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Darkrain491

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Posts posted by Darkrain491

  1. Things change, agreed, but does that mean they change for the better? 

     

    Short answer for Halo 4? No.

     

    Halo 4 is a good game, but it is a terrible Halo game, it debases Halo's core element, alienates the long time fans and and flips the bird at the competitive community.

     

    Halo 3 was Hardly perfect, but it kept its 1000000 players a day even after the release of CoD 4, which many would argue was the best, and had a healthy population even after Reach's release.

     

    Halo 4 is lucky if it hits 20000 a day, and that is ONE YEAR after it's release.

     

    I suspect many would argue that Halo is no longer current, that's why it falters on the market, let me prove that wrong.

     

    If Halo was no longer current, then Halo 4's initial sales wouldn't be as high as they were, and this was before we knew the extent of Halo 4's lack of faith to Traditional Mechanics.

     

    I do not want a Halo 3.5, and most Fans would say the same, we want a closer to classic experience. Has anyone played Promod v3 Slayer? it is a modded gametype that cause Halo 4 to play like a combination of the best parts of Halo 2 through 4. You can choose to spawn with any on the utility precision rifles, a good feature from Halo 4, apart from the DMR and LR's negative effect on gameplay, no bloom or recoil, faster shield recharges, recharges sooner, faster base movement speed and so on, no sprint at all, modified weapons and AAs, less aim assist and so on

     

    basically, this what halo 4 should have been like.

  2. So I found some issues with the map in the game we played. The biggest problem was the space available to players. By this, I mean the map was a little too tight and claustrophobic in several areas. I would suggest giving players more breathing room.

     

    I also remember that there was a power position that only had one hard route to it and players controlling it have a quick and easy way out via drop down.

     

    And railings. Put down some railings. Too easy to fall off. I did enjoy the encounters in the middle though

     

    That's all I really remember so if I was to give more feedback, I'd have to play in the map again.

    Thanks for the feedback. Are we talking the corridor roofs as the power positions?

     

     

    Other comments mentioned in the game were:

     

    Where is the sword?

    Little much Shotgun, but not overly

    Where do you get the sword?

    Very much Halo 3 mapstyle (Made me SOOOO Happy)

    Wheres the friggin sword spawn?

     

    So, I will have a 1.1 ready by tomorrow or Monday, Images will be up for it sometime then.

  3. I got teabagged 3 days ago in a 1 v4 (me being the 1), after that, I was like nope, you guys gonna die, so when I spawned, I ran for sniper on haven, 3 of em jumped me, killed the first with my magnum, no shields left, planted a frag, he walks other it, I headshot, i reclaim the sword he just killed me for, and end with a triple kill to his teammates face with my sword, then, to finish, I caught up ten kills and won.

     

    You dont teabag a pokemon trainer, we do not like it.

    • Like 2
  4. Premier

     

    Edits:

     

    Month/Day/Year

     

    10/01/2014

    1. changed name to Premier to avoid confusion with another map named Xiphos

     

    12/01/14, Map Version 1.1

    1. Added Gravity lifts up to the Corridor roofs near initial spawns

    2. Exchanged Sniper Rifle to Railgun

    3. Changed Needlers to Concussion Rifles, and moved them to the top of the rocks

    4. Added a Dropdown and tunnel at the Southern end of the map to get to Sword

    5. Increased Shotgun Respawn Timers to 180

    6. Added railings at the Middle Catwalks and Spawns

    7. Extended the width of the Middle area Catwalks and Sword Lift Exits

    8. Extended the Outer floor on the left and right side of the Overshield Chamber

     

     

    Download:

    https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/4d32fc1e-e9c8-437e-9712-52a782699200

     

    Hello everyone, a few of you may know me already, as I express my opinion or put up some usually interesting threads. Well, today I am placing up my first THFE map, I have been forging for a while, but I feel that this is the first map that I feel is at beta stage, capable of supporting a competitive game well. So, without further ado, I give you Premier, named so as it is my first map of the new year.

     

    post-26816-0-75279800-1389557336_thumb.jpg

     

    Premier is a 2-8 player Mirror Symmetric Arena Map on the Forge Island Canvas. the main shape started life as part of a BTB map, but soon got smaller as my budget suffered, so I cut my losses and salvaged the best parts of the map, and retrofitted it for 4v4. This map capitalizes on Map Control and Flanking, as it uses static weapon spawns, and requires the player to keep a mental timer. Static spawns benefit all players, as once players get the timing down, they will play to control that area, you know where your enemy are, you know where to go to get back into the fight, so cat and mouse play is heavily cut in this manner. Here is a Weapons Layout picture I self edited in Photoshop.

