfect experience in Halo 4's future 2v2 playlist. If there is a community map presented, please share the corresponding gamertag and as much info/media as you can. A link to a post with media would be best. Below are a few to get started, please share your input and we'll amend the list in a unified manner based on community feedback. I will list various maps below and a consensus category next to each, showing how we collectively feel about each one. The range will be Positive | Neutral | Negative. - - - Maps for Double Team Map: Lockout Consensus: Positive File: http://www.343indust...perfect-remake/ Pros: Lockout is a staple within Halo's 2v2 lore. If features the perfect balance between mix up and execution, meaning players are able to outsmart, outmaneuver and out shoot the opponent equally. Halo 4's Lockout in a 2v2 playlist would have to be 1:1 scale. While the game is marginally faster than it's predecessors, the size is perfectly fitting in a 2v2 environment and all of the jumps, line of sight, etc. would need to be retained. Cons: _____ Map: Haven Consensus: Positive File: Standard Halo 4 Map Pros: Symmetrical, balanced competitive map. Tried and true. Cons: _____ Map: Relay Consensus: Neutral File: Standard Halo 4 Forge Map Pros: Symmetrical, balanced competitive map. Cons: Slightly large, corridor based. Open space. _____ Map: Simplex Consensus: Positive File: Halo 4 Community Forge Playlist Pros: Symmetrical, balanced competitive map. MLG ready. Cons: _____ Map: Adrift Consensus: Neutral File: Halo 4 Standard Map Pros: Tried and true. Cons: Fairly large. _____ Map: Abandon Consensus: Neutral File: Halo 4 Standard Map Pros: Size is appropriate for 2v2. Cons: Potential spawn imbalance.
  14. Thank you everyone, again, I sincerely appreciate it. From what I gather, it is likely that we'll see a Double Team (2v2) playlist sometime in February. That is the sole purpose of this map and what it works incredibly well with. I'd be saddened not to see it utilized in that manner. Perhaps we could push for it to happen, collectively. I feel the results would be more than positive.
  15. Good map bud, very enjoyable for people with a creative and competitive mindset. Lots of good nade bounces, jump trickery and overall mind games. Forged fairly well to boot, kudos. Keep it up and feel free to check out some of my maps as I have a similar outlook. Take care.
  16. Name: Serenity Gamertag: YamaMX Gametypes: Slayer (1v1, 2v2, x4 FFA) Please watch the video in full to understand the mindset behind the map and it's many intricacies: http://www.youtube.com/watch?v=whnR7fBEnjg Serenity was originally designed due to the lack of smaller maps featured in Halo Reach and the inability to play proper and exciting 1v1 matches. Fast forward to Halo 4 and while this problem isn't quite as prevalent, it is apparent. The main objective of Serenity is fast paced smaller matches that allow the player to both out think the competition as well as out shoot. The result is a map that has many ways about going into and out of various areas, most of which require precision jumps that become second nature. The thrust ability in Halo 4 allows players to manipulate the pre-existing lift in ways not possible in Reach. This allows better movement around the map and the outplaying of your opponent. Through literal years of play testing now (counting Reach), the map has proved it's place in my group as a standard for 1v1 sets and the like. Areas can be held down like any good map, though there is not one spot a player can easily hold due to area advantage. What makes this map a joy to play for any competitive player is that it aids a high level mindset, it doesn't diminish it. Like any competitive map, absolute flow is achieved by practicing and understanding the maps intricacies, only then will it be fully understood and appreciated.
  17. Thanks everyone, really appreciate it. I will keep you updated on any version changes in the future. In the meantime feel free to add for customs, take care and have fun.
