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Everything posted by Creative Gaming Inc.
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I noticed you have no comments, so I thought I may as well say something. Looks pretty cool. A little too similar to the original map, just constructive criticism.
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Wow, this looks great. So dark and eerie. I like how you've used the visual effects and camo together, it creates a really creepy "ghost" appearance.
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Seems pretty simple to me… get better at the game so that you don't take a lot of damage (or no damage) when you get a kill. Be stealthy or something. Cover and fire.
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So today I finished the structures in my urban map and put down some soft safe boundaries (though FIVE weren't enough to cover it all) and then went into Customs to test it, and instead of getting the "Return to Battlefield" warning, I just died instantly as if it were a hard kill. I went back into Forge and found that they were indeed soft safe boundaries. Help?
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BROKEN LIGHTING FIXED! THANK YOU 343!
Creative Gaming Inc. replied to Creative Gaming Inc.'s topic in Forge Discussion
Which is what it was like before, now there's still a green glow in most places, but not all. I'll let you know when I upload the map so you can see for yourself. -
Hey there everyone, I'm a passionate Forger, mostly for Flood, and I always have a hard time getting a decent lobby to test my maps on. I like to do a mix of fun maps, like my TranZit Diner remake and COD Zombies gametype, as well as serious maps, such as The Burrows, a moody Flood map set in a collapsed subway station. (These maps can be found on my file share.) My gamertag is NOBLE E 2552, message me on XBL if interested. Preferably players from the Central Standard time zone (not racist, just not very flexible, haha).
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It's the only game in their career. Impact isn't a night map, it has an asteroid belt, gas giants, and the pieces are all white.
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Has anyone noticed that some of the pieces have really messed up magnets? Like, some of them have a lack of them, some have them in unorthodox places rather than practical ones, and I've noticed that the magnets on either side of the Brace, Large, are not even. The right side is higher than the left side. How am I supposed to use magnets on that? This has been the most notable among other incidences. Anyone else noticing such problems?
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BROKEN LIGHTING FIXED! THANK YOU 343!
Creative Gaming Inc. replied to Creative Gaming Inc.'s topic in Forge Discussion
It did say "Generating Lighting", though I should note that it still doesn't have as good effects as when you're below lighting budget, IE, the green light is still coming through in places where it probably shouldn't. It seems that the more you use, the lesser effect the dynamic lighting has. -
Alright, so I recently finished my new Infection map and tried to upload it to my file share, but it said the descripition was not allowed on Xbox Live and would be changed to "BLAM!" I experienced this problem in Reach due to bad connection, but everything else was working fine in Halo 4 when I tried to upload. The description reads as follows: " The workers of this nuclear mining facility had no idea what dangers their crop would impose. HazMat gametype, 10-16 players." Can someone please identify what Microsoft might find offensive in this? I thought maybe it was "crop", as if it was a changed version of "crap", but that wasn't it. Help please?
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I think this needs no further explanation. I don't want to make a forest out of metal or stone. This is a map editor, not the Lorax.
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The problem with the new Forge Worlds isn't the size… well, not completely, anyways. It's mostly the fact that the geometry of the maps are limiting and pretty much just get in the way. For example, the metal trench in the centre of Ravine, or the big building with no application in the centre of a would-be open plain on Impact. Another problem is the lack of variety in individual maps. With Forge World, you could combine the Alaska with the Montana, the Island with the beach, the Pillar and the Coastline, and loads of other possibilities. This gives the geometry of your maps greater variety. What I'd really like is a big Forge world with different textures, skyboxes and effects (such as weather and lighting, not just messed up colours). So, for example, imagine this. In Forge World, if you want an Impact-esque space map, then just select a stellar skybox and change the textures to black rock so you have meteors instead of mountains and grassy plains. Or if you want a rainy map at night time, switch your blue skies to black and cloudy, put on a low-light effect, then add a rain effect. And also add several new skyboxes; Cloudy, stellar, urban, desert, etc. It would also be great to put down sort of in-game green screens, so I don't have to have mountains surrounding my map, it would just continue the skybox. Or, taking the space map example, put it over the water so you can look down upon the stars. As for non-environment related issues, the automatic tilt on large, flat objects is extremely annoying and makes you look like a crappy Forger who doesn't know how to use coordinates. And have you noticed how you can't submerge large objects? It just pushes it back up. This is annoying if you're just trying to use a small part of a large object to create a seemingly smaller and more unique one, such as using the tips of Brace, Larges for walls. This is a creative strategy that made the most convincing maps in Reach.
