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A R C A S I U S

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Everything posted by A R C A S I U S

  1. seriously man avoid using the green screen pieces in any playable maps because it just looks wrong. I can see the sidewinder resemblance and you have the basic layout downpat however there are so many things that detract from the map. Mostly because it is far too open at the bottom of the second image. Also gameplay will get stagnant as there is no small cave or shortcut to the other side as most maps inspired by sidewinder do so it will take players far too long to get into combat after dying.
  2. I'm sorry but comments like this annoy the crap out of me. Clearly its not his fault so why even mention it if it can't be helped? Also, great work on expanding from my original remake (if you didnt then im sorry I just see many similarities). Obviously the dimensions on a few of the areas are a little off and some cover is missing (bottom right on the first pic) but I know myself that remaking this map is a b***h and there are severe budget problems. All in all great job on making this work on forge island/ 10
  3. Do the wiggles live here or something? haha nah it looks rather interesting would love to see how it plays. Could it be however that there is a bit too much height variation on the map? The distance from top to bottom looks rather extensive and so the bottom would be avoided at all costs due to the obvious disadvantages of being down there...
  4. Playing as an elite was ridiculously boring and pointless. Especially in reach as the covenant weapons were no match for and more tedious to use than the human weapons. And to make games on a larger scale they would have to have dedicated servers and not this p2p or median host bs. so who knows, regardless im still going to buy it whatever they do will be new and enjoyable... for a time.
  5. Um no they wouldnt, in firefight maps and campaign they set many different invisible boundaries that enemies are allowed to travel through and around buildings etc, a system could easily be put in place where you can mark where enemies can or cant go.
  6. Or they could have a preset canvas for firefight where the enemies spawn in all the same locations around the canvas, however you have the ability to forge in the centre of this canvas to create whatever structure you want to hold out in. I think this would definitely be possible.
  7. Updated. White lights changed to red and blue respectively down below to assist with orientation. also most structures are colour coordinated. Download the latest version in the thread above ^
  8. In reach, Alpha zombies was ridiculously fun. Flood is boring. Everybody but you agrees.
  9. Hey man thanks for the feedback, but this map was designed to have long sight lines, this was to avoid people camping up top level the whole time and to venture down to mid or bottom. -Bottom has a few tac jumps in order to get to the upper level, use the ramps next to the centre sail structure, -the spawns face in clear open directions that follow clear paths and none of them face walls or so im not sure whats the deal with that, in all the games ive played on it and Ive played quite a few, I havnt received that feedback... - I have used only 4 ramp XL's on the map, I just checked over them all and they have no gaps or anything gamebreaking or altering about them. Are you refering to other pieces maybe? I painstakingly went through the entire map for hours making sure everything was lined up perfectly
  10. Definitely let me know how the games go
  11. -There was a time when this once grand harbor flourished with life. But now subjected to the wrath of the Promethean's, it has no purpose other than to serve as a battleground for various races as it's streets are riddled with countless munitions- Download: https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/873c8749-ab66-4a9a-a5ef-214c9a2237ab ​This map started off as an asymmetrical aesthetic wonder by the name of 'Hell Harbor'. However due to meticulous scrutinizing and many play tests, it has now evolved into it's final form, Anchorage. With a large round Arch-sail which serves as the centerpiece for the map, Anchorage has become a symmetrical masterpiece with a mixture of long and short lines of sight, great height variation, and original rounded aesthetics. Tactical Jumps have also been included in order to add an extra dynamic to game play for those who pride themselves on being able to escape a dangerous situation very swiftly, or to sneak up on an enemy unnoticed and dispatch them. Initial weapon ordnance drops include the Sniper Rifle and Rocket launcher however these do not respawn and are placed in the lowest regions of the map. Initial concepts of the map saw it become very sniper driven with many long lines of sight and small height variations. However it has evolved immensely since then and although the sniper still has its place, it has been balanced so that it is no longer the main go-to power weapon after the initial strikes. This was done to balance the map and to cater to all gamer's of different play-styles. In order to persuade spartan's to venture down into the misty shadows of the harbor's streets, cover at middle and top levels has been minimized however there is still enough to frustrate even the best of snipers. Supported Gametypes ​Infinity Slayer (Recommended) 2 Flag-CTF (Recommended) King of the Hill Oddball Flood (Recommended) All FFA variants (Recommended) Regicide SWAT Recommended Party Size 4 - 12 So without further ado, enjoy Anchorage! -- Screenshots
