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REMkings

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    Gaming, watching movies, sports, going out with friends.

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    REMkings
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  1. "Morgan Bay, 1773. The ever so peaceful port now houses a horrible rebellion..." Welcome to Freeman Bay! DOWNLOAD LINK Freeman Bay is the successor to my map 'Morgan Bay', a map that I forged back in Halo 4. Morgan Bay has proven to be one of my most popular maps to date, winning Best of Forge 2013 and making its way into Matchmaking. Therefore it was only a matter of time before I would try and bring back the map, only this time giving it a face-lift using the amazing new forge tools. This map supports from 8 all the way up to 16 players, but I find 12 players is best. It is to be used with the standard Infection gametype from Halo 5. Inspiration Morgan Bay was inspired by the typical ports you'd see in Assassin's Creed III. Obviously the same goes for Halo 5. I've gone ahead and looked at pictures from old Amsterdam as well, and hinted at this usage by implementing a Dutch flag in the map. I'm glad the theme is generally speaking instantly recognized, as I've had many people ask me if it was inspirted by AC3. Philosophy Freeman Bay, just like its predecessor, isn't just any map. Many, many hours have been put into improving the gameplay value and turning it into a fun and balanced map. As a result, the map has well balanced and interconnected holdouts that make for great flow. There are plenty of flanking routes and ways to quickly traverse between the separate areas of the map. Whether you're a human or a zombie, you're bound to have a great time on Freeman Bay. Teamwork As I always make sure I do, teamwork is of tremendous importance on Freeman Bay and proves to be a necessary means to survival. The only way to see the end of the day is to team up with your surviving buddies and fight your way to victory. This is brought into practice by the many buildings on the map that are all within each other's sightlines through windows and balconies. It is highly recommended you try and keep as many of your fellow survivors alive by supporting them from afar in defending themselves against attacking zombies. They will likely do the same for you. Additional Pictures Epilogue Thank you all for reading, I hope you like the map and give it a download! Let me know what you think down below and leave a rating if you will. - REMkings - Special thanks - WARHOLIC PA1NTS WyvernZu The 0micron Auxi Klutch CommanderColson CANADIAN ECHO Zandril S312 and the many others that helped me test this map once or more, gave me helpful feedback or simply expressed their thoughts on the map = DOWNLOAD LINK =
  2. "Morgan Bay, 1773. The ever so peaceful port now houses a horrible rebellion..." Welcome to Freeman Bay! DOWNLOAD LINK Freeman Bay is the successor to my map 'Morgan Bay', a map that I forged back in Halo 4. Morgan Bay has proven to be one of my most popular maps to date, winning Best of Forge 2013 and making its way into Matchmaking. Therefore it was only a matter of time before I would try and bring back the map, only this time giving it a face-lift using the amazing new forge tools. This map supports from 8 all the way up to 16 players, but I find 12 players is best. It is to be used with the standard Infection gametype from Halo 5. Inspiration Morgan Bay was inspired by the typical ports you'd see in Assassin's Creed III. Obviously the same goes for Halo 5. I've gone ahead and looked at pictures from old Amsterdam as well, and hinted at this usage by implementing a Dutch flag in the map. I'm glad the theme is generally speaking instantly recognized, as I've had many people ask me if it was inspirted by AC3. Philosophy Freeman Bay, just like its predecessor, isn't just any map. Many, many hours have been put into improving the gameplay value and turning it into a fun and balanced map. As a result, the map has well balanced and interconnected holdouts that make for great flow. There are plenty of flanking routes and ways to quickly traverse between the separate areas of the map. Whether you're a human or a zombie, you're bound to have a great time on Freeman Bay. Teamwork As I always make sure I do, teamwork is of tremendous importance on Freeman Bay and proves to be a necessary means to survival. The only way to see the end of the day is to team up with your surviving buddies and fight your way to victory. This is