  18. Map name: Lockout Gamertag: YamaMX Gametypes: Slayer, AGL, CTF, Oddball, KOTH, Extraction File: http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/23f275a9-02d7-4f21-8763-02e475a15e07 Lockout is a 1:1 replica of the Halo 2 map co-forged by veteran forger Vincent Torre (MickRaider) and myself, YamaMX. Back in January I forged the map while using Halo 2 PC as a guide, block for block. Like many, I have a passion for this map as it housed many great competitive outings and memories. Having presented the original version, it received many positive reviews and a ton of useful feedback. This is where I met MickRaider, who could sense my passion for perfection and my willingness to listen, learn and execute. Together we bounced the map up and back, each of us taking care of large chunks at a time. By the end of it all, the map underwent ten major version increments before becoming final. The goal of this remake was to faithfully reproduce Lockout; line of sight for line of sight, trick jump for trick jump without sacrificing visual fidelity in any way. While some remakes tend to re-imagine the map in order for it to work with Halo 4 settings and bigger party sizes, we wanted a true 1:1 experience that both works well for Halo 4 and stays absolutely true to the original. While the trick jumps and such were made to work with Halo 4's engine seamlessly, no liberties were taken in regards to map size. Instead we measured for days on end to re-create the scale of the original, right down to the amount of seconds it takes to fall to your death. While I could write a change log, it would likely reach a character limit... thrice. I can honestly say the map was rebuilt from the ground up, everything has been amended or changed for the better in some way, shape or form. Just some small examples in comparison to the original would be the addition of the cave itself, missing entirely from the beta build. The entire height of the map has been adjusted. Bridges that most fail to realize have slight inclines have been inclined accordingly. Every Halo 2 spawn has been faithfully reproduced. Every room has been redone from the ground up, literally. Every trick jump is included and act nearly the same way they do in Halo 2. Barrel balance. Railings flipped. Tweaks to glass. Walls shortened or extended. Line of sights amended. The inclusion of CTF, Oddball and King of the Hill with the exact hill properties right down to length, width and height. The Halo 4 exclusive addition of Extraction. Optimization of the lighting budget. I could go on for hours, literally. It is an entirely new map in comparison to the original, shaped by over one hundred hours of work and countless play tests through out. The end result is Lockout, as you remember it. The map can be found in my file share or by following the provided link. Blockout, a version tweaked for Halo 4's Infinity Slayer with Ordnance Drops and such will be available shortly via MickRaider.
  19. I've said this time and time again. It reminds me of a better Foundation from Halo 2 minus the bases, mixed with Warlcok / Wizard a bit. It's a great map that should be utilized.
  20. Yama

    Double Team pro?

    Small bump as I didn't want to start a new thread. But what is the reasoning behind not having Doubles? As a competitive or casual player, it's a fun game type that has been a staple through the Halo scene since CE. Why is it suddenly gone? The first thing I thought when firing up the game was how great Abandon and Relay (which for some reason isn't even in matchmaking) would be, only to find out the option wasn't included. I seriously thought it'd be in the first update.
  21. Rendering at a higher resolution and putting online would be perfect, an XBLA title if anything. Quick turn around, profit, etc. I'd not want to see the multiplayer touched in any way. If it were to be, most definitely would not want to see any other engine implemented, but instead to be a 1:1 remake.
  22. Whirlwind http://www.youtube.com/watch?v=S-JOEg-C5BA http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=12710039&player=YamaMX Whirlwind is a map made for competitive play and the sequel to Whirlpool. It is centered around smaller, competitive matches such as MLG styled 1v1, 2v2 and FFA (2-6). The map is completely balanced for both teams or parties and has a great amount of trickery available at higher levels. Players are able to use the maps given assets to travel through out the areas quickly, thus lending itself to it's fast paced competitive nature. Though there is cover, there are an equal amount of good lines of sight. To further enhance the overall package, the cosmetic appeal to the map was thought out carefully and uses Tempest as a base. It doesn't feel like a Forge map per say and will undoubtedly lend itself to many hours of fun and competitive matches. Serenity http://www.youtube.com/watch?v=vy-tnmMWCjY http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=20389798&player=YamaMX Serenity goes about competitiveness in a different manner than my previous series of competitive maps. The size is roughly medium, though any player can travel through it's entirety quickly if they are comfortable with it's fluidity. Different from my other maps, Serenity is multi tiered housing roughly four layers. Again, traveling from the fourth floor to the bottom is effortless with any knowledge on the map, thus making for some great set ups and even well timed assassinations. The point of Serenity is to keep everyone on the run, without being a cluster. What this means is you aren't left for dead out in the open, but instead have options to get away or peruse. This to me is what makes maps like Derelict and Lockout great, options. All of my maps, mainly Serenity, are centered around options. These are the factors that assist set ups and trickery, but do away with over control. Players are able to hold down an area during battle, but have to keep on their feet after killing as they'll easily be overtaken if a statue. Without cluttering the map (within its intended play size), players are able to trick, set up and even escape easily and stylishly if familiar with all the map has to offer. I'm going to use an example, though not in the literal form. Serenity is somewhat comparable to Lockout, not in any way how it's set up (completely different) but in the way that it takes some time to get used to. Once the player does understand the maps jumps, tricks, angles and overall set up, it becomes fluid and enables a ton of fancy high level play. It is created with high level play in mind, but goes about it in a different manner than the typical arena standard stuff. - - - - - - - - If nothing above could be added, I'd be absolutely fine with that. But on the contrary, please at least add smaller competitive maps to Halo Reach. Remakes, unique maps; as you see fit. These are undoubtedly the type of maps that make Halo what it is under the competitive spotlight. A balance of different types of maps for different playlists is understood and even encouraged, but it simply shouldn't be one sided. I think the CE release is a step in the right direction and I'm confident 343 Industries can still make this into one of the better Halo titles. Honestly, MLG Customs on smaller maps make for a completely different title, one that is enjoyable in the same style as the first two games. I'd love to see Reach finally tend to this side of things, as would the rest of the competitive community.
