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Rayner Sutardja

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Everything posted by Rayner Sutardja

  1. G L A S S I N G​ "You are, all of you, vermin. Cowering in the dirt, thinking what, I wonder? That you might escape the coming fire? No. Your world will burn until its surface is but glass! And not even your Demon will live to creep, blackened from its hole to mar the reflection of our passage... the culmination of our Journey. For your destruction is the will of the gods! And I? I am their instrument!" - Prophet of Truth Ever wanted to bring the intense, blood-red, fully upgraded Halo Wars 2 glassing beam into Halo 5? Well, this is just that. Two alpha infected spawn with sentinel beams that fire a steam of incineration cannon bullets, and are teleported into small pipes just below the massive covenant cruiser in the sky. These pipes restrict the alpha infected such that they can only shoot downwards, and will move with them as they walk such that they can chase the scurrying humans below. The humans spawn in a small, run-down town called old mombassa. There are two key buildings. The Dirthouse and the Pavillion. The Pavillion is an L-shaped structure at the corner of the map that you can enter. In provides some minimal cover from the glassing beam, however, you won't be safe. The Dirthouse is a grimy, empty house that you can run through to make a shortcut from one place to another. Its roof will collapse, however, when hit by the glassing beam, so you're not safe in there either. If you can find it, there is also a wooden crate hiding a speed boost to help you outrun the glassing beam. However, it takes a while to break it open, leaving you vulnerable for a few seconds. Once you are infected, you get to assist the glassing beams with cleansing the rest of the pesky humans. You have one shot in your white scar to set trip mines in the city and splinter grenades to block the humans' paths. More screenshots: This minigame is meant for 6-16 players. The map can be downloaded here: https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/map-variants?query=Glassing+V3&tags=&gamertag=n0mnom321&lastmodifiedfilter=0 The infection gametype used can be downloaded here: https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/game-variants?query=Glassing+(Alpha)&tags=&gamertag=n0mnom321&lastmodifiedfilter=0 "For your destruction is the will of the gods. And I? I am there instrument!"
  2. I've managed to reduce framerate issues quite a bit on Crystal(the latest version), but i think there's still framerate issues on the map. Not sure what's causing it.
  3. Yeah, I couldn't help it much. Wasted too many pieces on the rest of the map. Once I delete some of the more unnecessary detail to improve framerate, then I can think about helping out those areas. The blue glow itself probably contributes to the framerate, so I'd be able to kill two birds with one stone. As for callouts, I intended the red side of the map to have a more reddish/violet colouration, while the blue side would have a stronger blue glow. Learnt that tip from the old THFE. I guess I could increase the contrast, or change up the aesthetic so that one side is more degraded than the other. (destroyed/damaged aesthetic) Any comments on the layout of the map and the flow of gameplay?
  4. Thanks for the feedback! Just to clarify, which death pit are you referring to?
  5. I'll probably spice it up with the new forerunner pieces once I get forging I forgot to mention: the player count for this map should be between 2-6.
  6. Thanks guys! Yeah, the non-standard weapons are pretty fun. The blood of suban-suppressor is extremely powerful, so.... I may have to change it one day. it only does have 2 clips, though. I'd been planning on making a map with a crystalline theme since halo 4, where I would use the dominion hologram pieces and merge them into rocks to make crystals. Finally got around to it in Halo 5, I guess.
