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Rayner Sutardja

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Everything posted by Rayner Sutardja

  1. Hmm, true, probably make the map thinner, as in don't have too much of the flat forge island ground. The outer paths may be closer to the centre but at least you will not have a very large area of flatness, which is forge island's biggest problem. This may also validify your 2-4 player count Also, your description is too short...
  2. No, not very major. No need to wait, I would rather take your advice into consideration when updating so that I don't have to wait another 2 weeks before another update. Basically, I'm going to fix blue base, as I think it looks messy, as well as the bottom flooring of the map which is messy as well. There was a grenade drop outside the map that I have to delete, and the jump up to the walkway, large vantage point doesn't look aesthetically pleasing yet, and the 5/5 flats near the main furnace look out of place so I'll have to change those. I'm also going to add pulse grenades to the drop-down from the zig-zag tunnel and there is a pipe that extends to the bottom of the map that seems out of place while you are at the bottom of the map, but not when you are on top, so I'll either remove it or connect it to the wall beside it. I'll probably make some other minor changes if i spot anything else. I currently have no plans to change the layout and these changes are mostly towards aesthetics; I still would like advice on layout and other things to fix any gameplay issues or broken flow in the map. I'm going to be making a 1v1 and 2v2 version, in which the 2v2 version will have the assault rifle changed with a sniper(and also pushed slightly towards red base) and the autosentry with a speed boost. Please give all the feedback you can! I won't be updating for a long time after this saturday... maybe after your lobby is done, we can play a game on it(I joined your halo customs lobby).
  3. Thank you! Updates coming this Saturday.
  4. Would you consider walls placed inside tunnels to be lazy cover? For example, a station corridor has 2 walls (connected to the floor and the ceiling that restrict sight lines and movement(in a beneficial way). Or even the doors from a station, jam.
  5. Thanks! Can I send you a friend request or an invite sometime to help me with testing? I am probably going to make a 1v1 version and 2v2 version separately.
  6. The arrows representing the zig zag tunnel are not accurate representation of the zigzag tunnel. The turns are much more subtle. It is more like a tunnel with walls (or was it one wall? I forgot...) in it to cut sight-lines and make the battles in the tunnel more interesting, but the walls are attached to the inner sides of the tunnel, making the player move around them. I just call it a zig zag tunnel because I don't know what else to call it.... Or were you referring to the placement of the zigzag tunnel?
  7. Thanks! Could you probably help me test it if you have time? You can send me a FR or invite @ n0mnom321, or I'll send you an invite. Should I replace the autosentry with a hardlight shield? To combat the sticky detonator... Although when I first tested the map the sticky detonator was almost just as difficult to get a kill as with normal weapons.
  8. Map Name: Furnace GT: n0mnom321 Link to file: https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/3f142ba3-eb65-41c6-9e57-8f38c0d9d072 Supports: Extraction, KotH, Oddball, Slayer, CTF Best played with: 1v1 or 2v2 Slayer Hey everyone! this is my newest map, furnace. Furnace is a small map for 2-4 players and is based around the theme of a smelting factory. The map is set on the erosion canvas and is inspired off of adrift. The aesthetic details feature aesthetic furnaces, lava pits (or molten metal pits) and many pipes that really makes it feel like a place, not just a map. The outer paths of the map are connected in a sort of C-shaped design, that I intended to give a circular flow to the map (although it has only been tested once, so I am not certain that it works lol) and a central area where there is a main power position and a power weapon (sticky detonator); unlike my previous maps, I had a general Idea of what the map was going to be like before making it so I don't think that there is any lazy cover. The map is still in very early stages of testing, and I have yet to remove some pieces I think make the bottom of the map and the blue base cluttered, but other than that, I would appreciate any and all feedback and hope that you like the map. Cheers and a belated happy new year! Weapons: Sticky Detonator(drop) Designated Marksman Rifle Battle Rifle Magnum Assault rifle Auto-sentry(drop) Fragmentation Grenades PIctures: The corner 2/2 in the picture above is where the sticky detonator spawns. The Y, cross at the back of the picture leads into the tunnel connecting red/blue. And the overview picture: CLARIFICATION: the battle rifle is on the stairs of the 2 storey tower, and the DMR is next to the lava pit near the jump down, at the bottom of the map. the magnum is right next to the red spawn (I think it is ok because it's just a magnum, but Please tell me if I'm wrong). The assault rifle is at the top tunnel that is connecting red and blue base. the sticky detonator is at the top of the tower, a very exposed position. Not all of the pictures are up on my 'recent screenshots'? I will post more pictures once they are on the 'recent screenshots' list on halo waypoint.
  9. Your map posts do not go here. Make a new thread with pictures and a detailed description. This thread is to show you how to post your maps, and is not where to post your maps. I hope this helped!
  10. Thanks! I am thinking of making a minigame with this map, but I'm not sure what it would be. Like a minigame centered around the Forerunner bird? If you can, leave some suggestions!
  11. I'm not a pro, but I have to agree. this looks more like a map's foundation. Don't make a map out of just station corridors, they make it difficult to have structural cover and the map will tend to be redundant and plain. Take the layout and make it out of other pieces, and that would probably be a good foundation for a map.
