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Flyingshoe ILR

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Everything posted by Flyingshoe ILR

  1. Beginning in Halo 2, Halo has always featured 1-sided, asymmetrical game modes. These have included simple variants like 1 Flag CTF, 1 Bomb Assault, and Territories, as well as the occasional full-blown mode like Invasion. Halo 4 introduced a departure from this for the first time in close to a decade, not shipping with any 1-sided game modes and never adding in any via updates. A few work arounds were made for this, like hiding one flag under the floor and using rounds to emulate the old system, or the Conversion game mode that I helped create in order to fill the Invasion gap (with limited success), and these helped the customs community get by until MCC brought back these options in Halo 2 Anniversary. With the bare-bones game modes introduced in Halo 5 and the frequent update schedule, may of us expected that 1-sides modes might make a comeback in this game. 1 Flag in particular is a simple variant of CTF, and should be fairly easy to implement. Unfortunately, 6+ months later even this most basic variant has not been released or made possible. This is a call to 343 Industries to dedicate the time and resources to make a few basic 1-side game mode variants. 1 Flag CTF, 1 Bomb Assault, and a 1 sided "lockdown style" Strongholds variant are the big three modes I would like to see. These base game modes already exist in the game, and so should take the least amount of effort to create. Even with the intricacies of game design and the amount of other content being created, I feel that this should be a relatively minor task for 343 Industries to achieve. There are already asymmetrical maps in Matchmaking that would support these modes with a few tweaks to spawn and weapon layouts, tasks that would take forgers a couple of hours to a day to complete. These game modes would not only add more variety to current playlists, but also would vastly increase the variety of maps produced in Halo 5's Forge. 1-sided game modes play very differently from their symmetrical counterparts, and this allows for more wild, asymmetric map designs that would just never work for symmetrical modes. This invigorates custom games and leads to the potential for more varied and interesting forge content reaching matchmaking. As a longtime member of the forge and customs communities, I can attest that the variety of types of maps in Halo 5 has been severely hampered by a lack of game modes to design around. Choices fuel creativity, and with just a few small game modes we could see a huge increase in variety, increasing forge activity, promoting variety in customs, and leading towards a better matchmaking experience. Please make your voices heard about this if you want to see 1-Sided Game Modes return to Halo 5!
  2. Unfortunately, the wheels in the picture (Xforgery and THC) are actually dead and done already. The front end (Forge Hub) might as well be dead and is pretty much a shambling corpse as of now. Forge Cafe I really never hear anything about. Halo Customs is going pretty strong, as is 343CF, THFE on the youtube scene, and Beyond Entertainment on the 343i/ competitive/ cartographer scene. Those 4 have at least some connection at this point, but the other links on this snake are either decomposing or about to start.
  3. The first 2 maps seem to make use of a lot of what we call "lazy cover." Basically, the maps are extremely flat outside of the base structures and lines of sight are blocked by random parts placed around the map instead of being segmented by structures and height variation. This leads to a maze-like map where players run around until someone pops up in their face. There are no defined routes between bases or parts of the map, simply a lattice of places you can walk with no distinct advantages or disadvantages, leading to sterile gameplay. A bit thing that developer maps feature is segmentation via large structures such as rock cliffs, arches, tunnels, or buildings. The maps in matchmaking are almost all split into specific areas by these structures, such as how the center area splits up Exile or how Meltdown is split by it's bumpy walls and the 2 central rock spires near each base. This way there are defined areas on each map that players can thoughtfully move through instead of just a maze of directions the player can go, forcing players to think about how they want to move through the map. On your first maps I only see a maze with possibly a few loosely defined routes. I'm not proposing that there is an easy way to fix this on these maps, and most likely they would need a full redesign to avoid this problem. It is more something to remember for the future. The structures on Diocese, the third map, look interesting, but the pictures don't really show the layout of the map very well, instead showing mostly interior close up shots. It can be hard on smaller or more enclosed map but I'd try to get a few good overview shots so we can tell how the map would flow.
  4. While the remake looks faithful Sandbox is not a map that transfers well into Halo 4. The lines of sight are extremely open across the whole map, as there is very little structure on the map at all. Sandbox had a lot of these issues even in Halo 3 and was more well loved as a canvas than an actual map to play on.
  5. ... definitely does not belong in the competitive submission forum.