  7. CRYSTALLINE By n0mnom321 2-6 players " Later known as 'Blamite' during the human-covenant war, unstable Platinum(VI) Permanganate(VII) crystals were grown by the forerunners for use against the flood. The helium-rich atmosphere and high caesium fluoride composition of the caves of Suban provided an inert environment for the solidification of these crystals, making it the forerunner's ideal research facility. The reactive nature of the crystal meant that it would oxidise anything but the most inert of substances, making it nearly impossible to analyse. Long forgotten, the coveted secrets of the crystal remain hidden in these forerunner facilities. These unstable crystals were charged through molten electrolysis, allowing them to be magnetically guided. The high oxidizing power of 7 or more crystal shards could produce voltages high enough to ionize and vaporize most liquids, including water. However, only prototypes of the proposed crystalline weapons could be constructed before the firing of the halo array. Experiments with the crystal as a battery tripled the power of common weapons like the Lightrifle, but the risk of instability was deemed a cost too expensive for the forerunners. " https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/map-variants?lastModifiedFilter=Everything&sortOrder=Modified&page=1&gamertag=n0mnom321 Crystalline is a symmetric 2v2 competitive map with a theme I've not encountered before - Blamite. The map depicts a forerunner facility nestled in dark crystal caves, which have glowing pink crystals growing from the cave walls. The map takes advantage of the req weapon glitch for it's power weapons. At the two ends of the map lie a Suppressor and a scattershot. However, they are vastly more powerful than normal. The scattershot fires clusters of needle rounds in rapid succession, offsetting the needles' slower travel time. The Supressor fires Blood of Suban rounds, allowing one to take out an opponent extremely quickly with a supercombine. At the center of the map lies a Speed Boost, which lasts for a longer time. However, ammunition is very limited for each. There is a speed boost on the map that has extended duration, making it much more valuable than usual and a real winning factor. The timings of the weapons are 130, 170 and 210 seconds. This means that every 40 seconds, a new power weapon will be up. This is meant to pull combat throughout the map at different times, as the power of these weapons make them essential to achieve victory. Hence, the map is very porous. There are many small routes and jumps to get from here to there to facilitate movement, and out-maneuvering your opponent is as important as out-strafing or outgunning them. https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/map-variants?lastModifiedFilter=Everything&sortOrder=Modified&page=1&gamertag=n0mnom321 "I do believe there are termites that actually explode when threatened. We should call them Blamites." - "Give the covenant a spoonful of their own medicine. A spoonful of Blamite." - "It’s about as close to a fire-and-forget small arm as we're likely to ever see, and it ain’t ours. Blamite ain't friendly. And that's why we're losing."
  8. Did you manage to get a game on it?
  9. Thanks! I'll look forward to hearing some much-needed feedback!
  10. -Elemental- "Ice and Fire collide, fusing into one indescribable entity." Elemental is an experimental competitive map in both gameplay and theme. The map's theme is Ice and Fire, where half of the map is frozen and the other half is fiery. The fridge, or Ice Tower as I like to call it is set beneath sheer ice cliffs that stand above a snowy path from red to blue base, and oven is set above a lake of lava fed by two lava falls. Using a little scripting, fire cascades down the falls, giving the illusion of movement. Blue base feels cold, as I placed soft blue light above the base, and has an ice cave connecting it to the snow path, whereas red base is warm, with a red glow, and a stone cave heading towards the snow path. Elemental's gameplay is quite ranged, as there are long sightlines across the map. However, much of the action takes place in the mid/short ranged areas of the map, especially the red and blue bases. The Plasma caster spawns on the central platform, which is extremely exposed to most of the map, and the scattershot spawns at oven, near the lava falls, and is extremely useful in the close-quarters of the red and blue basements. There are many ranged weapons scattered about, where the DMR and Light rifles(if you can find the light rifles) are extremely useful. Boltshots spawn in the basement with plentiful ammunition, and they come in handy for engagements in bases or at the snow path. The main power position is the bridge, that extends from the Ice tower. This bridge has sightlines on both bases and offers easy access to them as well. It can only be accessed from the fridge as well, except for a little scripted movement that allows you to access it from the central platform. However, for it to be effective, players must stand at the front of the bridge, where they have no cover from behind. To control bridge, you have to control the Ice tower. The experimental part of the map, that, as of yet, has not been tested, is the powerup generator at the fridge. By pressing the switch, the player will activate a 30-second timer, which will spawn all 4 powerups: speed boost, damage boost, overshield, and active camouflage- which can turn the tide in a battle. However, this involves great risk. By pressing the switch, a beam of light will appear in the center of the map, alerting everyone. Your team will have to co-ordinate and defend the tower for that 30 seconds, if not, you would just have given your enemies their victory.When the powerups spawn, a light beam will turn on to indicate that they've spawned. Test footage of previous version(it's just the first map) http://halocustoms.com/maps/elemental.1962/ I'm still looking for people to help me test this map, so pm me if you're interested. Thanks and have a great day!
  11. I've made an update which has changed the aesthetics and added a route from the sniper tunnel directly to the main power position. The sniper doesn't spawn at start anymore to prevent teams from grabbing the sniper and running directly to the power position at the start. This new route is extremely exposed. The update is not completely finished yet, but the new version is in my fileshare as "furnace", not furnace 2v2 or furnace 1v1. I will change the link when I finish the update on Saturday.
  12. Hmm. The theme only really fits on erosion, the pieces of all the other maps are too white. I think you're talking about the red team initial spawn, which is near the back path. I don't think I'll remake it from scratch, but I will delete and rebuild the parts that fit in awkwardly. If possible, can I invite you to a 1v1 or if possible 2v2 match once I'm finished?
