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Game Boyo

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Everything posted by Game Boyo

  1. Feel free to send me a friend request, I'll play with ya if we happen to be online at the same time
  2. Hey all, My two cents on the Beta thus far… feel free to check back to this post for weekly updates! All in all, I was pleasantly surprised with the gameplay. Initially, when I heard about all of the changes, I was extremely skeptical. I am happy to say that pretty much all of my fears were unfounded once I actually got my hands on the Beta. It did take a while to get the controls down, but once I got a better handle on it, the game plays very smoothly (especially for a Beta release). Clambering, yeah I will agree that it sucks when you clamber into someone’s line of fire and you cannot react in time to save yourself, perhaps they can include a way to evade quickly by maybe dropping back off the ledge fast, but I do not think that they should add the ability to shoot while clambering, nor do I think that they should make it so that you can shoot immediately after clambering, I think that this vulnerability (along with others like: the floating ADS, lack of shield recharge while sprinting, ground-pound disorientation, etc) adds to the gameplay by making you have to be more strategic with your use of abilities. This is what sets apart the good players from those who misuse their abilities. But like I said, adding counter-moves like reversing/canceling your clamber at the last second would be nice. I am hesitant to suggest that I think that we should see what it would be like to have two jetpack boosts rather than the one (before we get a recharge delay). I would worry that this would make the gameplay too chaotic, but it might not and may be fun to have an extra "dash" before recharge sets in. We would have to play-test it to know for sure. Also, unless I am missing something, it is not easy for me to tell when the dash is ready to go again. Maybe adding a more noticable feedback when it is fully recharged would be nice... or if I am just too daft to notice it, then ignore me entirely, I'm sure I'll figure it out eventually. Okay, ADS... Many seem to have issues with this, even if they generally like the idea, some still dislike the "HUD Spam". Well I will say that personally... I think that it's perfect. Here's why. The "HUD Spam" is there for a reason, because it is an advantage to be zoomed in, your hits land easier at mid to long range and it is especially nice for those campers... ahem, I mean snipers. If your radar did not go away and you still had a full field of view while in ADS, you would find people staying in ADS indefinitely. The fact that you can be snuck up on is fair, in my opinion. Plus, who doesn't like a good assassination of a campy Spartan? Even though I am crap with the Prophet's Bane (Sword) myself and rarely grab it, I love that they added a longer lunge range using the ADS mechanic... well done. Also, thanks for adding back the ability to throw grenades up lifts; I missed that in Halo 4. I also think that the weapon balancing is excellent; the Assault Rifle actually being useful is a nice change. The only change I would make is perhaps giving the Battle Rifle a bit more ammo... not much, but maybe one more clips worth... seems like I run out way too soon. I also think that the Power Weapon and tactical callouts are nice and not over-bearing. Although sometimes they are comical, I still would rather they not go away. "Took his head right off!" Gotta love it when you hear that. I agree though that some customizations of your Spartan's voice would be cool, but only if it wouldn't negatively impact the gameplay and add too much overhead to the server side processing of the game. I would also agree with @RedStarRocket91 on his point about the texture and lighting giving the Blue Team a bit of an advantage, hard to see them sometimes… when it is always easy to see a Red Spartan. Please add more assassination animations rather than reusing Halo 4 ones. Although, the assassination with the Prophet's Bane is sweet. Please remake the Wizard / Warlock map so that I don't have to... again Well, other than that, I don't think that I have anything else to add at this time other than that I think that 343 are on the right track with this one! Well done! --- Week Two Update --- I absolutely love the new "Breakout" gametype, well done! As for the Slayer playlists that start with a BR and Pistol... well I