brought into practice by the many buildings on the map that are all within each other's sightlines through windows and balconies. It is highly recommended you try and keep as many of your fellow survivors alive by supporting them from afar in defending themselves against attacking zombies. They will likely do the same for you. Additional Pictures Epilogue Thank you all for reading, I hope you like the map and give it a download! Let me know what you think down below and leave a rating if you will. - REMkings - Special thanks - WARHOLIC PA1NTS WyvernZu The 0micron Auxi Klutch CommanderColson CANADIAN ECHO Zandril S312 and the many others that helped me test this map once or more, gave me helpful feedback or simply expressed their thoughts on the map = DOWNLOAD LINK =
  3. Gamertag: REMkings Map: When Running Fails Gametype: On the Move Recommend player count: 12-14 players When Running Fails They left the city with dozens, in the hope of hitting the road to salvation. Only few made it out. A small group of latecomers finally reached the highways, now in such a sad state of affairs that all chances of escaping seemed lost - leave alone any chances of survival. Or is there still hope? Team up with a buddy or two, board one of the remaining Warthogs and outgun the chasing undead. Prepare for a joyride. "When Running Fails" is my attempt at a Drive or Die map, which you'd used to see a lot in previous Halo titels. Drive or Die maps, for those are not familiar with the name, typically consist of a large driveable area, which can vary from a huge desert to a long road, where the sole purpose of the game is to get in a vehicle and keep driving away from the zombies pursuing you. I myself am a huge fan of Warthog usage in Infection maps, so you can imagine I loved playing on these kinds of maps. Unfortunately, much to my regret, I have not seen any good Driving maps in Halo 4 yet due to the difficult-to-work-around-with layout of all 4 of the forge canvases. It was therefore that I decided to give it a try myself. And now you're here to see the outcome. Here are some self explanatory pictures for nom. Important notes There are two things you really have to keep in mind when playing this map if you want to get the greatest of pleasure when playing the map. 1. There is a huge trait zone just above the surface of the ground level. This trait zone only applies for humans and massively takes down their health, while also decreasing the damage they can deal to enemy players. In other words: this effectively dismantles attempts at camping. Because of the fact that all players have trait zones above their heads, zombies will quickly find you and take you down with ease if you're trying to break the game. So yeah, just get in a vehicle instead of walking around. It's more fun for everyone, including you. 2. I have used a modded gametype that allows zombies to sprint. This will come in handy when trying to keep up with the Warthog, so make sure to use this function all the way: you'll even have unlimited sprint. 3. There are some bumps in the road that couldn't possibly be smoothened out. These bumps don't effect Warthogs but they can slow down zombies walking into them. It is possible to keep running around the whole track without running into any of these bumps, though. Make sure to keep an eye on where you're running and you should be fine. Tips Finally, I'll give you some tips to apply on this map if you either want to increase your chances of survival or if you'd like to get some extra Infection on those nasty humans. - Keep driving circles on the outer ring of the map. You'll be able to keep your speed at best, making it harder for zombies to chase you down. Also, generally you'll have great sightlines on the side, so zombies will have a harder time ambushing you. - If you happen to be riding shotgun, it is recommend to grab your sniper rifle and try to go for some no scopes on zombie players passing by. The auto aim makes it rather easy to pick up some kills, and it will also help out your buddy wielding the turret on the back, who in the crucial phase of survival will likely not be able to take on all zombies all by himself. - If you're playing as a zombie; Make sure to keep sight on any humans (accidently) driving or walking around on the ground level. As mentioned before, they are now easy one hit kills and they also deal less damage, providing you a good chance of getting one or more sweet Infections and making the horde grow. - If you're playing as a zombie; Try and flank the Warthogs driving around. This is usually accomplished best by cutting the humans off by estimating where they'll be driving next, and then hitting them from the side by surprise. This will likely slow them down or even turn them over, or in the best scenario even flip them on the side, making for a nice opportunity to leap upon this new gained meat together with your fellow undead. That should be all! I hope you will have give this map and gametype a download and enjoy playing it. Whether you're a great fan of driving the Warthog in Halo or killing off zombies/infection survivors, you're bound to have a great time. - REMkings