  13. Which areas were separated from the rest of the map? In my 1v1 play test I believe that all routes were used, I didn't feel that any part of the map was unused. I understand that the spawning must be refined, though. I understand what you mean by the aesthetics, I've been trying to fix it but to no avail. I ran out of blocks and walls and all that, so I had to resort to ramps. If the next attempt fails, I'll just remake the map from scratch, maybe (but most unlikely) on a different canvas. I know that these areas look messy- -below the main furnace, the shortcut -around the 4/4 corner leading from the zigzag tunnel to the ramp to the furnace -the exit from zigzag tunnel to the ramp up to the sticky detonator spawn and the ramp down Please inform me of any others. As for the power position, I will try to add another hard route but I'm not sure where it will come from. It would probably come from the sniper tunnel.
  14. The update has been made! here are the details: The back path has been widened, and the gravity lift has been changed to a ramp. This has also caused the entrance to the path to widen, and in the most recent test it has been used many times. A path from the zigzag tunnel to the sticky detonator spawn has been added. The flow feels much more circular and less random now. The walkway, large has a 4/4 corner attached to its side, making it much more powerful as a power position as there is more cover and more space now. The sniper hallway is still as long, but it is now bent, so the sight-lines are half as long. more minor changes: sniper's ammo decreased to 1 clip grenades now spawn in different locations to encourage movement at the bottom of the map, now there is also a plasma grenade respawn points revamped and replaced Aesthetic changes Re spawn zones added (in my play test there were 2 re spawn zones in blue base, but it seemed like I spawned there too often.) Now there is only 1 re spawn zone + a general re spawn zone for the half of the map closer to blue base. And similarly for red base. thanks to all of you for the feedback!
  15. My school has just announced a holiday tomorrow. That means that the updates may be finished by tomororrow.
  16. I will be online next Thursday and Saturday. This week I'm overseas on a school trip.
  17. If you need testers, I could help to test. Next time, If I see you online. Have you tested this map?
  18. Hmm, ok. Which places had too many movement options and which places were too predictable? I know the back path was not used very much, (except by me) probably because the entrance was very tight and there was already a small shortcut below the furnace. I'll remove the small shortcut and widen up the entrance. Do you think that would help? How do you make the power position more defined? This is what I am going to change in the next update (for now) I'm going to replace the gravity lift with a ramp. This will open up the entrance to the back path and since the start of the ramp will start from the back path, this path will be used more often. I will also widen the path. I'm going to add a pathway from the end of the tunnel up to the tower. This pathway start from a bend replacing the end wall of the zigzag tunnel, curve around the secondary furnace, and end on a platform atop the 2 pipes sticking out from the lava pit. Then there will be a block, 5/1 there connecting this platform to the tower. This will make the routes of the map a complete circle, unlike before, where is was C-shaped. I hope this will improve the flow of the map.. After all, it is loosely based off adrift, so it should have the same circular flow. I will also edit the tac jump to the walkway so that it is much more visible. At the end of the tunnel, you can only move down or back, so adding a route from there to the sticky detonator spawn could open movement there. I will add a corner 4/4 to the walkway to create sort of a balcony to shoot from. Since there is a railing, there will be a small incline to allow players to go up. For the long hallway, I will bend it so that there is no direct sight line to the other side of the tunnel, but you still only can move forward or back to keep the risk versus reward. These updates will only be implemented next Thursday. Forgive me if it will seem as if I am bumping the thread when the new update arrives.
  19. Do you think that the flow would be better if I made an upper path from the tower to the exit of the zigzag tunnel?
  20. How do you create good flow in a map? I honestly did'nt feel anything was wrong when I was playing. How do you make a power position neutral? I thought the walkway, large was a neutral power position because it takes the same amount of time to get there from the red base as from the blue base. I built the map with team game types in mind, so maybe FFA doesn't work. The long hallway is supposed to make the sniper spawn very risky, and it is also a short route from red base to blue base... I meant it to be a sort of risk versus reward... I must say I have to refine the spawns, though. It's no point in reforging the map If I don't know how make make the flow anyway. What specifically do you recommend I do? Thanks!
  21. I have just updated the map. I did all the things stated in my previous post and a little bit more. Edit: I am now aware that the gravity volumes do not always stop you from going up onto the platform, L and the cylinder next to the main furnace. I have placed a soft kill zone and a kill zone there, but I will not update the link yet, It's pointless to update just because of the placing of 2 kill zones...
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