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10 000 people

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  1. I can see your point about slayer pro. But, the more playlists there are, the less populated each playlist will get. lately I've been having real trouble actually finding matches in the less common playlists that I like. It would be cool if 343 did a poll to find out which playlists people prefer so they can remove the least popular ones. I'm kinda wondering why game developers don't release more surveys and development questions to the community. It can't be that hard.
  2. Sweeeet looks cool, Ima go an check it out ya
  3. Can't help it. Have to do a list! 1: Halo 2 (pre xbox live) a bit of nostalgia here, but my favourate halo moments were with my friends all crammed into one room playing halo 2. Also had my favourate campaign in any game ever. 2: Halo: Reach It's tough to decide between 3 and Reach but thinking back the multiplayer mechanics of Reach were so good it allowed for so many awesome moments. 3: Halo 3 Amazing game, so much fun, almost on parr with Halo: Reach 4: Halo CE I wasn't really old enough to fully appreciate how revolutionary this game was, but the campaign was pritty awesome. 5: Halo ODST The campaign was awesome, but I really missed having spartans around. 6: Halo 4 I'm disappointed with this game. Every aspect of Halo 4 is lacking in some degree. I'd like to give 343 the benefit of the doubt and say that they are still learning and things are improving, but they are taking Halo in a direction that I'm not interested in. I still play Halo 4 but compared to other Halos, and the capabilities of video games today, it has missed the mark. 7: Halo Anniversary Simply because I don't consider it a stand alone game. It's just a better looking Halo CE with a messed up multiplayer. 8: I haven't played halo wars so I don't know what it's like. Aaaaahhhh It was good to get that off my chest
  4. interesting. I will download and let you know what I think, I might even get some decent gameplay testing in there.
  5. Thanks a lot man, I am really blown away by all this, its great to be recognized like this. The only annoying thing is I keep getting messages and comments from people saying they wish it was playable, and it definitely is, i made it first and foremost to be playable but people don't take the time to notice. But its all water under the bridge now, I just hope my new map gets some decent testing soon so I can tweak it and get it out for people to see.
  6. I appreciate your effort in trying to remake Sword Base, it must take a while to figure these things out, but the scale and just the overall attention to detail is quite off. There are a lot of areas that are far too big or too tall to really get the feel of the original sword base. Also there were random holes in the map like down behind the red lift. Again I appreciate what you are trying to do, but it needs a lot more work before I keep it as a map.
  7. this looks cool, i'll check it out
  8. Well I am thoroughly impressed sir!!!!! I cant even figure out how you managed to do most of those buildings, which is a rare thing.
  9. Hey dude, I've downloaded the map and had a good look around..... Heres my thoughts. Firstly, I appreciate all the work you have put into the aesthetics of the map, your attention to detail is awesome. That large interior space is beautiful, the rock garden and screen were a nice touch, and I absolutely loved those half closed doors down the bottom. Ive never seen braces used quite in that way. The map looks great! But. You have put a bit too much focus on aesthetics. Halo forge is still in some serious need of optimization, and until that day comes there has to be a compromise made between aesthetics and gameplay. Having a look around the map I noticed several areas where frame rate drop was an issue. I know that in forge by yourself, it doesn't seem that big of a deal, its only slightly noticeable. But the more people you have playing, the more information needs to be processed, and the worse the frame rate will get. 8 players at once on this map will create major issues and 14 players probably won't be playable. I've had a really good look around and I've noticed lots of places where you could cut down on how much stuff the game needs to render. For example using a large building piece or impact piece where even something as small as a railing would have done the job. There is plenty of room here to cut down on the number and size of the pieces you are using while still maintaining all the features the map has now. Sure some details might not be quite as good as they are now, but it's a compromise that you have to make if you want some good gameplay. Also I think the Flood game type would play very well in this map. So those are my thoughts, take them or leave them, I don't want to upset or offend you in anyway, i'm just letting you know how I think you could improve an already very good map.
  10. Wow thanks for the comment Oakley, be sure to let me know what you think after you have had a look around.
  11. Hey man just want to point out that its not very good etiquette to be advertising your map in someone else's map thread. I don't really mind but some people probably will so just be mindful of that. Anyway I couldn't find your map post on the forum. I'll check out your map but I don't have access to an xbox for a while so I cant see it.
  12. Thanks for the encouraging comments guys, everyone I've played the map with so far has enjoyed the game play so I'm really happy with how everything has turned out.
  13. Hey, just letting anyone who's interested know that the map has been updated slightly. Still the same map name and everything. Enjoy!
  14. Wow. Just wow. Countdown is one of my top three favourate maps in halo ever. I have to download this and check it out!
  15. Yea I tend to steer away from arena style maps. I really like well balanced, asymmetrical maps with a bit of height variation, especially if its a themed map. Typically I enjoy smaller maps but thats because of the way I like to play (punching and slicing things).