  6. Invasion didn't work on any map. Dominion doesn't fit on just any map. Flood does not work well on just any map. Like any of these modes, you could set it up on some random map, but unless the map is designed for it it probably won't play very well. That is why we released maps with it.
  7. I took a look at the new version, here are my thoughts: + The bulged area with the yellow light is much better, looks very nice and breaks up the LOS well. Should create a few safe spawn points as well. I'd like to see a lot more things like this. + Red base is more developed, though I'd like to see a little more work in front of the base. The big open area doesn't really serve a great purpose except to make the base difficult to approach from the front. - I got a lot of frame rate lag in forge. Not sure how bad it will be in game, but looking out of red base dropped the fps quite low. - Blue hallway still had some very long LOS, as did other parts of the map. A lot of areas seem to have "lazy" cover in them, crates and boxes in an otherwise square, flat hallway. I'd like to see a lot more of what you did with the yellow hall, but not exactly the same. Take the concept of a turn in the path or a change in height and apply it differently and in a way that makes sense for the area. The map has some good in it but every area could be looked over and possibly changed to fit this design philosophy.
  8. Awesome to have this finally out! Thanks to all the testers, THFE, Dog, and of course my partner in forge (and bad puns) Psychoduck! It's been awesome working on this project man!
  9. I took a look around the map and I plan to run a 4 v 4 game or two as soon as I get the chance, but I noticed a few non-gameplay elements that could be changed: • Your weapon organization was rather confusing. Some power weapons are on drops and some aren't, leading to situations where you think you know where they are but then you are surprised with a weapon you didn't know was on the map. The random grenade drops also seemed a little unbalanced, with one side getting frags and the other getting plasma and pulse. I would put 1 plasma/ pulse on each side along with 1 frag drop. Finally, you occasionally had power weapons on the little plinths that held loadout weapons, which got confusing when you went up to one expecting a loadout weapon or avoided it because you thought it was a loadout weapon. To simplify things, you might want to make all of your power weapons be on initial drops and have the plinths for loadout weapons only. • Some spawns faced confusing or disorienting locations, like the blue respawn points on the upper level facing the struts. You should generally spawn facing towards the middle of the map so that you can get back into the flow of moving around the map quickly and so that you can orient yourself quickly. • There were a few very long lines of sight around the map, stretching all the way across. This generally leads to a lot of cross map fights where the player who shoots first wins, but I need to play a game to get a better feel for if it will be an issue on this map. There is also a choke-point by the DMR where you have to go down one of these lines of sight with no way to get out of it for a few seconds. I'll get back to you after I've played a game with more feedback. I like a lot of the map though and I'd love to see it become even better.
  10. I did not get a game on the map. I would have if I'd felt I couldn't get an adequate reading on how the map could be improved, but the map had enough issues that getting a game on it would be redundant for me, as I can see what the large issues are and so until they are solved the small issues are not important, and may even change by the time the large ones are solved. The map author on the other hand should get a game on the map so he can better see the issues we have found for himself. If he is having trouble getting games on it I would suggest posting a lobby Here. As for the teleports, players can also shoot anyone who comes out of them. Soft kills aren't a real fix as they tend to dissuade players from using them at all (soft kills should really only be used to set map boundaries.) The teleports won't fix the problem fully, even if they help, but you should test it and see that for yourself.
  11. I took a look through in forge, here are my thoughts: 1. The map has a lot of massive choke-points on it, where players are forced to move through the only door leading through to the next part of the circle or they have to go all the way back around. A few guys could hold an entire team at one of these doors and they prevent movement around the map. As Zandril stated above, this tends to happen because there is no way to move through the middle of the map, only around it's outer edge. Putting routes up to the top of the island will not help this, as the top area is so high up and powerful that it will overpower the lower areas and/ or become disconnected with the rest of the map. If the map were moved higher and the middle incorporated as a level slightly below the outer ring, this might work, though the middle could not be left open. As it stands though you should never have only one route through an area. 3 is about the magic number of ways to get through an area, with one being quick and open and others being longer but covered. Even if these areas were fixed however the map would not flow well at all without a middle area. 2. A large part of your budget was eaten up by a huge structure on the top of the island, one that could only be easily seen by the banshee and that was not used for any game space. This is a big waste of budget for something that most players will never see (players do not usually look up in a match as that is not where the enemy is for the most part.) This budget could likely be used better elsewhere. Not all aesthetics like this are bad, the small island you made is an example of one that works well, as it is in plain sight from the map and uses very few parts. 3. The layout and construction of the map had a lot of issues. Red base was actually much closer to the neutral Banshee than Blue team, an the two teams flags were not right across from each other but instead at a strange angle. Blue base was kind of a mess, with ramps and buildings leading all over and up to towers that really couldn't see anything. This map, like Paradigm, suffers from some severe clutter issues, where walls do not look clean and everything kind of runs together into a jumbled mess. One of the main tricks in making a map look clean and easy to navigate is to use only certain pieces, limiting yourself from using one of every part in your map. For example, some maps focus on using 4 x 4 or 3 x 3 blocks, or bridges. You generally want to select a few parts to make most of your maps basic structure out of and keep them fairly simple. Buildings should be used very sparingly, as they all are very complex and rarely fit well in maps. They can be used, but carefully and sparingly so.
