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FTG Insanity

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Jackal (2/19)

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  1. Thank you for commenting I look forward to seeing what you think!
  2. H2 Lashout is a 1:1 scale of Halo 2's Lockout with 30+ hours of forge dedication. I used respawn areas to size Halo 2 Anniversary's Lockdown, followed by converting those values for Halo 5, as well as going back to the original map. Along with using MCC as a guide, I used my prior experience forging Lockout for Halo Reach and for Halo 4. I chose to change up the aesthetics by making the map at night and by lighting up the map with the colors Mint and Ice Blue. H2 Lashout keeps as faithful to the original as possible and is meant to be played with all abilities disabled but can still be played using default Halo 5 settings. These values are recommended for a proper gameplay experience: 90% Forward Speed 90% Gravity Gamertag: JesseInsanity Map: H2 Lashout Gametype: H2 Slayer Disclaimer: I started this map when forge was first released. The current spawning is bugged for 1v1 gameplay due to the fact that I deleted my initial spawns(I hate myself for it XD). This map still plays great with FFA and Team Slayer. Breakout and Capture The Flag are experimental but since there's no option for One Flag, I do not recommend playing those gametypes. The screenshots look darker than how it looks in game and since the initial screenshots, I've increased the brightness of various areas.
  3. I'm not sure what exactly you'd like to change to the underside of the ramp. Did you mean the piece that's there for the railing?
  4. I'm confused about what building you're calling red. All of the colors were mimicked from Shutout and I completely understand lol.. My budget is very limited and I have almost no objects to work with. Thank you for your input. I wish there wasn't an object or a budget limit, I'd be able to make this map much cleaner without them.
  5. Lashout https://www.youtube.com/watch?v=AdccFA6-E3I An upscaled remake of Halo 2's Lockout which focuses on improving the matchmaking experience of Halo 4's Shutout by including excluded gameplay elements from the original map. I started the concept for this remake in Halo: Reach on 10/15/2010. My original goal was to remake Lockout in every aspect when it comes to line-of-sight, jump ups, weapon placement, and spawn placement with no sprint in mind. The problem with remaking Lockout with this approach is Halo 4's spawn system and how it's meant for bigger maps. With this realization, I remade my concept but with a bigger scale which in return created a smoother and closer experience to the original Lockout. There are three different versions of this map: Lashout, a matchmaking equivalent which uses ordinance Lashout Spectator, the same as the matchmaking equivalent but with green spectators above a grid Lashout Classic, spawns and map geometry are the same as the matchmaking equivalent but weapon placement is placed as close to the original map without ordinance. Download Lashout: https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/aa52a7e3-d6cc-4a0d-bf4c-31cf98db2eaf Download Lashout Spectator: https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/cb966fcd-9680-4b57-af05-f6015fc96c8f Download Lashout Classic: https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/7758e35b-666c-4c28-b10e-a2850bd109bf
  6. Note: Video is outdated. New video coming soon. (H2)Lashout 9/5/13 Canvas Map: Ravine Halo 2 Lockout Remake built for No Sprint & 110/120% Speed. Jumps, line-of-sights, weapons & spawns mimicked from the original. (H2)Lashout 9/5/13 is the reincarnation of Halo 2's Lockout with the guideline of preserving its original gameplay elements as closely as possible with what Halo 4 forge can possibly achieve. Min. Players: 1 Max. Players: 8 Although this map supports 16 players it isn't reccommended. Supported Gametypes: FFA, Team Slayer, Riccochet, Capture The Flag, Oddball, King of the Hill, Flood Weapon List: 1 Sniper Rifle, 1 Sword, 1 Shotgun, 2 Battle Rifles, 2 Storm Rifles, 1 Needler, 1 Carbine, 8 Plasma Grenades, 4 Frag Grenades, 1 Plasma Pistol Recent changes: Respawn Zone Overhaul to further support Team and FFA gameplay, Riccochet Gametype Support, Fusion Coil jumps from the bottom of all three main areas using Extraction Cylinders, wall replacements at bottom lift and bottom snipe, visable lift using gravity volumes, aesthetic changes for top lift and the middle columns, increased width of Sniper ramp to fix line-of-sight, moved pieces in shotgun to be closer to the original. Gamertag to Search on Xbox LIVE: JesseInsanity Download Map Variant Download Gametypes Screenshots More Screenshots
  7. Gamertag: FTG Insanity Map: FTG Lockout http://www.youtube.com/watch?v=JVizyEbwKrw Download Instructions: File Browser > Map Variants > File Share Search > Gamertag > FTG Insanity Download FTG Lockout. Optional Gametype Variants also included on my fileshare with No Sprint, No Instant Respawning, 4 Shot BR Slayer, and 5 Shot BR/DMR Slayer. A Remake Of Halo 2's Lockout I created this map by looking back at my Halo Reach design and by going back to Halo 2 on another Xbox 360. Line-of-sight, door frame jumps, trick jumps, spawning, and weapons were considered and mimicked as close as possible without sacrificing what everybody loved from the original map.