  4. Destitute in Chains Created by REMkings Hello and welcome to my very first map in Halo 4, called "Destitute in Chains". This map is a reimagination of my first Infection map from Halo Reach, and also my most popular map in terms of both downloads, publicity and feedback: "Lone Souls in a Lost Mine". Lone Souls in a Lost Mine (LSIALM) was my personal favorite map from the ones I built myself, because it was scary, dark and had a very strong theme. It was also highly focussed on teamwork and discouraged you from running and gunning, but rather drew you back to realize in what kind of frightening and hopeless situation you happened to be in. I simply had to bring it back in a new liveform to give back to all the people that gave me such great reactions about it and really helped me to improve my overall forging skills. And that's where the story of Destitute in Chains begins. I wanted to use this project to get used to Halo 4's Forge mechanics and at the same time see what things were possible with the new Flood mode and what changed in relation to Infection. Turning LSIALM into DinC So, you remade this mine map from Reach. But why didn't you just literally remake LSIALM instead of only making a reimagination, REMkings? Well, it is for four reasons that I did it this way. 1. It's more fun to only take parts from the previous map and add new ones. It's also more original than to simply remake everything, and makes it more of a challenge. 2. I wanted to use the new features from Halo 4's forge pallet such as dynamic lighting, the new blocks (pallets ftw!) and the addition of two lights to the previous amount of 2, thus having 4 lights at my disposal. 3. I simply couldn't literally remake it, because we no longer have Forgeworld and I had to adapt to the natural environment of Erosion. (Which was by far most suitable in my opinion.) The same goes for the looks of some of the blocks in Halo 4 that would no longer fit in a mine map because they don't look woody or rocky enough anymore. 4. Halo 4's Flood mode also plays differently than Reach's Infection. I had to adapt the map to fit with the gametype. In this map I brought back several of the key things that were present in Lone Souls in a Lost Mine. Such as: The L-shaped room The furnace The elevator shaft The elevator itself The minecart Some of the changes that were made in Halo 4 allowed me to make the map scarier than before. These changes include the addition of dynamic lighting, the fact that active camouflage now actually works the way it should, and the removal of health bars and -packs. I was able to combine all of these factors into a new thing that still reminds of its precessor, but also feels like a map of its own with a somewhat different playstyle. It plays best with around 10 to 13 players, but can support up to a full lobby of 16. (It might get laggy though, so that's why about 13, 14 should probably be max.) For all of you that never played Lone Souls in a Lost Mine or never even heard about it: LSIALM was a map situated in an old and abandoned mine (though it turned out not to be that abandoned after all), that mostly focussed on cramped room setups and hallways resulting in frightening battles with the undead with a great deal of cooperation amongst fellow survivors or zombies involved. There's not really much else to say, other than to direct you guys to a couple more screenshots as well as some video reviews of this map! Enjoy and thanks for checking out this map! Finally, make sure to download the gametype (Shadows and Dust) as well: it will not be as much fun if you don't use it. Download the map - Destitute in Chains Download the gametype - Shadows and Dust - A special thanks to everyone who helped me test and improve this map. Thank you for helping me if you did! -
  5. Yeck. lol, great map nonetheless. I like how you built the skyscrapers: they're so simple, yet so convincing and they really set the theme. Keep it up.