  12. Use the aesthetic pieces that you submitted in the forerunner aesthetics submission... Those look really nice
  13. Oh, the warp is so coo... Overall, very innovative, great work! *applause*
  14. As in you have two bullets per magazine, and the kill radius is only very slightly smaller than the incineration cannon's. It is more difficult to dodge the rockets as such; the incineration cannon, if he misses one shot, he's dead. The rocket launcher, however, he has an extra chance to take you out. It is also more difficult to accidentally commit suicide with the rocket launcher. Same with the fuel rod, you have no kill radius with the fuel rod, but you have five shots. I mean, at least one of them will hit your target. Say, the person has the jet pack. With the incineration cannon, you only have one chance to hit him, the rocket launcher, you have two, and the fuel rod, you have five. ....or maybe I just kinda suck at halo
  15. Aren't rocket launchers overpowered as well? I mean, I personally have a grudge against rocket launchers on any 4v4 map, but hey, that's just me.
  16. http://www.youtube.com/watch?v=kmnyDy6Q0No thanks zandril!
  17. I guess more of a casual map... I don't mean that it should be in competitive map submissions, but aren't casual maps supposed to be between mini game and competitive maps? Do they have a casual map submissions forum? Where can you submit them?
  18. UPDATE: Most of what I said I would do- People tend to fall off at the ramps near the pyramids facing the bridges. The ramps have been extended such that the pyramid now acts as a wall to prevent you from falling. Another part will be below the y,cross ramps to each base, so now there is a wall, coliseum there and alot of ground, so you won't fall off. Please inform me of any other places that are easy to fall off. -Energy sword has been replaced with the sniper rifle. The energy sword is pretty balanced but it won't make the map as fun. -Needlers spawn more often now, with a 125 second respawn time. -Structural changes, the 2 struts supporting the beacon that are facing the bridges have been removed, to make the middle less cramped and to make the sniper more dangerous to get. The upper parts of each base(the semicircles) now end directly at the bridges, and they have ramps to connect to yhe bridges. This adds height variation and makes the circular routes more attractive to players, giving the map a more circular flow(or so i think, Zan, help me out here!) -gravity lifts at both bases have been removed, and replaced with random drop locations that nostly spawn speed boosts. Here's the updated map link: https://www.halowaypoint.com/en-gb/games/halo4/fileshare/details/588a1491-a797-4c6b-afb7-fa8fee80b736 I'll be away till december, so this is going to be the last update in a long time. By the way, what will happen to all our saved games and other stuff like that when the Xbox One comes out? Will Xbox one have halo 4 on it as well? So will we have to redo everything from scratch there? Please tell me, I need to know...
  19. Yeah, the map is still in it's early stages, i might have to do a complete reforge.... even I fall off the map often I'm going to delete the two struts facing the bridges to make it less cramps and i kinda know where people usually fall off the map, so I can fix that. I'm also going to make sure that the circular halves of the map end at the bridges, to give the map a more circular flow. As for the jetpacks, I can make a trait zone to keep players from flying too high. I can also decrease the spawn time of the needlers which is very effective against jet pack. The extraction targets have been moved back towards the ends of the bases. this map was designed for extraction, so more gameplay can now be focussed at the two bases, unlike when we tested it. I have also made several other small changes. I really appreciate the feedback that you guys have given me. Thanks!
  20. Awesome idea bro, hats off to you when you are in the building, the nova effect will still be blinding? maybe, a few seconds after the nova effect spawns, you should add the juicy and colorblind effect to tone it down, as if the bomb finished exploding.... or have you already done that? and how long is it before the effect spawns? if it's more than 3 minutes how did you do it? I can't look at the map, I'll be overseas soon. if it's 3 minutes, that's probably too short. You can delay it's spawn time by placing a vehicle there. After 3 minutes, a fusion coil will spawn and drop beside it, making it near-destruction. after another 3 minutes, another fusion coil will drop, destroying the mongoose and allowing the effect to spawn in 6 minutes instead of 3... I'm not very sure if this will work though, as it is an effect and not a normal forge piece. it works for normal forge pieces.
  21. You can make the flood invincible. you can't highjack the wraith, you only can board it. You can make the speed of the flood and humans extremely slow to discourage people from getting out. Just a suggestion, no need to do it if you don't want to
  22. Can you show on your overview where the teleporters are? If you need testers, send me a FR @ n0mnom321.
  23. Hey Zandril! I saw your feature of you map, and I have a good idea of the map's layout. My only suggestion is, the tunnels... I always find tunnels with grass floors (especially on forge island) unappealing, perhaps cover the floor with wall, coliseums or some other forge pieces. This is because of the forerunner feel that you integrated into your map... Forerunner architecture is usually very clean and straight, which contrasts with the grass. Or, you you could pretend that it is overgrown and cover only certain parts of the floor and add leaves (from the trees) into the tunnel. This will help make the forerunner theme more uniform throughout the map. I hope you agree!
  24. Hey dude! I played on your map with you... Yeah, I'd say it's a very unique map, just a couple of concerns though- Bumps in the map, there are several bumps int he map that are kind of annoying. I think it is at the tower, 3-storeys that this happens. I'm not a fan of the colouration, and the aesthetics of the map are not that great. But hey, everyone has different tastes. There is substantial height variation, but the map just feels slighty flat... I'm not sure how to fix this, but it's not a big issue. It may feel flat but there is enough height variation. I'm no expert, just offering my two cents worth. You can send me a FR @ GT n0mnom321 and I'll be happy to help test your map
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