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Gangus Khan III

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Everything posted by Gangus Khan III

  1. I know that - I more meant for the picture quality than anything else. It gives people the wrong impression of the map.
  2. Very forbidding sentence, I agree, and the map looks nice. Its too bad the waypoint file-share is still down.
  3. Looks really well made. Is it designed so that human's are eventually forced back into one area, or does this map play out in a variety of ways?
  4. This map looks nice, and considering that with file share down, the images won't really do it justice, that is really quite an achievement. Well done.
  5. I think it's your only option really - since the falcon has been removed and the forging scenery has been so dramatically changed, maybe this part is years later, when the disease finally reaches Requiem?
  6. Well done. Looks nice and it fits the theme of the map well. How does it play?
  7. Nice. I like how you finished this off. Normally I might think the scorpion would be over powered, but looking at the pictures it looks like its movement is a bit restricted, am I right?
  8. Looks nice, I'll be interested to see the full version.
  9. I just want to get a feel for all the new tools at first, such as the magnets, trait zones and gravity zones. After I've tested a bunch of things I have a really cool idea for a space station (I know, over done) that never really came together in Reach, but which I see huge potential for with the new tools. ONLY ONE DAY TO GO! (in Australia)
  10. Looks really cool. Love the lava pool, adds a lot to the concept of the map. Its really well made aesthetically, and it looks like it would play really well. Will have to give this a download.
  11. Well done. Not only have you created a map that looks very fun and interesting, you have used a piece of forging physics which I don't think many people were aware of. Again, well done.
  12. I love how this is just an entire list of people who are going to forge on impact first.
  13. Impact. While I must say that Erosion is probably my favorite environment, it has too much prefab environment to be used well while people are still getting used to the halo 4 forge.
  14. I love this series. The amount of time and finesse you put into the maps always astounds me. As for ideas, I see 'Erosion' as having the most potential for your series. While it wouldn't make much sense to go straight from the falcon to a cave, the rusted forge pieces of erosion and the glowing lagoon has huge potential for tunnels, sewers, a submarine, whatever. Depending on how the range of forge pieces is when it finally comes out, It would be nice to see something which forces the survivors to split up and defend two non-interlinking areas. I don't exactly know how to pull this off, but maybe there would be a trigger in two separate rooms to open each other up? Again, love the series, and the next 21 days can't pass fast enough.
  15. That map looks awesome. Love the sewers, it takes a lot of planning to get that water effect just right in a map. Looking forward to anything you produce in the future.
  16. Looks really good, and everything sticks to theme. Nice one.
  17. It looks nice and very smooth. While I'm not normally a fan of filters (too expensive) I think that you've managed to integrate yours well, which isn't something you see often. I like the idea, and it isn't something that has been overdone from an infection perspective. Keep up the good work, and I look forward to your future productions.
  18. Looks really well made, and I agree with Robius, using the tunnel on the island is a nice touch. I like your forerunner inspired architecture in the first picture, and really looks forward to what you produce in the future.
  19. The Origins series is perhaps the most fun I have in Halo full stop, and I'm very interested to see how you continue its themes in Halo 4. I think the new options Halo 4 forge has (especially the custom trait zones) will make future editions to the series incredible. As far as my own humble ideas go, I would love to see what has happened to the world after the apocalypse. So far the series has been restricted to the quiet corners of your world, such as labs and ships. I would like to see what your take on the wider world is - Are you running into relatively intact areas from the initial outbreak? Or is the world already in tatters? I think it would be nice to see where people tried to hold out, and failed. Of course, this is just a little thought of mine, and completely ignorable. As I have said before, I truly love this series, so anything you do is good with me. Keep up the good work.
  20. Very well done man. I love the Dumpsters and the ambulance - They have a huge amount of potential as features in another map. It's really awesome and I hope it gets featured so that everyone else can learn from this. Really well done.
  21. Hey man, thanks, any feedback is appreciated. While I know that the cover would normally be an issue in allowing the infected to move around the map without being shot, and I agree that (especially in the final area) I may need to add some central cover, this is mostly balanced out by the sheer number of zombie portals, with three entering the last room alone. I do really appreciate the feedback and will have to get around to testing the cover issue. Thanks.
  22. Name of Map: Resistance [1]: Prison Canvas Map: Forge World Link to MAP: http://halo.xbox.com/en-us/haloreach/Gangus%20Khan%20III/fileshare#!/?section=MapVariants&MapId=&GameMode=0&SearchDate=7&SortBy=2&view-select=Tile&tags=&startIndex=0&details=30899040 Link to Gametype: http://halo.xbox.com/en-us/haloreach/Gangus%20Khan%20III/fileshare#!/?section=GameType&MapId=&GameMode=0&SearchDate=7&SortBy=2&view-select=Tile&tags=&startIndex=0&details=30897629 Recommended Player Count: 16 Gamertag: Gangus Khan III This is my first attempt at a Linear Infection Map, and while I know that prisons are a little overdone, I think it turned out nicely. You progress through the gates of the prison, the cell block, the cafeteria and finally enter a large garage-like structure at the back of the building. The map is a little weapon heavy but this is just to counter the short sight-lines which dominate most of the map. At this point I am mostly looking for any feedback that people have that could improve this map and my future forging.
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