     

     

    This cleanly shows timers and locations, all grenades are 15 seconds.

     

    Here are some further Screenshots:

     

     

    post-26816-0-29570400-1389557363_thumb.jpgpost-26816-0-15537800-1389557366_thumb.jpgpost-26816-0-32438300-1389557369_thumb.jpgpost-26816-0-69183100-1389557372_thumb.jpgpost-26816-0-51465600-1389557376_thumb.jpgpost-26816-0-24544500-1389557380_thumb.jpgpost-26816-0-98418800-1389557383_thumb.jpgpost-26816-0-45098400-1389557391_thumb.jpgpost-26816-0-09763600-1389557388_thumb.jpgpost-26816-0-58743700-1389557395_thumb.jpgpost-26816-0-97308500-1389557398_thumb.jpgpost-26816-0-37271600-1389557402_thumb.jpgpost-26816-0-98410600-1389557405_thumb.jpgpost-26816-0-20465000-1389557413_thumb.jpgpost-26816-0-46914200-1389557419_thumb.jpgpost-26816-0-27044200-1389557424_thumb.jpg

     

     

     

    The map has changed alot after 1.1, the playtest on Saturday was great, and I got enough feedback to make some edits. The sniper was barely utilized, showing that it was clearly not a good choice for the map, it is now a Railgun. Sword was often unusedd due to the lack of ways to access it and hence i have added a new entrence, I added railings and you can check the updates for further info.   

     

    I included alot of Advice I received from Zandril and Squally in this map, so I hope the advice payed off. Please, I am looking forward to any constructive criticism and suggestions.

     

    This will be up on my Facebook Page, The Halo Forger Page, tomorrow at some point. If you want to see the page, it's in my Sig.

     

    This is Darkrain491, I love you community, and I guess you can call this my new years resolution. Show more maps, get better at it.

     

     

    See ya on the battlefield! 

    • Like 3
  5. post-71573-0-10871700-1373970171_thumb.j

    This Image Here? this could be seen as Structural cover. It main purpose is to provide a alternative viewpoint into the lower area. but it can also be used as cover.

     

    post-71573-0-43226300-1373970161_thumb.j

    Whereas the dominion piece and the literal Cover forge pieces are there sorely for cover or to disrupt the sightline. thought I might provide some examples from your map.

  6. I, along with many others in the Halo Community, feel that the Light Rifle was far to much of a re-skin for it to have really been worth it's place in Halo 4. That said, I do like the concept, alternate firing modes depending on your situation, and it has a cult following now. I feel, that as we already have the BR/DMR Counterpart system, we should implement it for all the factions' utility precision rifles. While I have some Idea's for a Ex Prophet-Covenant or Storm DMR equivalent, This is dedicated to my Forerunner one, the Z-717 Molten Rifle. It shares a dual-fire mode system with the Light Rifle, but past that it is quite different. For those interested the most unique part, it's mode two.

     

    Z-717 Molten Rifle:

    A new Promethean/Forerunner weapon, this thing is very unique apart from one thing in that it shares a two fire mode system with the LR.

     

    Mode One: Un-Zoomed:

     

    This Weapons un-zoomed mode will have a magazine of 18 shots, it is also "Automatic" in the same style as the needle rifle or Hand Cannon. it fires at a rate of 0.23 seconds between shots but has a fair bit of recoil, it is a 6 shot kill. It has a minimum kill time of 1.38 seconds approx. Whats so special I hear you cry? you are about to find out...


     

    Mode Two: Zoomed:

     

    This is where the Molten part comes into it. It fires capsules of Molten Hardlight, the same stuff as the Incineration Cannon at the enemy, that upon contact, shatter and start dealing DoT damage to the  enemy Shields. When it fires a shot, another shot can be fired 0.3 seconds afterwards. If a player is hit by shot from the Molten Rifles scoped shot, they will lose shields at a rate of 70% per second over a 2 second period, so two shots have a 1.45 Kill time approx. when you fire two shots. When you fire a second shot onto player who has all ready been shot with the Molten Rifle, the 70% accelerates to 90%, but this only stacks once. this will break shields in 1.22 seconds approx. so three shots has a minimum Kill Time of 1.22 Seconds, but it is harder time your shots correctly, balancing the quick kill time. Bear in mind missing a shot can easily result in a quick death, it is a risk vs reward weapon.

