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Chronmeister

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Posts posted by Chronmeister

  1. White Cell

    Players: 4-8
    Gametypes: Slayer, CTF, Strongholds
    Weapons: Plasma Caster 120s 1clip, Scattershot 90s 1clip, Needler 90s 1clip, BR x2, SMG x2, Lightrifle, 2 Splinters, 4 Frags
    Powerups: Active Camo 150s

    White Cell is a small, symmetric 4v4 map. The design partly comes from a map I made back in H2A called Magnetic which was inspired by Haven. I really hope you guys get a chance to get some games in on this one because I think it's the best I have to offer so far in this game. Thank you to anyone who has given me feedback and helped me test the map up till this point. I hope to get many more games in on this in the coming weeks so I can polish it as much as possible. Special Thanks to Box Knows for requesting that I revisit my work from H2A and for suggesting I rescale the map early on in the design phase.


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    If anyone gets any games in on it please feel free to leave me some feedback. Nothing is set in stone.

    GT: Chronmeister
    Map: White Cell

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    • Like 3
  2. Substance

    Players: 4-8
    Gametypes: Team Slayer, King of the Hill, Oddball, Ricochet
    Weapons: Sniper Rifle 120s 1clip, Rocket Launcher 180s 1 clip, Energy Sword 180s, Suppressed SMG x2 60s 1 clip

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    I hope some of you guys can help me test this out before H5 forge is dropped. I will definitely be remaking this one and I'd like to work out any kinks in the design before I go to work on it a second time. I think all the gametypes should play pretty well and I will update the overview someday after I am confident in my Hill and Ball Spawn locations. Enjoy!

    GT: Chronmeister
    Map: Substance

    • Like 1
  3. Blackheart

     

    Blackheart  is my submission to Forgehub's 1v1 map contest. It is an asymmetrical arena style slayer map with a very vertical layout. Check out the video walkthrough here<<<<<<<<<<.

     

    Weapons

    • Sniper Rifle- 60s, no clip
    • Brute Shot- 60s, no clip
    • Silenced SMG- 60s, no clip
    • Plasma Pistol-default
    • Assault Rifle-default
    • Magnum-default
    • Covenant Carbinex2-default
    • Frag Grenadesx4-default
    • Plasma Grenadesx4-default
    Powerups

    • Overshield-60s
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    Thanks to anyone who helped me test the map. Special Thanks to: Whos Blaze, Box Knows, Kurismic, Squally DaBeanz, A 3 Legged Goat, Oasis Hurler, Canadian Echo, Purely Fat and The Elder Acorn.

     

    If you are looking to download the map, I can be found in the H2A Leaderboard Timed Run Cairo Station Easy

     

    Feedback Appreciated!

    • Like 3
  4. Monarch

    Players:8-12

    Gametypes: Slayer, KOTH, Territories

    Power Weapons: Sniper Rifle 1clip 90s, Rocket Launcher 90s 1clip, Sentinel Beam 90s

    Powerups: Active Camo 90s, Overshield 90s

     

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    Let me know if you like the map or have any suggestions. I am in the H2A Timed Run Leaderboard Cairo Station. GT: Chronmeister

    • Like 4
  5. Camelot

    Players:4-10

    Gametypes: One Flag CTF, KOTH, Slayer

    Power Weapons: Energy Sword 90s, Sniper Rifle 90s 1clip, Rocket Launcher 90s 1clip

     

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    Let me know if you like the map or have any suggestions. I am in the H2A Timed Run Leaderboard Cairo Station. GT: Chronmeister

    • Like 2
  6. Oubliette

     

    Players: 6-10

    Gametypes: Slayer, KOTH, Territories

    Power Weapons: Sniper Rifle x2 1clip 90s, Fuel Rod 1clip 90s, Energy Sword

    Powerups: Active Camo, Speed Boost

     

     

     

     

     

     

     

     


    Made some major changes to the map to help framerate.

