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DarklingNinja

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    Darkling Ninjas

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  1. Mutant 2.2 Updates Almost all updates are aesthetics, this was due to frame rate in certain objective game types when looking cross map, the changes will not affect the way the map plays at all, and are almost unnoticeable. - Ramp that leads to back of gold tower between blue and gold object construction has been sightly modified, 3 columns removed as well as railings being replaced with less frame rate heavy objects. - Brace large wall on bottom blue replaced with a wall double - Walls of bottom blue had multiple bridge walls in them, the amount of bridge walls has now been decreased and replaced with other objects. - All Minor frame rate now gone on Mutant 3 Extraction point locations have been modified, this is due to the fact that it was to difficult to get them back once a coordinated team had started the extraction, and by difficult I mean almost imposable. - Extraction point on Gold plat moved to blue 1 - Extraction point on top Gold moved closer inside gold to provide more cover - Extraction point in top red has been moved slightly to provide more cover for extraction
  2. Please stay on track with map discussion, if you have a problem with the way I post or my personal opinions I would be glad to talk to you about them in pm or xbl. I never stated in this thread about my map not being chosen, the CCs are interested in my map they just did not feel the FI playlist was the place for it. Whether or not they put it in is there decisions to make. About me thinking mutant is the best out there, I do not think that I think mutant is the best asymmetrical map for competitive game play available right now. Mutant plays competitive settings better than any other asymmetrical map out there, but I can not say the same for other settings. FFA gets a little crowded, and mutant does not play default settings that well either. Overall I do not believe that mutant is the best asymmetrical map out there for competitive team game type settings. It is only a matter of time before a asymmetrical map that plays competitively better than mutant comes out. When that happens I will gladly support that map over mutant for competitive settings. As of right now I have yet to play that map yet I understand you are upset with my comments in the paragraph and think I am being arrogant. If you have a problem with something I say or do please keep it out of this map discussion. Please focus on the map itself and not me personally. I thank you for your feedback and Hope I have not upset you As for other news, Mutant 2.2 is on the horizon. It have very minor changes to the maps geometry, nothing that will actually change the game play on the map. Just minor aesthetically changes to remove frame rate during extraction game types.
  3. I just copied the media code from THC, they use the same codes
  4. ATLANTIS (Map Preview) Design and Forge By Darkling "John" Ninja Map Info: Player Size: 4 vs 4 Layout: Asymmetrical The game play style of this map was inspired by Construct, while the curving Colosseum structures where inspired by Haven. The extreme verticality on this map resembles that of construct. I aimed for very organic style of geometry, the crumbling structures and curving wall make the maps aesthetics just as unique as its game play and layout. Weapons on Map BR x 5 DMR x 2 Carbine x 2 LR x 2 BS x1 Plasma Pistol x1 Frag x4 Plasma x 2 Rockets x 1 Sniper x 1 Over Shield x 1 Recommended Game types Hill ? Extraction ? Other Supported game types Slayer FFA Ball Regicide
  5. Thank you for your comments Sometimes you have to reforge your entire map to make it as good as it can be that's what I did with mutant Its a real pain but it is work it trust me
  6. Needs some towers........... Maybe look to lockout for inspiration
  7. So happy to see what you have done with this map, and Good job getting this into MM ! Glad I could help!
  8. Thanx fire glad you like the look of the new version Thank you very much Duck, I am glad you like it if you have any further suggestions after playing the new version I would love to hear them. Constructive criticism and feedback are important tools for any forger to utilize. Like you said, it can only make your map better,
  9. Love this map !! One of the best if not the best CTF map in the game right now
  10. Mutant 2.0 Updates - Map re-forged exactly to scale on Forge Island, various aesthetic changes have happened due to this. Most notably black / Green tower is now Rock / Cave Tower - Pulse Grenades and Damage Boost removed - 2 Magnums Added to map - Weapon Placement Changes 1. Sniper Moved to top Red 2. Overshield still bottom Mid, but moved closer to Blue/Gold side 3. Carbine moved from top Red to top Gold - Needler added to top Gold were sniper rifle use to be - Jump Pad removed, jumps ups added along the inside of the middle ring - Jump up added on gold plat to top blue (The rock in the back of the plat) - Glass on red window removed, now the window is open
  11. Finding the perfect scaling for the jump pad has been difficult, I will most likely need to once again rescale it. I am also currently testing a version of the map without a jump pad. The jump pad has been very hard to get right, it just comes from lots of time and testing. Rescale, re-test. Whats new That really sucks to hear, I actually cannot see frame rate on my Xbox. So I have to have people come in and check for it. If I wasn't a forger not being able to see frame rate would be no problem I will be doing a re-forge on forge island. (Since it is as good as I claim it to be ~_^) Sadly enough I have finals around the corner, so I will not be able to get to it until the middle or end of next week. Once I reforge it I will post new pictures and links. Expect Mutant on forge world by May 5th If you are interested in testing or need test groups we have multiple mutual friends on xbl so you can look me up on their friends list, or you can add me (friend request sent)
  12. Played this the other night, it was very fun. Would love to see this in infinity slayer
  13. MUTANT VERSION 1.1 UPDATES - Jump Pad scaled down, shield door indicator replaced with capture plate indicator - All Wall Single flooring removed and replaced due to invisible wall preventing weapon and objective pickups - All Brace Tunnel flooring removed and replaced due to invisible wall preventing weapon and objective pickups - Damage boost added top green - Weapon and power up timers adjusted for sniper and overshield - Pathway added from red plat to gold balcony - Hill and Extraction site sequence adjusted - Extraction site Echo moved from green jump to the top of green - Various cosmetic changes PICTURES WILL BE REPLACED WITH V 1.1 PICTURES SHORTLY
  14. Please do not argue in my map thread thank you
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