  12. I took a look at the map and noticed a few things: 1. The lighting on this map is broken, which is caused by the enormous amount of high-polygon pieces you used on the map. There are a lot of ways you could easily cut down on this, such as by removing some of the structures outside the map. The courtyard and trees that could only be seen through blurry windows are extremely unecessary and should be removed, as players can barely see them and they use a lot of lighting budget. Other parts that are complex (buildings, decorative parts, trees, etc...) should also be removed. Do this until you can generate lighting again and the map will look much better. A few things like the crane were cool, but even that crane could be built using less pieces. You also could save a lot of budget by deleting the Coliseum Wall floor on the map. Your map is build literally right on Forge island, and the grass would add both color and contrast to the map while saving a lot of budget, especially if you reuse those walls elsewhere in a way that saves more parts. 2. The map felt very claustrophobic, with players often being stuck in maze-like tunnels with little direction as to where they were going. These tunnels also are hard to fight in as no one has anywhere to move or strafe if fighting inside them. Larger, more obvious corridors would work much better, no smaller than 2 units in width, and more than that is often better. You also had at least one dead end room on the map, something that does not work in a competitive mode because players have nowhere to go one they go inside, ruining the flow. You also have an extraction node in that room, which will lead to players throwing grenades in over and over to kill the players inside, with little to no chance of missing because the grenades have nowhere else to go. All rooms require at least 2 entrances and should really have at least 3 to play well. On a related note, your extraction zones were very small. Usually a radius of about 2 is good for them, as it allows players to plant the node in areas that may not be as difficult to hold. 3. Your weapons on the map seems a bit random or mistakenly placed. Red team spawns right next to a Binary Rifle (a powerful sniper) whilst Blue team gets a Light Rifle, a primary weapon that players spawn with. The other sniper on the map is then fairly neutral. It would make more sense if weapons were evenly placed on a map that is mostly symmetrical in layout, and to also mostly place power weapons. You also had a random drop with nothing in it in front of Blue base.
  13. I didn't get a game on here, but I noticed a few things in forge that could use some work: • There is a soft kill zone at the Sea Foam colored area that sticks into the map on the ramp to the bottom floor. This may be mirrored on the other side. • A lot of parts were merged sloppily, especially the blocks that make the floors at each teams spawn area. You could probably find a way to make pieces fit snugly together and not merge textures. Your map isn't very large and you could save some budget by removing a few of the Extraction crates. • On the topic of Extraction crates, you don't have to label an objective 4 times. There are 4 slots there so that objects can have labels for many different game modes, and labeling a crate "Extraction Target" 4 times is no different than labeling it 1 time. • Finally, there were some weird weapon drops on the map for it's size. Assault Rifles and Frags are normally weapons one can spawn with in almost any mode, and a sticky detonator is not so powerful that it would usually be the central power weapon with 180 second respawn time. You could probably fit 2 of them on the map with a lower respawn and rockets in the middle unless the map is designed for personal ordnance, in which case less makes sense. Other than that the map looked pretty solid in it's layout. I like the rock jumps a lot, as they were fun and increase player movement options to and from the middle.
  14. I like the new hallways a lot, now you have a lot more choice when running the flag/ you have to work harder to defend it. I'm sad to see the ghosts go but I don't think it was a bad choice for the map, as there is no real circuit to drive them on and you ended up having to take them through the middle. I'm pretty happy with the new version, though I see you still have those random drops in the trees. I'm not sure if it will make them that hard to see, but my point with those wasn't that there shouldn't be random snipers there, just that there shouldn't be weapons obscured by tree branches. I do like that they are sticky detonators now though either way.