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    Let me know what you think of the map and add me for customs. I am in the H2A Leaderboard Timed Run Easy Cairo Station. GT: Chronmeister

    • Like 1
  7. Tubular! is my first attempt at a minigame. It is pretty much Ricochet with throw ins being the same value as walk ins with tweaked gravity and speed. You can launch yourself up the halfpipe and catch major air as if you were on a skateboard or bike. Rocket Launcher is center with a 60s respawn time and Player Loadouts are Energy Sword Primary and Sentinel Beam Secondary. The physics make this simple map a whole lot of fun to play on and it sort of feels like Grifball bc of how basic it is. If anyone has suggestions, I would be willing to change some things as this isn't my usual type of map, but so far, the matches I've played on it have been pretty good.

     

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    Use Tubular! Gametype

    I can be found in the H2A Timed Run Leaderboard Cairo Station Easy GT:Chronmeister

    • Like 3
  8. This is one of the better maps Ive had the opportunity to play on. I really like the layout and it isnt overly complicated. Id like to see you on Halo more though. I remember you used to be a much more active forger. I miss the invites to BTB lobbies. I haven't been able to get large groups like that together. Anyway, I hope to see you on more. You improved your forging skills so much during Halo 4's lifetime, it is a shame to see you spending so much of your Xbox one time with other games like Fifa knowing you can make stuff like this. 

  9. looks awesome, especially the last picture :D

    Thanks, I think this is one of my best. It plays competitive pretty well. I spent a bunch of time reworking it to fix any framerate annoyances as well, so it shouldn't drop below 50 fps.

  10. Undertow

     

    Players:4-10

    Gametypes: CTF, KOTH, Slayer

    Power Weapons: Sniper Rifle x2 90s 1clip, Shotgun 90s noclip, Rocket Launcher 90s 1clip

    Powerups: Active Camo

     

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    Let me know how you like the map and add me for customs. GT:Chronmeister (any feedback is greatly appreciated)

    • Like 1
  11. Illusion

    Players 6-12

    Gamtypes: Slayer, One Flag CTF, KOTH, 3 Plot, Infection (DL Gamtype)

    Power Weapons: Sniper Rifle x2 1clip 90s, Brute Shot 1clip 90s (nospawn at start), Rocket Launcher 90s 1clip, Sentinel Beam 90s 1clip

    Powerups: Active Camo 90s, Overshield 90s

    DL custom Gametype for Infection

        

    While patrolling Venus, the group discovered a hidden spring within an area known for high covenant traffic. Scans revealed that the water not only was completely pure, but was originating from somewhere inside the mountain that the spring sat below. A probe was released into the spring, but hit a dead end after resurfacing at the source. The team geared up and dove into the spring. After reaching the electrified gate that was stopping the probe, they hacked the switch and entered what appeared to be ruins of an ancient human civilization. Something about the area didn't make sense to the captain. The structures looked old, and eroded, but everything was completely clean as if it was just built. While he was observing his surroundings, the other soldiers started bickering amongst themselves. One of them drew a gun and shot the one to his left in the head. The captain felt his sanity slip suddenly then lost all control. He pulled his pistol and fired on the remaining squad members, killing them instantly with precision. Within seconds of attaining the clarity he now felt, the bodies at his feet started to disappear. Suddenly, everything went black as he caught a glimpse of the resurrected soldiers slaughtering each other on the horizon. 

         The Covenant's trap appeared to be working for now. With these subjects in a constant state of attack, much knowledge of human battle tactics can be extracted. The psychic connection required to maintain the test cannot be sustained indefinitely though, and when the connection is broken, the humans may realize the true nature of their surroundings.