  12. Now I've heard from countless people that this cannot be done but I think it can. Imagine making your own firefight map? Imagine being able to forge a map and also be able to designate where the enemies spawn in? Sure some people would create really dodgy maps but there would be some really creative maps created and if this feature was implemented the replay value of the game would never end. Even if it was really really basic in regards to your abilities with what you can do with the AI it would still be ridiculously fun. Designated AI spawn zones would be all that's needed, and then you have enemies that behave in a certain way and you can choose which enemies spawn where when and how. Even if they just drop out of thin air I don't think anybody would care. Even if we had to compromise on the amount of pieces we lay down in forge it would still be amazing and I think I would play halo all day every day. I see it getting so big there would even be an entire community based around it. One reason I think it would definitely work is that the new console is coming out so the system should definitely be able to handle it. If we get another spartan ops as replacement again I don't know what I will do. If you want 343 to at least explore this then comment with what you think would help this... Game type to flourish
  13. The map is so bright I cant see anything. Also I think you should add in a birds eye view of the map to get an idea of the layout
  14. I agree flood is ridiculously unbalanced. In Halo Reach it was hands down my favourite gametype. Even when I was one of the flood because sometimes I would have to creep around and be smart about how I was going to attack humans. But now every noob just charges at you with thruster pack and you're gone. every round lasts between 45 seconds - a minute and a half. Honestly? double you, tea, eff... I played flood for 4 weeks trying to give it a chance and adapt to the gametype but I just quit. There's one problem you forgot to mention that is also another reason the gametype is unbalanced. In Halo Reach when you sword lunged at somebody you would have to go through the whole animation of the sword slashing before you killed them. But In halo 4, if somebody thrust packs into you and hits melee or fire, they can kill you without waiting for the animation. I have done it to countless humans and its unfair. Either: - Remove thrust pack and keep 3 shot kill - OR, remove 3 shot kill. - Or remove them both and just give the flood the ability to sprint. I hate the flood gametype in matchmaking. It's boring and I think everybody would agree.
  15. I have edited the map to have all the above changes. Download the latest version when you can and hopefully it plays a lot better
  16. sword base is a close to impossible map to remake accurately. the buildings walls were at an angle on every plane. You've done a great job at getting the majority of the scaling correct
  17. You will be happy to hear that it does not, i repeat, does NOT have any framerate issues. Not even in forge Please download the latest version though, I had to alter ordnance drop placements and colour a few pieces to make orientation a bit easier.
  18. This map was designed to be of a 'simple' arena style and was built to function with smaller parties. 2v2 Infinity Slayer stands out strongly as the main gametype for this map. Due to the rather simplistic layout, there was significant room for some aesthetic touches and the addition of a theme. The theme is that of a futuristic, urban city environment and that comes across strongly. Download New Valentina March 27th Update Initial spawns moved to under respective towers Weapons changed from ordnance drops to spawning on the map Rocket launcher added Spawn points removed from top towers Tower heights lowered Line of sight through central sky scraper added in for more balanced gameplay Colour added to second and third sky scrapers for easier map orientation and call outs. Overall aesthetic details tweaked At first glance New Valentina is a symmetrical map however technically it is inversely symmetrical due to some areas inside that differ in locations on both sides. Essentially this is an arena style map with significant verticality. Coupled with a mixture of long lines of sight and close quarters areas, this map proves it's worth in allowing for versatile gameplay and play styles. Games on New Valentina tend to be very fast paced due to the circular and close quarters nature of the map. There is no one area where combat is localized, rather combat tends to occur evenly throughout the maps different locations. Weapons and Equipment Railgun x 1 (150 Seconds) Sniper Rifle x 1 (150 Seconds) Rocket Launcher x 1 (180 Seconds) DMR x 2 (60 Seconds) BR x 2 (60 Seconds) Covenant Carbine x 2 (60 Seconds) Assault Riffle x 2 (60 Seconds) Pulse Grenade x 2 Frag Grenade x 2
  19. Hey man thanks so much for your feedback. I don't get offended at all if its genuine constructive feedback and a clear willingness to help improve the map is shown which you have. Basically I have played quite a few 4v4s on infinity slayer on this and had no frame rate drops. Granted all the players were from here in Australia and New Zealand but that hasn't got much to do with franerate. I believe that the map needs a bit of an overhaul to minimise the piece count so as to not have a shadow of a doubt and I will be doing that over the next week and posting an update. Would you be willing to help me out with that however? Having worked on the map for weeks and weeks I have a tendency now to overlook alot of things and or refuse to change things that I think work well and to be very honest I haven't had a whole lot of feedback on the maps details and as a whole. while making it ganeplay was my main focus, i put down the basic layout ten realised it was all looking very aesthetic on its own. If you could add me on xbl and run through it with me and give me your thoughts on what could be altered then that would be great.