  15. I took a look around at the map in forge, here are a few thoughts: • I actually really lied the pyramid pillars at the front of red base that you made with Y-Cross's. You had a few interesting structures on the map but that one caught my eye the most, very clean and original. • Unfortunately a lot of other structures didn't seem to fit as well. Right next to that you have the dish/ antenna large ripped straight out of Pinnacle in Halo Reach, which really does not fit right next to red base nor does it add much in the way of cover or structure to the area. A lot of the blue side of the map also felt rather cramped and maze like as opposed to having deliberate paths. Red base then had the opposite problem, being almost completely isolated from the rest of the map by a large flat area. I would suggest focussing on having specific paths through the map instead of lot's of maze-like ones in blue or a big open area like by red. • I'm not sure how useful those 2 mongooses will be, seeing as the only open area to use them in is right in front of red base. There isn't much of a vehicle circuit or any reason to get on them.
  16. I took a look at this in forge earlier and compiled some thoughts. • My biggest concern with the map is how tall the buildings are and how much control they have over the map. While players are exposed to other players on the rooftop areas as well as to the banshee, any players down below and any of the ground vehicles are at a large disadvantage. Besides dropping down to grab weapons or use the man cannons/ center lift I see no reason to go down at all. If one team can control the center building and their own base, not to mention the banshee, they should have little trouble dominating the map. • Lines of sight on the ground weren't horrible, but they were still a bit open. Your map had quite a lot of tall rooftops but the ground level was still fairly open and flat. A better solution than these huge buildings would be smaller ones with structures that break up the height of the flooring, such as raised up areas with ramps connecting to them. This would help break up lines of sight for more varied encounters. • It is generally a good idea nowadays to use initial ordnance drops instead of weapons on the map. Especially with a competitive map this large players will spend more time looking for weapons than playing. It's not necessarily a rule, but it has become a standard to use these instead of on map weapons.
  17. I gave the map a walk/fly through in forge and I didn't see anything that looked broken or problematic. I can't say much more not having played it, but it simply looks like a solid map, not extraordinary, but like it wouldn't have any huge issues for the game modes you have it set up for. If I do get a chance to play it I'll add to this.
  18. I remember playing this one a while back. I ran around it again and I had a few small suggestions. First let me say though that the map is beautiful and plays quite well for CTF. • I noticed that the snipers on random drop in the tree platforms in front of each base were a little hard to see. Might be best to put them on the ground level where they won't be obscured by the tree branches. • I find myself always running up the rock ramps by the ghosts and having nowhere to go, while feeling like maybe there should be a way to go. It might be a good idea to create a jump up that goes from the rock platforms over the ghosts and onto the rooms looking out over the ghosts. As a final note, I got a lot of entertainment out of jumping up and down on the mongooses and hearing them get low enough to the floor to make a splash sound. Once again, pretty good looking and playing map Blaq Cloud!
  19. Well, you don't have to make the map entirely on the flat island tops. You can use the rocks near the base, hang your map off the side and use part of the terrain as a high ground, or do a number of other things.
  20. While you should absolutely be giving feedback, telling someone that their map is "crap" is definitely not the way to go. As I stated above, you want to avoid offending people with feedback, so a better way tis to show them exactly what the issues are and how they might be fixed instead of just saying the map is bad. Say what is bad, not that it's bad.