always hated playlists that start you off with certain weapons other than an Assault Rifle, unless of course it's a SWAT, Rockets Only, or Shotgun Only type of gametype. Weapons like the BR should have to be picked up, not given, and games that only have long-ranged weapons in them like the BR and Sniper, that takes away all of the opportunities for diverse gameplay... making it increadibly boring in my opinion. Everyone just hangs back and tries to snipe each other... this is fine if that is what you like, but it's not fun in my opinion. Not to say that you should not have playlists like this in the end release, but unlike the previous Halo 4 playlists, please make it so that you can choose to go into a normal Team Slayer Playlist and not have the ability to vote for a BR-Team Slayer game. Having them in two seperate playlists would be ideal. Other than that, I hope that we get the matchmaking to work a bit smoother, but I understand that this is just a Beta. Many times we are waiting "Search for Players" for upwards of 5 minutes and then it just crashes and we have to restart matchmacking. This happens predominantly after a match and someone leaves; it is almost certain that a new player will not be found to fill the spot (sometimes it works though, but rarely). Lastly, I am noticing a lot more that when meleeing from behind (and holding) that assassinations do not always happen. This is not because a Spartan Charge is done, it simply melees normally, lacking an assassination. May be something to look at. See ya next week!
  3. Additionally, the Beta is not meant to promote the final product, but rather have it playtested by the public in order to discover feedback and possible issues early on in the development process. It does however have a side-effect of promoting the game, but again that is not it's primary intent; nor is the intent to show off all of the features included in the final release.
  4. It's awesome that you remade this, it was one of the best maps from Halo2. Nice work.
  5. hehe, yeah man, I knew that you would like this. way to go on the TF map... I never played TF, but I'm glad to see someone else remaking oldschool stuff. As for de_dust2, ugh, it's big, and so far I have built all of my remakes by memory... I don't have CS installed or a copy of dust2.... idk though if you want to work on it together, I'm down. But, I don't typically have much time to forge since I work 40+ and go to night classes, but I'll try to contribute best I can. I'll send you a friend request.
  6. Gamertag: Game Boyo Map Name: fy_spaceworld Gametype(s): Counter Strike (Slayer Variant) Description/Player Count: Alrighty then, my holiday gift to all of you Counter Strike Crackheads out there is this Halo 4 map built on Impact. It is a recreation of the CS 1.6 map named fy_iceworld (probably one of the most played maps in Valve history, or at least back in the day). It offers the same speed-junkie action that the old CS version did and none of the hacky crap, to more closely mimic the Counter Stike gameplay experience I have also uploaded a Slayer Gametype Variant called "Counter Strike" to my fileshare. The Counter Strike Gametype is basically just no shields, 2x Movement Speed, no respawns, 10 rounds, and a gutted loadout (Assault Rifle only) to match the oldschool gameplay of CS and fy_iceworld. Only thing it is missing is the awesome soundbytes like "Counter-Terrorists Win!" But I imagine you guys can still have a lot of fun with this remake and let it take you back to simpler days.... .... Sorry drifted off there, it will support 1-16 players on 2 seperate teams, it has no Neutral Initial Spawnpoints for FFA or additional team spawns. I hope you all enjoy it!! -- Best Regards, Game Boyo P.S. If this map gets reviewed, please send me a link to the review, or message me on Xbox Live, much appreciated! Dev Notes: 1) If you play this map with a gametype that has respawns, the respawn points are securely placed in the glass towers, you can simply move them to where you want or delete them and make your own respawns. 2) Someone please remake de_dust2... as I do not have the kihones to do so Pictures:
  7. Looks cool, I like the design and what you did with the catwalks, man cannons, and lighting effects. It has a nice aesthetic as a whole. Nice job on the pics too, any more and I wouldn't have to download it to know what the map is like . But no seriously, a lot of pics are a good thing.