     

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    Let me know how you like the map and add me for customs.  GT: Chronmeister (H2 timed run easy Cairo Station Leaderboard)

    • Like 1
  12. Red Sea

    Supported Gametypes: Slayer, CTF
    Players 4-8
    Recommended Game: Team Slayer BR 4v4
    Power Weapons: Sniper Rifle x2 90s 1clip, Fuel Rod Gun 90s 1clip, Shotgun 90s noclip
    Powerups: Active Camo

    Red Sea is my submission to Ducain23's Stonetown Forge Competition. I was reluctant to forge on anything other than the forge palates, but I think this actually turned out okay. There is no option to add anything natural though, so I tried my best to used what was available. I really love the way the water looks on the map and wish the same effort was put into the water on Awash. I'm sure this is probably the best option to forge on as far as standard maps go too, so good choice there Ducain23. Anyway, I hope you like the map and look for me on the Halo 2 Timed Run Cairo Station Leaderboard.

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    Gamertag: Chronmeister

    • Like 4
  13. Curfew
    Supported Gametypes: Slayer, KOTH, CTF
    Players: 8-16
    Power Weapons: Rocket Launcher 1clip 90s, Sniper Rifle x2 1clip 90s, Sentinel Beam 90s
    Powerups: Active Camo 90s, Overshield 90s
    Vehicles: Ghost x2 90s, Gungoose x2 90s, Hornet x2 3min(No spawn at start or in flag)

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    Let me know how you like the map and add me for customs. Gamertag: Chronmeister ( I am in the H2 Timed Run Cairo Station Leaderboard) Any feedback is greatly appreciated.

    • Like 1
  14.  

     

     

    Trifecta

     

     

     

     

    Trifecta is a three way symmetrical map primarily designed for Slayer, but with added KOTH, and Oddball gametypes. The map features some pretty unique sightlines. Sniper spawn in particular has a great opportunity for cross map, thread the needle shots.

     

    Weapons

    • Sniper Rifle x2 90s
    • Rocket Launcher 90s
    • Shotgun 90s
    • Assault Rifle x2
    • Covenant Carbine x2
    • SMG
    • Needler
    • Plasma Pistol
    • Brute Plasma Rifle
    • Frag Grenades
    • Plasma Grenades
    Powerups

    • Active Camo
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    Let me know how you like the map and add me for customs. Gamertag: Chronmeister (any feedback is greatly appreciated)

     

    New pics coming soon!

    • Like 4
  15. title_zpsf4e808a9.png

     
     
     
     
    Short Circuit is a small arena style Slayer map with added CTF and KOTH gametypes. The map is still in the testing phase, but I think it will make for decent competitive matches. I recommend 2v2, but there should be enough cover to allow for up to 8 players.
     
    Weapons on Map ( 1 clip)
    • Sniper Rifle x2 90s
    • Brute Shot 90s
    • Assault Rifle 30s
    • Plasma Pistol x2 30s
    • Brute Plasma Rifle 30s
    • Covenant Carbine x2 30s
    • Frag Grenades
    Powerups
    • Overshield 90s
    • Active Camo 90s
     
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    [media=youtube]gYWLfJNqTW8[/media]
    Let me know what you think of the map and add me for customs. Gamertag: Chronmeister
     
    Thanks to A Haunted Army for help with the framerate and Kurismic for the YouTube video.
  16. :o This is amazing! I love how like it looks like it's floating in the sky, but the water and mist are covering that. So if you accidently miss jumping onto one of those pillar things do you fall to your death?

     

    No, you can walk on the water in the areas that are within the visible boundries of the map. If you take a look at the overview, you can see the jersey barriers I used to indicate where the end of the map is. If you fall off the rocks that are around the perimeter you will fall to your death.

  17. Its one of the impact bases, I think... the top of the 2-storey one... Anyway, cool map, from the screenshots, it looks very clean and crisp! I'm no expert, just offereing my 2 cents worth, but I don't think the overview picture does your map any good as most of it just shows the ceiling and makes it look messy with all the pieces sticking out, even though it looks very good and smooth from the inside. You should probably change it with a picture in the highest corner of your map that shows most of the layout.

    Or you could just DL it. ;)

  18. Zandril brings up quite a good point.  As much as I love being able to provide feedback for maps during the testing phase, finding time to do that for even a fraction of the maps submitted is impossible.  Having fewer submissions, but each at a polished state would vastly streamline the process and allow me to actually find more feature worthy maps.  Having a mp featured or put in matchmaking should never be the entire goal of creating a map.  If you're forging, you should be doing so for the love of creating, designing, and playing them.  Furthermore, carrying a map on to completion is the best way to improve as a forger and to have more knowledge to apply to future projects.  

