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Vinyl7th

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    v Vinyl v

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  1. Im down to help playtest. Maybe you can help test some of mine. GT is "v Vinyl v"
  2. Like this more than the actual MLG varient.
  3. As much as I hated the cage in Reach, this map is as accurate as I could imagine, although I personally prefered the "uncaged" varient because it wasn't as easy to ***** out the top. Either way, good job on the map.
  4. I don't want to rain on your parade, but this map needs a lot of work. The map is really, really small. It would not be able to play for 4v4 without having serious issues with spawning. Given that you can intant respawn and there is only 1 super open route towards the opponent's base, map flow is a big issue. Slayer would be impossible and CTF would be even worse IMO. I noticed teleporters in each base, so if the flags are in the base, 3 feet from the tele, then thats gonna be some super quick caps, and makes the middle section obsolete. There are 4 kind of tower like areas on the map that dont really go anywhere. I don't know why they are there but they seem pretty useless except for gaining high ground. It takes away from what little flow this map has and it feels stapled on to be honest. The middle structure is a pretty generic, 4 way open ramp that leads to sniper in Flag and i forget in FFA. Again, pretty stale and super open. Not really what people look for in a map. The aesthetics are pretty worn down too. I noticed the doors leading to the base are really small and it feels pretty cramped. The arena is basically a big box with a few objects, which is something 343 would tend to look down on in a map. its not really interesting, and interesting maps are almost always more fun to play on. Also, you have 3 varients of this map, which is unnneeded. If you want something to only spawn in CTF, like that sniper in middle, or to NOT spawn in CTF, like whatever is there in FFA, go into "Edit CTF" from the forge menu. Select the sniper and Edit properties, edit advanced properties and edit gametype. Set the tag to "CTF" which will ensure it only spawns in the CTF gametype. You can do the same for whatever is there normally and select the tag "no_CTF" (Or something like that, i dont remember the exact name) which will make it spawn in all gametypes but CTF for an effective weapon swap without needing more varients. So I'm gonna give you some tips. You need more than 1 route to the other teams base, and scrap the teleporters, they make travel way too quick. Your map is small, but thats not what breaks it. There are plenty of small maps, just look at Midship from Halo 2. What breaks the map is how straightforward it is. One path, straight through the middle, and a super flat map. Midship, for example is about the same size as your map, but it is more dynamic. Midship has a base with a top and bottom floor, and 4 different ways into the base. 1 From the left, 1 from the right, one from a lift below and you can hop to balcony from sword. This makes more dynamic strategies for invading a base for a cap, and allows for safer spawning for a team that is trying to respawn without map control. The sides of the map arch up, and also provide a straight through path, effectively providing 4 different routes to through the sides of the map, 2 routes through mid and a jump from center providing 7 different ways of taking on the opponents base. This allows for there to be dynamic cover, it allows teams to set up a position of power and try to control it, and it in all makes for a more interesting experience for both Slayer and CTF. The side bases really make Midship, because they give a distinct height advantage, they have alternating paths in and out, and allow for quick and fluent moves to be made for both advances and retreats. the map flows really well and that is why it is considered one of the best halo maps ever made. I'm not saying you should try to copy midship, because that has been done hundred of times, but you should try to incorperate some of it's elements into your maps. Having cover is great, and having alternate paths is even better. That is what your map needs. Take out a few walls, add some paths that go out to the sides and maybe a section that goes underneath and around the back of the base. Go for that layout that makes your map stand out. THAT is what 343 is looking for with their maps. Look at the maps that were in Halo Reach matchmaking. they had dynamic routes, they had interesting layouts and sometimes werent symmetrical. Now, I honestly thought a lot of the maps in Reach were pretty meh. But there were some good player made maps. So thats my advice. Look to popular maps like Midship, Guardian, Warlock, The Pit, Zealot and Countdown. They all have elements that make them unique, but they all share a lot of the same ideas and flow. Your map needs to wow people. That is what will get it in matchmaking. Work on the dynamics and flow and start again. I suggest drawing out a map on paper first, and then try to build it in forge. It will push your limits and make you use pieces in an intersting way. Good Luck, and I hope you take this advice as positve. i'm here to help. Vinyl, Forger since Halo 3, Had a map in Reach's matchmaking. If you want anymore advice PM me or add me on XBox "v Vinyl v", or take a look at my map on here "Sanctum" for ideas. Happy Forging.
  5. Hey guys. I'm looking for playtesters that know what they are doing in terms of strategy and spawning to help playtest a new map I made. Its called Competitive Sanctum v5.13 (just so show its formatted to work with current MLG settings) and it can be found in my fileshare "v Vinyl v" Just added colors to each side of the map on the blocks so they are there in the file but not in the images or video. I have a video of the map up on my youtube channel. The lighting is off for the first minute or so because theater doesnt suppport dynamic lighting, but i give a map walkthrough in forge so you can see how it looks. Anyways, feel free to test it out, pm me through xbox if you have any questions. WEAPONS: Rockets x1 3:00 Damage Boost x1 3:00 Sniper x2 2:00 Plasma Pistol x1 0:30 Boltshot x1 1:00 DMR x4 BR x4 Carbine x2 Plasma Grenade x4 Frag Grenade x4 STATS: Recommended 4v4 Supports Slayer, CTF, KOTH, Oddball and Extraction. (Oddball may be removed, needs playtesting) *Map walkthrough is outdated. Weapon spawns are now different and the map is color coded, however it still shows it in action so ill keep it until i get a better video up.
  6. This is a perfect example of people that dont know what they are talking about asking for something they want. Forge world would be WAY too large for Halo 4's graphics on the 360. Its pushing the limits already with the maps that it has. I enjoy the 3 types of environments over forge world anyway. At least now we have some color.
  7. GT "v Vinyl v" - Sanctum and Competitive Sanctum v5
  8. I dont think you took enough photos. xD Looks fun, Will download
  9. I had to take them down because they were being used as the thumbnail. And heres a very rough draft of a new map im starting work on
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