  8. Gamertag: Game Boyo Map Name: Corrosion Hellstorm Gametype(s): Hellstorm (CTF Variant) Description/Player Count: This is a variant of my Corrosion map (on Erosion). Technically this was the original idea for the map, but I just recently figured out how I was going to manage it. It is designed specifically for the Hellstorm Gametype (which you can download from my fileshare as well). The basic concept is that the CTF flags (Red and Blue) are swapped. Red Teams goal is to get Blue Teams Flag to the Red Flag Capture Point, which is deep in the heart of Blue Base. Blue Teams goal is to keep Red Team from "storming" the base and returning the flag. Also, Blue Team cannot go past the wall in the middle of the map, that is why Blue Team cannot deliver Red's Flag to win. This may all sound confusing in writing, but it becomes pretty self explanatory once you are playing in the map. So Red Team have fun "Hell-jumping" into Blue Territory and Blue Team enjoy slaughtering Red's as they try to get into your base. Each teams are still armed to the teeth with Shotguns, SAWs, Sticky Det., Rockets, Snipers, Incineration Cannons, and both Grenade Types. But this time there are no vehicles (as they are not practical and in some ways would break the gameplay). It will support 1-16 players on 2 seperate teams, it has no Neutral Initial Spawnpoints for FFA or additional team spawns. I hope you all enjoy it!! -- Best Regards, Game Boyo P.S. If this map gets reviewed, please send me a link to the review, or message me on Xbox Live, much appreciated! Pictures: Below the "Dev Notes" Section Dev Notes: 1) There is a Trait Zone in the middle (wall area) to avoid the use of Jetpack Spartans from managing their way over to Red Teams side of the wall, but this shouldn't affect jetpacks in any other way as it is only localized to a specific area inside the wall. 2) The Man Cannon mechanics can be tricky, so my best advice is to be moving at either a full-speed walk or run at them. I have tested crouching and walking towards them and as long as you do it at full-speed, there should be no problems; if you inch your way to it slowly, you may not make it over the wall (and possibly go splat on your way down). As long as you make it over the wall, you should take no damage from the fall. Good luck Hell-jumpers!! 3) And my apologies to anyone who may have downloaded this map prior to 12:10PM CST on December 4th 2012. I seem to have uploaded an incomplete version of the map. The proper one is now uploaded to my fileshare. Pictures as promised:
  9. @Caboose the Ace Thank much! @ToxicCrow I hear ya buddy, that would be pretty nice.
  10. Gamertag: Game Boyo Map Name: Corrosion Gametype(s): Slayer, CTF, KotH, Oddball, FFA Description/Player Count: This is an original map forged on Erosion. It offers many unique areas that offer a variety of different battle scenerios. It is quite large as far as ground area, and most of it is a working flyzone for Banshees except for over Red Base. It was build primarily to be a RvB scenerio and both bases are armed to the teeth with Shotguns, SAWs, Sticky Det., Rockets, Snipers, Incineration Cannons, Standard Warthogs, and both Grenade Types. Also in CTF and KotH Gametypes it offers a Mantis for Red Team and a Banshee for Blue Team (although any team can operate them). And if that wasn't enough, there are 3 Dominion Turrets for each team that are strategically positioned in the bases. It will support 1-16 players on 2 seperate teams and also has 16 additional Neutral Initial Spawnpoints for FFA and additional team spawns. I hope you all enjoy it!! -- Best Regards, Game Boyo P.S. If this map gets reviewed, please send me a link to the review, or message me on Xbox Live, much appreciated! Pictures:
  11. Game Boyo

    WizReborn9

    From the album: Wizard Reborn

  12. Game Boyo

    Wizard Reborn

    Map Submission Screenshots Map Name: Wizard Reborn (Wizard/Warlock Remake) Gamertag/Fileshare: Game Boyo
  13. Game Boyo

    WizReborn8

    From the album: Wizard Reborn

  14. Game Boyo

    WizReborn7

    From the album: Wizard Reborn

  15. Game Boyo

    WizReborn6

    From the album: Wizard Reborn

  16. Game Boyo

    WizReborn5

    From the album: Wizard Reborn

  17. Game Boyo

    WizReborn4

    From the album: Wizard Reborn

  18. Game Boyo

    WizReborn3

    From the album: Wizard Reborn

  19. Game Boyo

    WizReborn2

    From the album: Wizard Reborn

  20. Game Boyo

    WizReborn1

    From the album: Wizard Reborn

  21. Game Boyo

    Corrosion12

    From the album: Corrosion

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