     


     

    This makes this weapon, when zoomed, far more efficient when ducking between cover, as opposed to strafing, and while you can be tempted to seek the quicker kill, it's harder to time, it consumes alot of your ammo, as unlike how the Light Rifle's system of 1 zoomed shot = 1 un-zoomed burst, 1 zoomed capsule = 3 un-zoomed shots. It adds a skill as to determining what kill time is more beneficial to your situation. The un-zoomed mode is hardly useless and is necessary for CQC defense , so can you risk ALL those tempting 1.2 Kill Times? Probably not. It's a thinking mans weapon, which adds alot more interesting tactics to an otherwise bloated and somewhat un-diverse utility precision rifle pool. If we had more diversity among the precision rifles, it wouldn't feel so bloated.
  7. The weapons do have unique traits

    AR - Fully auto/good against health/weak against shields 

    BR- Burst/good against health/weak against shields 

    Storm Rifle - Fully auto/weak against health/ good against shields

     

    I think you get the point. That is a core fundamental of the Halo games 343 would never be so silly and take these out

    The Storm rifle and Assault Rifle remove shields in the same amount of shots in Halo 4. Try it.  They did take out a core fundamental. 

  8. I think that as the Locust is already a fan favorite, and as you said, breaking canon for multiplayer is hardly new, it makes only sense to include. Since it's appearance in Halo Wars, fans have been asking for it to be used in a FPS Halo title. Now that we have a UNSC Mech to give a counterpart too, I think it is time the many fans and supporters of the  Locust in FPS Halo got their wish. As you can see from my mechanics,  It can be made very unique and quite a good counterpart to the Mantis without becoming a re-skin of it. 

  9. The Carbine, BR and DMR are very distinct. The Light Rifle was a cross skin of the BR and DMR. If you go back other my precision weapon balancing thread, you will find plans for a weapon I designed the mechanics for named the Molten Rifle. Give it a read, I am sure you will find it very unique, and worthy of a slot due to this.

     

    Many are in the believe that the Storm Rifle and Plasma Rifle should get their Halo CE traits back to make them more distinct, and give reason for there to be a choice. When you make a reason to have the choice, It becomes worth trying.

     

    Take another look at my Precision Rifle thread.

    If you could Choose between the Molten Rifle, BR and Carbine for Precisions and My AR mechanics, A more classic Mechanics wise Plasma/Storm Rifle and Some other more unique automatic Forerunner weapon for primaries, and all the secondaries I mention, does that seem more inline with a sensible and closer to classic feel? Or atleast For social. social will let you pick your starts, while in ranked, there would be gametypes that start with each weapon, such as BR Slayer, Carbine Slayer and MMolten Slayer.

     

    does this seem better

     

    The Carbine, BR and DMR are very distinct. The Light Rifle was a cross skin of the BR and DMR. If you go back other my precision weapon balancing thread, you will find plans for a weapon I designed the mechanics for named the Molten Rifle. Give it a read, I am sure you will find it very unique, and worthy of a slot due to this.

     

    Many are in the believe that the Storm Rifle and Plasma Rifle should get their Halo CE traits back to make them more distinct, and give reason for there to be a choice. When you make a reason to have the choice, It becomes worth trying.

     

    Take another look at my Precision Rifle thread.

    If you could Choose between the Molten Rifle, BR and Carbine for Precisions and My AR mechanics, A more classic Mechanics wise Plasma/Storm Rifle and Some other more unique automatic Forerunner weapon for primaries, and all the secondaries I mention, does that seem more inline with a sensible and closer to classic feel? Or atleast For social. social will let you pick your starts, while in ranked, there would be gametypes that start with each weapon, such as BR Slayer, Carbine Slayer and MMolten Slayer.

     

    does this seem better

  10. The storm utilize mostly outdated and older covenant technology. such as the old beam rifle model and their armour. using the Locust actually makes sense. And ther is no reason the locust could not be made smaller. The locust is a very popular want for Halo 5 already, I am just making some full mechanic lists. This is a direct copy of my waypoint list, sko I inlcude damage mechanics, because it is a list of Locust mechanics. I include weapon and damage mechanics because I made this full system, and including them was important to my reasons as to how and why it should be implemented.

    and

    again, what stops them from making it smaller for multiplayer? They did it for Halo 2 and 3 elites.

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