  16. I have one! If you could test this map that would be awesome! All the info you will need is in the link. http://www.343industries.org/forum/topic/24969-station-07/
  17. OK so I've had a good look around and this is what I think... Things I like: -I really like the way you used the natural rocks of impact to help give shape to your map, this was done well. -I liked the large central room; I think it had a decent flow to it and would make for some fun moments in game. -I liked the way the map was laid out, A-symmetrical maps can be difficult to do. -I also liked your use of monitors as windows. Things I didn't like / didn't understand: -The inclines are just way too steep for their size, the height variation is just too much to the point where it would become a hindrance in a competitive game. -The aesthetic pieces you have put in the map such as pallets, barricades and dominion pieces add too much clutter to the map, which outweighs any kind of aesthetic benefit those pieces create for the map. -All the dead ends aren't a good idea. A lot of the rooms have only got one way in or out which will lead to frustrating gameplay. A good map always has a nice flow to it, with at least two ways in and out of each room. -The little tunnels and gaps in the walls are a bit too numerous as well, just one of two in key points of the map should be plenty. -It was also way to easy to get to places that I shouldn't have been able to get to, such as rooftops. Things that need some work: -The spawning looks too simple, especially for the amount of game types you have set the map up for. If you take a look at some of the 343 maps, or even better, some bungie maps, you will appreciate how complex things can get. -The kill boundaries need some work, it was really easy to get outside the map and the safe boundary is too low for jet packers. There is a place inside the map that isn't soft killed but probably should be. -The zip line is a really cool idea, but it wasn't implemented into the map that well. It's a big sightline blocker and doesn't make a very good center piece for the map. -Some of the walkways are quite narrow which will create awkward situations when you are playing against people. -The map is too small and to restrictive for vehicles, while it is possible to drive around the map, it would be very difficult to manage in a game with people shooting at you. I don't think many people would use the vehicles. -I would also encourage you to think about weapons on map and what effect each weapon would have on game play and then positioning the weapon accordingly. The weapon placement seems a little bit random in some cases here. Overall I think there are some really good ideas present in this map, but you need to work on how those ideas are put together to create the map as a whole. None of the elements in the map really fit well together. they are all there but they aren't linked well enough. You've got to think about the effects that things will have on gameplay and how players will behave because of it. Cause and effect. Risk vs Reward. Don't take all this criticism to hard, like I said you've got some really good ideas, just keep working at piecing them together in the right way. And don't forget it's all about "The Flow"
  18. First impression: This map looks really nice and I'm interested to see how it all works. I'll give it a download and check it out.
  19. This looks very interesting. It looks like you've put a decent bit of time into this. I'll give it a download, check it out and let you know what I think. I'm liking it so far
  20. Great job, the work you put into this is amazing. This is the best Lockout remake I've ever seen. I'm definitely downloading this.
  21. Thanks for the feedback dude. If someone could please give the map a play with 6 or 8 people and tell me all the problems and things that could use improvement, that would be incredibly helpful. I've put a lot of time and thought into this map and its been a lot of fun making it, but I always run into problems testing it just because I never have many people that can consistently join me for testing.
  22. Wow dude, thank you so much for the feedback. Im impressed with how much you have picked up on, in such a small space of time. First of all, if I can avoid adding anything more than I will. I'm scared to death of the map just imploding with lag under the strain of a full lobby. I'm from New Zealand, and I don't have many friends who play halo so the largest game i've played on it was only four people. Four people ran smooth but I'm worried about eight. But from the looks of it, 343 have done a decent bit of work on optimizing forge maps so fingers crossed. I'm not sure how I would go about making blue base more accessible, but it is quite a restrictive space regarding the size and the sight lines so people don't tend to hang around in there for very long... I don't know, I guess I'll just wait and see how it goes. But I'll think about it. I think you're onto something with the one way shield. That grav lift is actually two, because using just one created problems with people getting stuck on the way up but replacing one of them with a shield might work better. I'll definitely look into it. As far as safe boundaries go; it's exactly as I want it. I thought a lot about this, and I know that people like using jetpacks so I accommodated a few high places that are accessible, but not exploitable. All the places that aren't soft-killed are intentionally so because if you get up onto them you do have some height advantage and a bit more visibility but it's balanced out by the fact that you're very exposed, and there are a lot of places on the map to hide from height advantage. It makes the map more dynamic, and besides from the two ammo crates in the blue side corner you can actually get to all those high places without a jet pack. There are also some places that are just straight hard kill, because if you have worked hard at going out of your way to make it to those places just to have an unfair advantage against people and ruin the fun, then you don't deserve a warning. Finally concerning the power weapons, I hope it works.... It seems to work. I HAD to put a sword in there because it is without a doubt my all time favorite weapon in any FPS game. The Sticky Det is heaps of fun when combined with all the angles and obscurities on the map, and the SAW is soooooooooo powerful, I had to ramp the respawn all the way up to 5 mins so it wasnt over powered.
  23. Yes you can play KOTH and oddball on it, infection doesn't work very well though. Also forgot to warn that because there is so much stuff to render in the map, it will lag on split screen. Regarding my gamertag; the "O" in people is actually a zero. Thanks for the compliments and feel free to give any criticism, ideas and feedback you have for the map.
  24. Gamer Tag: l0 000 people (that’s a lower case L at the front) Map: Station 07 Optional map variants: Station 07 1v1, Station 07 FFA Game Types: Slayer, KOTH, Oddball Player count: 2-6 player This is a great 2v2 map Weapons on map: -Sticky Detonator -SAW -Energy Sword This is a small map, oriented around 2v2 and FFA slayer. I miss the epic CQB moments I used to have in Halo: Reach so I created a map with CQB in mind. !PLEASE NOTE! this map will have frame rate drop if you play it on split screen. I really wanted to make a role-play style map, so I really hope you enjoy this and here goes... The Lore: Station 07 is the 7th of 10 experimental Cruiser Class Anti-Air weapons stations deployed on Requiem. It consists of one massive thermo-nuclear pivotal gun battery, crewed by a team of five men. The ammunition is too unstable and volatile for conventional reloading systems; therefore an external, manually-operated system was designed for each station. Although there are 10 stations, Station 07 is the most famous due to its hazardous location and impressive kill count, currently boasting the destruction of 3 Cruiser class, and 8 Corvette class covenant ships. Fame however, comes at a price. With Station 07's casualty rate being the highest of all stations; averaging the loss of one crew member every 3 weeks.
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