  6. Wow, the well and the flowers look really good! Keep it up!
  7. I enjoyed playing this with you and some other guys like Pol Wah yesterday, but I did have some concerns with this map. First of all, there was one area in the map where you have pretty long sightlines and a crate which is somewhat blocking the map, but also allowed access to its top. You might remember this moment where a couple of humans climbed up on this crate and were able to hold off the zombies pretty well. It wasn't a huge issue because in the end we were able to flank them, but it could be an annoying exploitable spot that would hurt the enjoyability if players would discover and use it from the first round already. Secondly, the map felt a bit flat to me. It was basically two levels and a couple of stairs and grav lifts connecting them, instead of using a lot of relief, open spaces or hight variation in the map. I'm not saying you should've implemented this because it can be tricky to pull off, especially in an indoor map like this, and also it does require extra forging and thinking time, but it would've been interesting to see open windows or little hills that zombies or humans or both could jump through or climb on, to change up the horizontal combat. Not too big of an issue though. And it's kind of hard to explain so don't be bothered too much. Other than these things, this map is great. There are barely any broken sightlines (none, really, because the one I mentioned isn't too big of a problem because it's flankable), the theme is selling ("What is this doomed and dirty place and how did we ever end up here at a terribly wrong moment like this?" - Love that.) and the map feels a lot bigger than it actually is because of clever and impressive usage of both the natural environment of the map (everybody tends to avoid the tower so props for actually using it!) and of the different layers and levels you built yourself. It was also a really scary and intense experience playing on this map, which to me is one of the key factors of Flood forging and means you knew what you were doing when creating this map. Definitely a good map!
  8. Another amazing map Pol Wah. Man you've gotten good at making these!
  9. Thanks guys! I tried making both the bench (spawning area) and the picknick table realistic and original. I'm glad you liked it. And GryffinGuy, that's really nice of you! It was indeed a great challenge to forge this map on Ridgeline, but I'm glad I pulled it off nonetheless. I was going to publice this map earlier but it took me months to finish it, because every time I tested it, there was something that needed to be tweaked a little. Not to mention, it was a true pain to get enough players with the Anniversary maps. Anyway, I sitll hope people will download it, because it will be a great experience to play this map if you're up for a fresh Linear Progression map like you haven't seen it before.
  10. Yay, the thread is finally finished!
  11. Gamertag: REMkings Map: Favela Run Gametype: zm_Outbreak Recommend player count: 9-16 players Favela Run By REMkings "What do people do when the place gets flooded? They run to the roof." ATTENTION: This thread doesn't contain all the pictures from the original thread. (It does contain the most important though.) Make sure to check that one out to learn more about the map. Prologue Finally. It's there. This map has been in the works for almost a year, originally starting as a co-forge between Beybok (Minion) and me, but due to circumstances (such as timezone differences) eventually turning out as a map that was forged solely by me and is now ready to be released. We have already made plans for an actual co-forge in Halo 4 though, when hopefully we will be working on a sequel of this map. But let's take a closer look at a map that proved to be a true pain in the ass to forge. As the name implies, "Favela Run" takes place in a typical Brazilian favela, one of the many slums situated in the bigger towns of Brazil. They are known to be inhabited by the very poor, and accommodate lots of criminal organisations. However, in this favela things get even worse. Some rare and hazardous infection has taken the residents, and the few survivors left now have to make their way to the top of the favela in order to survive. For once, they are lucky to find so many weapons laying around in their already unsafe quarter. Favela Run is a Linear Progression Infection map, which means the humans have to cover a specific route in order to reach the end of the map and - hopefully - survival. Because of the fact that this map in general and the different holdout areas are really small sized and humans will already die after one hit of a zombie, the gameplay is really intense and hectic, especially when you already lose a couple of humans in one of the first areas of the map. The easy-to-go approaches for the zombies make for some speedy gameplay, and things tend to get crazier and crazier as you progress through the map. This doesn't mean you can't make it to the end, though. You'll find that team coordination will be key in order to survive: you can't watch all zombies on your own. Taking all the weapons for yourself is thus useless: you will survive as a team, or die a lone wolf. Keythings What distinguishes this map from other, similar Infection maps? First of all, the fact that this map was built on Ridgeline. As some of you may know, Ridgeline is a very difficult map to forge on. Not only do you get half the budget of Forgeworld, you also have a limited supply of objects, there are many pre-forged