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So it seems that today's update has fixed the broken dynamic lighting. I went into my most recent map WIP today, where the dynamic lighting had broken not long into production. However, I noticed that all the pieces were consistently lit rather than some being brown and some being green like before. Now I've used about 3/4 of my budget and I still haven't experienced any lighting problems since yesterday. It seems like 343 is finally truly walking in BUNGiE's steps and listening to the fans and delivering. Thank you 343 for this patch! This opens up a whole new world of opportunity for us Forgers. And to any moderators seeing this, I apologize fore my rash behavior regarding the matter prior to the patch. Thank you 343!
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Halo 4 The Burrows (Collapsed Subway)
Creative Gaming Inc. replied to Creative Gaming Inc.'s topic in Flood/Infection Maps
Thanks for the support guys! -
Why do you have to be so good? > THFE needs to see your maps, where the heck are they?
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Woah… this looks amazing! When is Oakley or somebody gonna get on here so all these awesome maps can get some recognition?
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Wow, this looks really cool. It's sure to get a space on the THFE channel once it's finished.
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Halo 4 The Burrows (Collapsed Subway)
Creative Gaming Inc. replied to Creative Gaming Inc.'s topic in Flood/Infection Maps
Our best game had somewhere in the 10-12 player range, not sure on the exact number. It plays best with the "Biohazard" game type, you can find that on my file share as well. -
Why do my Zombies have to be Zombies? What about non-zombie themed games, like Assassin's Creed? Cops 'N' Robbers? Other than that I think you pretty much got everything I was thinking of. Wait, what's this VOIP thing? I've been wanting that to be implemented for ages! I never played Infection in Halo 3, I had no idea that they had this ingenious feature. I would love to see it once again!
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Man, you could not choose a worse time to submit this. I just submitted my subway map and now this one is way too good for mine to get any attention. (That's a compliment.)
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Gamertag: NOBLE E 2552 Map name: "The Burrows" Game type: Standard Flood / "Biohazard" Description: [Recommended 8-16 players.] "During the siege of New Mombassa in 2552, the metro tunnels collapsed, trapping hundreds and cutting off the city's last hope for salvation." I've been working really hard on this map for the past week and I've finally gotten it to look and play exactly how I want it to. The Spartans spawn in the main atrium, which has a very creepy atmosphere thanks to the lighting. They usually hold out there until after the initial bloodbath, at which point they hold out in the tunnels or the maintenance shaft. The main problem with this map would've been the lack of LOS blockers, but I managed to solve that problem by putting down various barricades in the tunnels. The maintenance shaft is interesting because of the pipes, which are low enough to jump over, but high enough to not see over. Positions around the map are defendable, but not too defendable, which encourages movement. The crushed train also looks really cool. The Flood navigate the map via teleporter. Sorry for no link, Waypoint doesn't allow my version of Safari. And I had to use a camera for the screenshots, my capture card is black and white at the moment. My YouTube account is "creativegaminginc" if you're interested, but I don't have any videos yet due to my capture card. http://www.youtube.c...nc?feature=mhee And don't tell me to get a haircut, I got one today, haha. Update: "Biohazard" Game Type The Flood have the Overshield visual effect to achieve a "nuclear" or radioactive look, which makes it scary when you're in the train and you see the zombies emerge from the darkness through the windows. They have access to all three armour abilities and a radar, while humans have no radar, but do have Promethean Vision, so they mostly rely on natural awareness and it makes it all the more frightening when you turn around and find a zombie there. Humans are each given one grenade which must be used wisely. Rounds last seven minutes respectively. Update 2: I will soon be changing the name of the game type to "HazMat" as it better fits the game type what with the bright yellow armour that Spartans are forced to wear combined with the radioactive Flood. Biohazard will be used as the name for my upcoming map, which will be a nuclear mining facility. Really, another update? Alright, so it seems that 343 has finally fixed the dynamic lighting (THANK YOU!) so this map will soon be getting some upgrades.
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Halo 4 MUST READ: How to submit a map
Creative Gaming Inc. replied to a topic in Flood/Infection Maps
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YOUR ICON IS TIM MCILRATH AND SO I LIKE THIS COMMENT, EVEN THOUGH I HAVEN'T READ IT YET!