  8. [media=] [/media] FTG Lockout is a forge world recreation of Halo 2's map with nearly 2 years of concept put into it. 10/15/2010 is the official date of when I started my concepts. Since then I've been learning how forge works and what is most important when forging maps as well as trying to bring back everything that made Lockout memorable and one of the most played Halo maps in history. I had my original Xbox next to me the entire process of its creation. FTG Lockout is set accurate to scale, size, door frame jumps/most trick jumps, line-of-sight, and gametypes. Almost all key jumps are working and accurate to the original map with no extra jumps necessary(except one minor addition with Snipe 1 fusion coil jump). Framerate has been tested with splitscreen and parties of 16 players. All main gametypes are supported except Invasion(including Race, Infection, Team Slayer, FFA, Headhunter, CTF, Oddball, KOTH, Territories, and Assault) NOTE: although all gametypes are supported, these settings must be modified in order for game types to be playable and accurate: Player Speed: 110% Jump Height: 125% Player Gravity: 100% Map Variant and Game Types are available for download in my Fileshare. TO DOWNLOAD: Press 'start' > File Browser > New Custom Search > File Share Search > enter gamertag: FTG Insanity Map Variant Name: FTG Lockout Game Type Names: Lockout Throwback Slayer(Halo 2/3 settings), Lockout MLG v7(latest MLG settings with change in speed, height, and gravity), and Lockout Infection(Basic infection adjusted for proper settings).
  9. I'd like to say I am so SYKED to have Halo CE be remade so accurately and with amazing graphics. My biggest concern is Co-Op campaign. Ever since Halo 3 Bungie introduced Co-Op campaign. How creative and awesome it sounded at the time, there is a big issue: delay in movement to controller aka lag. I want to be able to play Halo Combat Evolved Anniversary with no controller lag as if I was right next to somebody. Is this possible? Are you considering this already? I hope it's not too much to ask for
  10. One of the major problems I have with Halo Reach's forge is that it's very annoying modifying maps already made and not having a blank canvas. Maybe there should be starting maps specifically for forging with different styles of canvases. For Example: A Map flat in a desert. A Map flat and snowing. A Map with slight hills. A Map with huge hills. A Map with snowy hills. Etc. Or maybe there could be a switch to what style of map and maybe a way to shape scenery and weather effects. Also maybe texture optimizations. I believe that the more you give the community to work with the longer a game will survive. For Halo 2, it survived mainly off of its glitches. Halo 3 survived because it was the first strictly gameplay based Halo game. Halo 1 for its storyline and for it's PC counterpart. Halo Reach has forge and XP system but I feel it is not enough for it to survive as long as the other games.
  11. If you are going to add forge it needs to be fixed up. It's still very buggy. I'll save my maps, load them up, and things will be slightly misplaced. Also I feel that if objects are going to be colored in, it should be more noticeable.
  12. I agree with this 100%. Black is a badass color and needs to be available. Not dumb steel.
  13. I feel that armor abilities are abused in Halo Reach but I don't believe they should be taken away. I believe they should be altered so they're more fair and that in multiplayer they need to be picked up instead of starting with them, or just have separate playlists devoted to experiences to formers halo games. I also believe that regular Overshield and regular Invisibility need to be included more often than abilities to make the game fair or have those playlists specify if they use OS, Invis or abilities.
  14. Why don't they have the Battle Rifle, the DMR, and a pistol similar to Halo 1. That way everyone from each Halo game will be pleased. it would be awesome . PS: It didn't make sense to me that they would get rid of the Battle Rifle in reach. I get that the DMR was supposed to be the pre-form of the Battle Rifle but I think that both of these weapons could be used together for multiplayer and the storyline. The fact that there's always a limited amount of rifles in the Halo Franchise never made sense to me either. Same with how they got rid of the covenant sniper rifle with a lazer.. honestly lol..
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