     

    When you're someone like me who goes around trying to look for maps to feature, there's nothing more frustrating then seeing a map with potential and spending hours and hours helping it get where it needs to be to receive a feature only to see it fall short of the mark in the end.  As much as I like to when possible, it isn't my job to help maps get to where they need to be in order to be featured.  I'm just here to feature the best of the best.  Again, I enjoy helping forgers improve their maps but this is very limited by time constraints.  So, the bottom line is this: posting unfinished maps to get feedback throughout the testing process is fine but it's going to dilute my ability to actually find the maps that are finished and ready to go.  When you submit more maps than I have time to look at, you're hurting your chances of me actually finding the one or two of them that might actually be worth featuring.  You say that you have a few maps that you think are truly worthy of features, but how could I be expected to find those when I have to sift through a bunch of unfinished maps first?  Again, recognition should not be the end goal of your forging, but merely the icing on the cake.  

     

    I wouldn't submit a map that I thought needed a ton of work. I haven't really gotten any recognition yet and I am still forging so that hasn't kept me down. I would like to get a feature eventually though. It would be nice to taste some of that icing. I get that you don't have time to look at everything so if you have time to look at a couple, check out Infernal or this map. I think they are my best highly competitive 4v4's. Sever is nice too, but i think the other two look better. Anyway, even if I never get a feature here, it's not the end of the world. I just want you to know how hard I have been working and that I am not so much an amateur anymore.

  19. Alright, sounds good. Try to attend the upcoming Small Map FCCGN so we can playtest this.

     

    http://halocustoms.com/threads/oct-26-2013-forge-cafe-custom-game-night-small-maps-zandril-s312.14013/

     

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    What's that pillar thing at Gold in the 4th and 5th picture? The one made of ramps. Is that lazy cover or does it serve other purposes?

     

    Can't tell from the screenshots.

     

    They are magic blocks that make your gun fire three times faster. Are you trying to get me to state that I used lazy cover? I tried to keep that platform as open as possible but I needed cover of some sort. They look good and are functional so I kept them.

  20.  

    Played on this during the FCCGN. I thought that the water would be weird to play on but I'm wrong.
     
    The map played quite solidly with 4v4 on v4 settings. Somehow, the power position at top Red felt very Guardian-esque. I'm not sure if the Binary is the best choice there because it's a one-hit kill. I personally thought it was fine but maybe that was just because I was wrecking with it. Perhaps swap it with a Sniper Rifle and see if that one plays better?
     
    I don't remember much about Red base to say too much about it. But I do remember that the Binary spawns at bottom Red. With a power position being at top Red, there isn't too much risk vs reward when the Binary spawns.
     
    A player at top Red won't have to worry too much about giving up his vantage point when the Binary spawns because it's right underneath him.
     
    Perhaps move the Binary to a farther, more risk vs reward based area?
     
    Now, for Gold, I only remember having one issue. It's that it was a little tight at the top. I think removing one of the 1x1 talls would do top Gold some good.
     
    One last thing, there was a lift somewhere near Red. The lift was blending with the palette of Forge Island making it quite hard to see. This creates some situations where a player zips up the lift unexpectedly. I suggest making the lift more obvious.
     
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    That's really all I remember from that one playtest. I'd like to play this again sometime though. It's a fun, solid map.
     
    My favorite among your creations.

     

     

    I just updated the map with your suggestions taken into account.  I am keeping the binary where it is though. It actually spawns in Yellow and can be countered pretty easily. There are a couple of back routes to that platform on top of the fact that someone using it is highlighting their position. So far it has been pretty easy to deal with when someone has it, ( I remember you sniping me yesterday, then running around back of you and beating you and your teamate down no prob.) I do suggest playing the map on V4 settings though. Having radar with a binary is going to be a different story.

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