  20. Thank you so much for your feedback. I have made some changes however to make the game play more balanced, thus I have allowed for red and blue team to now spawn in the left and right bases. I have also added some colour to the map so that orientation and call-outs are much easier.
  21. Map Title: Ironclad Download Recommended party size: 8 - 14 Gametypes: Infinity Slayer, CTF, Regicide, King of the Hill, SWAT. Storyline: After the glassing of Reach, this remnant is all that survived from the city of New Alexandria and has been drifting in amongst the asteroids that once made up the planet Reach, ever since. Hi Guys, A R C A S I U S here Ironclad is a medium sized, symmetrical competitive map created on the impact pallet. I have been working on this map for a few weeks and it has undergone countless design changes to finally be what it is. I took inspiration for this map from about 7 different maps spanning the length of the Halo series not to mention countless hours researching futuristic city designs and layouts. I believe this map stands alone in regards to originality, aesthetics and overall game play flow. My main focus for this map was to avoid creating a "box map" that seems to be the norm for a lot of forgers these days. Don't get me wrong most of these have terrific gameplay however I simply wanted to create something a bit more original and less repetitive. Note: There is a small frame rate drop in one spot IN FORGE but not in any custom games. The reason for this being that the spawns, kill zones, and capture plates are not visible in custom games. I have tested this extensively so please check the map out in a custom game. Also, the kill barriers are rather unforgiving. This is due to the fact that I have played many forged community maps that are able to be exploited due to poor kill barrier placements and combinations. As you maneuver around the map just be mindful of what logic would be considered "outside the map" and as long as you don't go there, you will not die. Also, I am the map creator although it says Q U A R l S M A. Q U A R l S M A is my old acc and I created A R C A S I U S halfway through the creation of this map. As proof, the xbox profile of Q U A R l S M A is boasting A R C A S I U S's tag. Enjoy! A R C A S I U S
  22. Hey man, from the pics it looks like a really clean forge. Literally downloaded it now and am walking around so...first impressions are that its forged really well, however you forgot to put in some kill barriers particularly to stop people getting inside the big round structures made of walkway covers. You could also put a trait zone with movement and speed set to 0, and player gravity set to 200% so jet packers cant go above a certain height and camp in gamebreaking spots. Probably my only tiff with the map is the fact that there isnt alot of verticality and there are no indoor structures. Running round the map it all feels like its on the same level, there are 3 elevated spots but they are literally just small spots, no bridges or larger platforms or ways to get under them like a tunnel etc. Everything is outdoor or rather there is no roof for any of the structures so it isnt as aesthetically pleasing to the eye. My own opinion is that this map could be made to look a bit better with a few indoor areas or simply some roof covering in some areas. In any decent map youl notice a balance between aesthetics and gameplay flow. Overall I think you've done well, everything ive stated above is just my opinion and somebody else might disagree but ive just seen alot of maps 7/10 hope that helps man
  23. MAP UPDATED! The map has undergone one final update to add in all the original aesthetics and some aspects to finalise gameplay originality. Radio pillars that people used as covers were added however the fusion coils that were there also will not be added due to the fact that they are WAYY overpowered in Halo 4 and would literally destroy gameplay and cause alot of ragequitting. Finally, lifts have been updated to work 100% of the time however in order to remove little glitches and game advantages, I had to make the lifts work slightly faster than the original ones. This is Halo 4, not reach... so unfortunately not EVERYTHING can be as the original... however I believe that I have done a decent job at getting as close as I can. So without further ado.. please go and download the recent version of the map, again entitled "Contingency" and "Contingency (Reach)" as these contain all the updates. there will be no more updates unless any significant glitches are found but I rather doubt it. Cheerd! A R C A S I U S
  24. UPDATED Maps renamed to Contingency and Contingency (Reach) respetively. All lifts work 100% smoothly with no errors. All z-fighting removed along with small map faults. Orange side turned to red side, more aesthetic pieces added to Contingency. Overall map polished.
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