  21. Over the past few years in the forging community, I've found that most people are pretty good about giving and taking feedback respectfully. That said, not everyone is, and when it goes bad it seems to go bad quickly and climactically. This thread will go over some of the basics of how to give and receive feedback in a respectful manner conducive to an atmosphere of growth and improvement. 1. Giving Feedback Before giving feedback, make sure you have at the very least downloaded the persons map and taken a walk around it. Look at it in detail and try to draw some conclusions about what you are noticing. After that play it if you are able and if nothing seems game-breaking or extremely unpleasant. Play multiple games if you can, possibly taking notes on what you notice. When posting the feedback over a forum such as this one, make sure to keep emotions as neutral as possible and to do your best to be unoffensive. What may not bother you may annoy or offend others, so it is best to keep feedback for people you don't know professional. Make sure the person understands how much time you spent looking at the map and whether or not you played it at all (not playing the map is not a reason for them to reject your feedback, which I will discuss later.) Finally, understand that your experience was only one possible angle, and that further testing or a different viewpoint may make your feedback irrelevant. Even so, make it clear that this is what you saw and try to supply some reasonable suggestions to fix the issues, though remember that they may not be taken. Sometimes maps simply can't be fixed to play very well. However, very few people want to hear this so you must be able to back up your argument and make sure they understand why it doesn't work and how they could do things differently in another map. 2. Receiving Feedback When receiving feedback from someone else, always remember to take it with a grain of salt. You may not agree with the feedback, you may even flagrantly disagree, but don't waste your time explaining to the person why they are wrong. After all, they just took the time to freely help you out with your map. Simply thank them for the feedback, and judge it for yourself. Almost all feedback, even that which seems blatantly wrong, is worth looking into. The person may have been wrong, but even going back and confirming that something is not a problem helps you in the long run. A forger must always be open to feedback, whether they like it or not. It is still the forger's choice to integrate the changes or not, so do not feel threatened if people say your map needs large changes or may even be unfixable (make them explain themselves in this case of course.) In the end, the best thing to do is simply look into their suggestions and be open minded about what is really going on on your map. What one should not do is reply with a long argument about why your map doesn't have the problems other say it has. Many forgers get defensive about their designs or take offense at the way someone gave the feedback. Always assume that people are not trying to be offensive in a post unless it is truly blatant, at which point you should take the higher ground and remind them to act more appropriately. Maturity is key when dealing with criticism, and the worst you can do is stoop to the level of the other person. If they are truly belligerent about it and are yelling at you it is best to ask them to leave the conversation. Here is an example of a good response to feedback that you found ridiculous or completely baseless: "While I do not agree that my map has these problems, and I have never heard of anyone else having them, I will look into them just in case. Thank you for the feedback." This response is clean, short, gets the point across, and does not risk starting an argument. Even in the case of a total idiot or troll giving you feedback, maintaining professional speech will give them no ammo to use against you and will bore them. In drastic cases it is also a good idea to simply stop replying to the person early on and ask a moderator to remove their comments. 3. Common Flawed Arguments There are many arguments that people try to use when receiving criticism that are fundamentally flawed. Getting these as responses to feedback is frustrating, and understanding why they do not work and being able to articulate it is key. • "Your feedback is invalid because you did not play the map, you only looked at it/ walked around it in Forge." This is one of the biggest cop-out arguments there is for forgers. It has been proven time and time again that even a decent forger can look at a map in forge for a while and gain an understanding of some of its flaws and weaknesses, especially if there are large ones. I would never argue that everything can be understood, and playing the map will always give one a better understanding than just looking at it, but a lot can be learned by analyzing a map in forge. Forgers who have been around a while recognize things that they have watched others do or that they remember doing themselves, things that may seem like a good idea at the time but rarely play well. An example of this would be building a giant bridge map connecting 2 distant land masses, or having a series of long tunnels in a map with no line of sight blockers or alternate routes. Forgers can often tell that a map has problems without playing on it because, in essence they HAVE played on maps with similar concepts many times. Some things will be different, but the largest flaws will still have the same effects. There are always those 0.1% of maps that somehow pull it off alright, but in almost ever situation it is easy to tell if a map has large issues before a game is even started. Playing the map is helpful for feedback, but definitely not always necessary. • "I had my friends look at the map, and they liked it, so you must be biased against me or my map." • "My friends are great forgers and they like it, so you must be wrong." These arguments are fallacious because they assume a number of things that may or may not be true: That the reviewer is biased, that the friends are actually good designers/ forgers, that the friends are right, and that more people saying something makes it the correct thing. "That millions of people share the same forms of mental pathology does not make these people sane." – Erich Fromm, The Sane Society. Similarly, that all of someone's friends like a map does not make that map good. The same argument can be made for certain maps or weapons in Halo 4, but that is another thread. Assuming how someone feels about a map is also baseless, as you can't truly know how they feel over the internet. • "You're just telling my map map is bad to make yourself look good and keep me down!" This one is just plain insulting. It takes a lot of time and effort to help people out with their designs while working on improving your own and trying to live life (not to mention it's finals week as I write this!) To tell someone who just went out of their way to help you that you are working against them is about the most insulting thing you can say to them. This is a situation in which it is time to call the person out and ask them to grow up or get out. • "I've been forging for years/ I'm a level designer/ I have more experience than you." This is a logical fallacy. While experience helps, the quality of a map speaks for itself. Even good, experienced forgers can make bad maps at times. Having level design experience or having experience in another program also does not transfer over to forge necessarily. Similarly, the halo sandbox is different from other sandboxes, so even someone who has designed for Counter-Strike may not make a map that is particularly good for Halo. Finally, a high quantity of maps made does not equal high quality maps made. 38 bad maps are still bad maps. As I sated above, the quality of a map speaks for itself. Conclusion The Halo Community, especially the forging community, is a great place to go for honest feedback. This feedback may be harsh, but as long as a level of respect is maintained you can gain a lot by both giving and receiving criticism. Remember, the goal of anyone giving you feedback is to help you better understand forging/ design in general as well as to improve your map, so make sure this is always the reason you are giving feedback as well. Respect, open-mindedness, and healthy skepticism are the keys to unlocking your forging potential.
