Jump to content

pyro6666

Members
  • Posts

    18
  • Joined

  • Last visited

Contact Methods

  • Gamertag
    fang3013

pyro6666's Achievements

Drone

Drone (3/19)

14

Reputation

  1. Just take multiple screenshots and try to fit as much of the map as you can in each one. You might also be able to take off the roof of the map to get an overview.
  2. Do you have separate spawn rooms so players don't have the ability to spawn kill each other? I remember a map just like this made in the first few weeks of reach. That had a nicer spawn mechanic and made use of armor abilities.
  3. That's pretty cool. If you cleaned up the map and removed the fx it could be a great game.
  4. pyro6666

    "S"

    Good to have another serious map in here. I of course have to mention the conspiracy of it actually being a 5. I think between the four of us we have enough maps to keep this forum going for a while. Never forget 3 flag slayer.
  5. THFE is popular because it has a clear focus and doesn't dilute the forge content with other videos that won't necessarily interest their viewers. Expanding into unrelated areas would result in losing many more viewers than those gained.
  6. I redid some of the links so they work and include the whole word for you. Just quote this and copy the stuff from the spoiler. The gametype looks pretty cool. I like the use of an armor ability as the ball, but it seems like scoring might be a bit difficult with multiple people fighting. If one person takes the lead they can then freely walk through the lasers and probably wouldn't have too much trouble preventing the other people from scoring
  7. *tells people not to be late* *doesn't post time* If you invite me and I'm online I might join.
  8. I don't have to imagine that because I've forged with almost all of them. If you get more than two experienced forgers trying to build a map it will not work. I would like to emphasize will not work. Some of us who have almost identical forging styles have enough trouble doing the final touchups on a map together. If we assume for a second that it wouldn't lag (which it will) and the forgers have identical styles (which they don't, I can easily tell their maps apart) and that they would not conflict (which they would) there's really no one who would want to sit in front of their computer for an hour to watch some guys built a map. If you'd like I'll invite you next time I'm forging and you can see how boring it is.
  9. I'm not sure I understand. You've tried to get people to support this. You know there are many reasons this could not possibly work. Yet you still post it here.
  10. How you make cover is your chance to make your map unique. That would just encourage people to use the same cover on maps.
  11. I see you don't have DLC. It may have helped to look at this first. Because of framerate constraints most good BTB maps are ineligible for matchmaking consideration so I'm not going to bother picking a favorite of those maps.
  12. You may have noticed when you end a forge game and go straight back into forge on the same map any changes you didn't save are still there. A side effect of that system is that if you forge on two different maps consecutively the second one can overwrite the first if you hit save and not save as. If you load up another canvas like spire then go to the map you want to forge that should keep it from overwriting the first map.
  13. Because a little berb told me to... Silently watching over the sea awaiting an age that will never be... Although the most obvious source of inspiration for Spectre is Rat's Nest, the design of that map had little inluence until much later in the design. The initial inspiration for the map came rather from a section of Costal Highway to which it now bears little resemblance. Instead of the normal, open and interconnected playspace featured in most multiplayer levels, Spectre is centered around three paths connecting the bases at the ends and interconnected only minimally at the center. While the bases have no real base to defend, the array of braces along the front and steep ramps combined with the back ledge make the far back areas easy to hold down and generally safe for the home team. As a successor to Kiparis, Spectre features some of the same architecture and subtle elements of gameplay but the shape of the maps bring different overall strategies and skills into play. Spectre is a symmetrical map intended for full BTB parties. Battle centers on the three parallel paths across the map each increasing in the potential for a standoff closer to the ocean side. To keep things from turning into a complete standoff, each base is equipped with two warthogs, and a concussion rifle, plasma launcher, rocket launcher, and the powerful revenant lie in the center as rewards for those who push forward. Back in the bases a concussion rifle and fully loaded grenade launcher allow those who find themselves on the defensive some chance of survival. Mouseover the table for spawn time, location, and other details Weapons: 4 DMRs , 4 Needle Rifles , 2 Plasma Pistols Ordinance: 2 Grenade Launchers , 2 Focus Rifles , 1 Concussion Rifle , 1 Plasma Launcher , 1 Rocket Launcher Equipment: 8 Frag Grenades , 4 Plasma Grenades , 4 Health Packs Vehicles: 4 Warthogs , 1 Revenant Spectre shines most for capture the flag with the flags positioned one the ledge in the back of each base. Assault objectives lie just below under cover of the arrays at the front of each base. Team slayer is of course supported along with Territories, Stockpile, Headhunter, and every other gametype except invasion. It plays best with the standard matchmaking gametypes in Big Team Battle. http://www.youtube.com/watch?v=Wd6L-YD8stI
  14. Good to see you've posted this here. At the risk of flattering you, berb, I'll say this it the only infection map I actually enjoy. The style is much more competitive and fun than any other infection I've played.
×
×
  • Create New...