  23. First off I'd like to thank 343 Industries for actually caring, it's obviously not just a business for your division but instead a labor of love. Already the signs of Bloom removal show me that this team is listening to the fans, which are in return the group who will continually love and support your games for years to come. On a personal level, I've been a fan of the series since CE and participated in competitive gaming (various outlets, not just Halo) since roughly 2002 and the release of Halo 2 in the following years. I've seen the series prosper, grow and succeed from various angles. Through it's years of mainstream and even through those when it took a back seat, Halo has always had a lively competitive scene. Reach however has divided this community more so than bring it together, ironically enough it's not because Reach is a bad game either. Reach at it's core is one of the more competitive titles in the series, sadly poor decision making and a ton of surrounding variables make that core less accessible and tougher to enjoy. With the right selections (which are all painfully easy to edit), could be highly competitive and still successful. In short, less is more. I've played the MLG settings, I've hosted over one thousand competitive customs, I've dedicated hundreds of hours to making smaller competitive maps that Reach lacks, I've even uploaded countless videos of discussion and such pinpointing these problems. More so, I still support the game and play in the one "competitive" area, being Arena. Here I have close to a 2.0 k/d and continue to enjoy and understand the game on a deeper level, though even then I can't help but think it could be so much better. The community as a whole has been entirely supportive of the aforementioned motions, but the original developers of the title took little heed. I'll refrain from large lists, but will pinpoint some painfully obvious flaws. - Bloom. It was a good concept as it attempted to raise the skill gap, but was executed poorly. Happy to see this one being attended to already. Removal will undoubtedly help the game benefit. - The Forge Maps in Arena and matchmaking. Not only are there too many, they most obviously weren't picked with the right form of gameplay in mind. Most of them have beginner level Forge error, some don't even have a load out camera. Pathetic honestly. Nobody picks them, nobody enjoys them from a competitive standpoint. A large playlist filled with community maps would be more fun and they'd have their place. - With the efforts people put into Forge, how about a custom games browser? One that would allow people to search for competitive, MLG, fun rooms and/or maps in order to play them on the fly. Forgers work would be used more often and other forms of competition could be hosted more readily. - Not enough competitive playlists. I remember Halo 2/3 had just about every playlist ranked, while there was one or two to practice in. Halo Reach is the complete opposite. Can we have an Arena that is truly competitive (meaning sprint only) and one that hosts various forms of competitive play style? Meaning FFA, 1v1, 2v2 and 4v4. Surely it isn't out of this realm to deem this type of competitive gameplay pertinent to Halo's success. - Double beatdown. Such an easy fix, MLG settings. Why not apply the obviously more competitive and skillful properties to the entire game as a whole? Nobody deems double beatdown skillful or even sensible. There is no way it should have passed alpha testing. - - - - - - - - Lastly, I'd like to share some of my work that I've put in for the community. Some smaller, competitive maps that have been played on and recommended by various players and MLG pros. To make it easy to view and understand, I've uploaded some videos (to skip information overload in the thread, haha). I wouldn't care if my name were deleted from these if added, I sincerely want to help the community and game itself. Nothing more. Whirlpool http://www.youtube.com/watch?v=PAAlkwTM7Sc http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=10121318&player=YamaMX Whirlpool is probably one of the more basic and competitive maps I've made and perhaps available. It's perfectly symmetrical design lends itself to the competitively desirable notion that the 'Best DMR wins.' Four bunkers on each corner with a DMR and health pack in each, perfect visibility and line of sight with average cover. One portal for trickery, well thought spawns and a single center stage. This map is the perfect 1v1 test and it also lends itself well to a good working double team for 2v2 matches. Smaller FFA games are also acceptable and can be a blast. This map has received close to 4,000 downloads and a lot of love. I'd love to see that continue on a grand scale. Refinery http://www.youtube.com/watch?v=IqzSBhBw53A http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=12265664&player=YamaMX Refinery is unique in that it's complexity was formed based on simplicity. What this means is that usually a map comes from scratch, thus making every decision complex as it comes from a blank canvas. With Refinery, the base canvas was actually a small section of Boneyard. It's unique in it's look and overall official style, even the map has area call outs. Aside from it's unique non-forge look, in order to be successful the map has to meet competitive standards. It ends up meeting them incredibly well, to the point many have asked the question after playing it, "Why didn't Bungie do this?" I'm not sure why, but it made for a single unique and incredibly fun map. Continued on the next post...
  24. Great to hear, it seems 343 has actually been listening to and giving the fans what they desire. I respect this. Though with Halo 2 please listen once more, everyone who plays the game at any decent levels wants it pixel perfect. Running at a higher resolution, some better shadowing, etc. Sure. But the multiplayer should be left as is as far as mechanics.
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