  22. Well... this was a pretty sad read. This is at least the 3rd time I've seen where a forger comes in and ignores feedback based on the argument that "They didn't play it so their feedback is invalid." Let me say this now: This argument is a Cop Out. A lot can be told about how a map will play by looking through it in forge with an analytical eye. Not EVERYTHING, but quite a lot. The arguments that "My friends are all really good forgers/ pro players and they have played it and like it" is also based on nothing. Your friends may not be as good as you think and they may not always be right. In the end, you are only hurting yourself by doing this, as you will not improve. Oh, but wait, you've been doing design in a number of programs for X number of years, haven't you? You're a level designer yourself, so you must be good at forging! No, once again, this argument holds no water. Other programs and games do not necessarily transfer into forge. Look at the forge maps Bungie put into Matchmaking at the start of Reach. I've had this line pulled on me a number of times now, and in the end it does not matter how many years you've been doing this or how many maps you have made. What matters is your ability to design well for this sandbox in this game. What also matters is your attitude, and for someone who says they "actually [are] very PRO feedback/criticism." you haven't shown much ability to react well to it at all. You are not expected to agree with all criticism, it is a rule of thumb to take it with a grain of salt, thank the person, then decide for yourself if it is correct or not. The bottom line is this: You've come to this site asking for help from people who have proven that they understand forge and the Halo sandbox. Your way of looking at feedback is inherently flawed and you have decided to use this opportunity to insult half of the people who are here to help you. This is not acceptable. You have proven through your previous comments that, despite what you say of yourself, you are not mature enough to accept criticism and learn from others in a sensible manner. I should hope that you are not this way in any actual professional design scenes. I'm sorry this conversation had to go this way at all, but you have proven that you cannot handle being in this environment. Here is a list of sentences you may want to re-read. They were some of the... "highlights" for me. • "Haters gonna hate" • "I would NEVER poo poo any of their insight." • "Yeah, no.. I'm good"
  23. This is an interesting idea, but this has changed traditional CTF enough to the point where it is a Mini-Game, not a Competitive map. Still, it is an interesting idea if it works the way I am thinking.
  24. I actually just finished it up, but I stated work 2 or 3 months ago. We'll be playing it and a bunch of good stuff like we have posted here at 8 PM EST on Friday, so feel free to join.
  25. Hello everyone, welcome to my final competitive map in Halo:Reach. Baseline is a 10 - 12 player asymmetric objective map designed for 1 Flag CTF and Territories primarily. Baseline was designed as a communications relay sunken down into the ground with rocks collapsing in around the edges. The map is asymmetric but has a lot of symmetric aspects allowing it to play well for both asymmetric objective games as well as slayer games. The video explains much of the rest, so download and enjoy. Feedback is appreciated. Download Pictures Special Thanks The Psycho Duck My broski and a fellow in forge. Thanks for helping all the way through this maps design, including testing, revising, and video making. I can't wait to get working on some waffle and Muse reference filled endeavors in Halo 4! MockKnizzle008 Thanks for all the help with reworking the map and advice in testing. If not for you I would have posted this map a month ago when it was still herping and derping all over the place. Pyro Thanks for help in all of the testing. If you are in the game we will always have someone to drive a flaming Warthog into the enemy base for us. And of course ConfuseFlamingo, AbleSirThomas, Yardbird, Fraustophobia, Mexican Torta, and a ton of others (tell me and I'll add you to the list.) I would be nowhere without you guys.
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