trees in the way and there's a freaking annoying kill barrier above the map which will take you out again and again while you're trying to get that one block right. However, I believe that I managed to make a neat map, and therefore the satisfaction of finishing this map was even greater to me. Secondly, this map has a great amount of weapons and tactics to offer. First of all, you'll find these grey boxes all around the map: (see picture) These boxes will contain shotgun ammunition. Every time you see one of those boxes and you have the chance, definitely try and grab one of those neat shotties! You'll see that they are very helpful in killing off the undead. Other than that, there are a lot of other weapons on the map, both obvious and (semi-)hidden, and both risky or tricky to get or right under your feet. There are magnums, snipers, rocket launchers, grenade launchers, turrets and a DMR. Besides many different weapons, there are also different tactics to utilize in each holdout area. Are you going to mass together as a pack, or split up and put a few humans on tactical positions on the side? Both strategies can work out and help each one of you to survive if you do it right. The fact that there are so many tactics and weapons to be used, guarantees a fun game everytime you play this map. I've tested it about 50 times (not even kidding) and I still enjoyed it when I was about to finally finish testing this map. Thirdly, this map offers a theme you haven't seen before! It's a map that takes place in a favela, you don't see that very often. I've tried my best to make you feel like you're actually in a favela, but at the same time I kept gameplay in mind. Because of that, the map is fluent and easy to navigate, but still gives you a stacked, urban feeling as you climb higher and higher to the top. Finally, this map actually works great with both huge and - and that's what's cool about it - small amounts of players. I found that the perfect amount of players lies around 9 to 13 players, but it will also support lobbies from 7 to 16 players. Make sure to put the initial zombie count to 1 though when playing with less than 9 players (8 players or less). Luckily you don't have to wait for hours until you've found enough players who have the Anniversary maps as well. The phases First phase - The roof terrace You start off in a street on the ground level. On your left, behind the gate you can see the zombies running towards you from the wilderness. There's no time to lose, you have to make your way into the house at the end of the street. Don't forget to pick up a shotgun or two while running up the stairs, and settling yourselves on the roof terrace. Unfortunately there's no time to enjoy the sight right now. Tactics? Second phase - The dump site After surviving the madness of the roof terrace, you can now proceed along the road to your next stop: the dump site. Climb the trash and settle down, the zombies can come from everywhere. Don't forget to keep an eye on the overgrowth on your left: it's a great way for them to sneak up on you. Tactics? Third phase - The alley Now that you overcame the stink of the dump, you can fight the zombies through a more cramped way. But appearances are deceptive: if you don't put one of your guys in the little entry on the left (on the picture), the zombies will have a great way to flank and overwhelm you. Tactics? Final phase - The market place In this final phase, things will really get in a clutter. Not before was it so difficult to focus on all the possible zombie approaches without forgetting one. There a plenty of things that will make it a bit easier for you though. First of all, there's a cookable shotgun waiting for you on the picknick table. Getting there isn't without danger as the zombies can approach directly in front of you. After grabbing it, don't hesitate and get back to your original location. Secondly, there are also a DMR as well as a rocket launcher hidden on balconies. For these weapons goes the same: look behind you as you grasp them, and make sure your buddies got your back. Tactics? Good luck surviving in this hot tempered map, in the thread on ForgeHub are some more pictures for your pleasure!
  12. Great map, I've always liked the aesthetical looks. The fact that this map supports both big and small lobbies is also very neat, no matter how many players you have, you can still get great games going on this one. There isn't one clear stronghold present and that's a strength of this map. The more natural a stronghold, the better I like it. Great job Beybok!
  13. I find that a bit hard to believe because it is literally the same, but oh well. Next time when you use something pre-built, just try to add some more creative and unique features so it distinguishes it from any other map.
  14. Why did you literally copy the first area from the example map by Oakley?
  15. The map is pretty cool indeed, but the thing that bothers me is that except for some of the easter eggs and perhaps the basketball field, you didn't offer anything original. What distinguishes this map from any other linear map taking place in a city/sewers? What makes potential downloaders want to play this map more than other silimar maps? Keep in mind that originality isn't solely based on the location of the map. There are tons of ways you can put originality in your map, such as gametype customization or gameplay style. You should really try to focus on that, as it is essential to win the public and make them want your map.
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