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The Fated Fire

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About The Fated Fire

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    The Fated Fire
  1. Team Snipers Update: The Ark and Opticon This coming Monday, The Ark (by yours truly) and Opticon (by SaItykoalabear) will enter the Team Snipers playlist alongside Pitfall and a new snipers gametype called Snapshot. Check out and download the final builds of both forge maps below. The standard option links to the variant optimized for standard gametypes (Slayer, Extraction, KotH, etc.) and the Team Snipers option links to the variant optimized for Team Snipers (all initial ordinance, weapons, and grenades removed). The Ark Forged by The Fated Fire Player Count: 4-8 Standard variant: http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/960c5d00-6880-49ca-8c74-185b34bbcf5d Team Snipers variant: http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/79801837-ad7a-4259-8c14-363aa0966627 The Ark is an asymmetrical map designed for Slayer, 1-Site Extraction, and King of the Hill. The primary design goal was to create an open asymmetrical terrain map with several unique landmarks which would lead to the development of unconventional callouts. The diverse selection of sight lines and rotating power positions creates an environment suited for strong team play and strong individual play. In Team Snipers, expect non-stop cross map sniper battles and a constant concern for your safety. Opticon Forged by SaItykoalabear Player Count: 4-8 Standard variant: http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/82c67c1b-cb11-429e-9771-30e6b0a84879 Team Snipers variant: http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/56726463-f417-4203-9f8b-21e1a5415d18 Opticon is a symmetrical arena designed with a strong focus on top-mid control. This beast has been one of my favorite forge maps since Salty built it several months ago, and it is very awesome that the map is finally headed into matchmaking. The curving pathway from each team spawn leads to the neutrally located lift and the center of most action on the map. In Team Snipers, expect a constant struggle to secure the various lines of sight that cut through the middle structure, and always watch your flank.
  2. Team Snipers Update: The Ark and Opticon This coming Monday, The Ark (by yours truly) and Opticon (by SaItykoalabear) will enter the Team Snipers playlist alongside Pitfall and a new snipers gametype called Snapshot. Check out and download the final builds of both forge maps below. The standard option links to the variant optimized for standard gametypes (Slayer, Extraction, KotH, etc.) and the Team Snipers option links to the variant optimized for Team Snipers (all initial ordinance, weapons, and grenades removed). The Ark Forged by The Fated Fire Player Count: 4-8 Standard variant: http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/960c5d00-6880-49ca-8c74-185b34bbcf5d Team Snipers variant: http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/79801837-ad7a-4259-8c14-363aa0966627 The Ark is an asymmetrical map designed for Slayer, 1-Site Extraction, and King of the Hill. The primary design goal was to create an open asymmetrical terrain map with several unique landmarks which would lead to the development of unconventional callouts. The diverse selection of sight lines and rotating power positions creates an environment suited for strong team play and strong individual play. In Team Snipers, expect non-stop cross map sniper battles and a constant concern for your safety. Opticon Forged by SaItykoalabear Player Count: 4-8 Standard variant: http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/82c67c1b-cb11-429e-9771-30e6b0a84879 Team Snipers variant: http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/56726463-f417-4203-9f8b-21e1a5415d18 Opticon is a symmetrical arena designed with a strong focus on top-mid control. This beast has been one of my favorite forge maps since Salty built it several months ago, and it is very awesome that the map is finally headed into matchmaking. The curving pathway from each team spawn leads to the neutrally located lift and the center of most action on the map. In Team Snipers, expect a constant struggle to secure the various lines of sight that cut through the middle structure, and always watch your flank. This post has been promoted to an article
  3. Awesome man. Let me know what you think once you get a game on it. And that's a wrap. Stronghold for Team Slayer, CTF and Extraction is complete. [media=650x500] [/media]
  4. Thanks again for running customs last night Psychoduck. You were right that the Needlers had too much ammo. I must have deleted the weapon at one point in forge and replaced it without adjusting the clip count or respawn timer. Thanks for pointing that out last night. After our playtests last night I also completely scrapped that terrible middle structure and replaced it with a rock. Bottom middle is now far less cramped and feels 100% better. Stronghold is officially at a v2 with that change to the middle, so please download the map from my fileshare again if you have any further interest in it. Thanks, Fire Stronghold v2 [media=600x500] [/media]
  5. So what you are really saying is...you have already featured your own map on your own (and the co-forger's) popular youtube channel, and are now attempting to get another large forging channel to feature it again . I've always questioned when popular forge channels feature their own content over community content, but it is what it is. Anyways, I downloaded The District earlier and took a look. I would definitely classify this as a casual/aesthetic map. The theme is unique and makes the map memorable. From a competitive standpoint, this map would not work on the competitive level. The main issue that The District suffers from right now is what competitive forgers call the "swiss cheese" effect, or an over abundance of routes and movement options that results in very random and unpredictable gameplay. There is no truly defined power positions as most of the map has a primary and secondary level, with very few positions that have true dominance over another. Also, the use of large glass windows that restrict movement and sightlines is a negative as well. In general, callouts would be near impossible on here. The map is color coded singularly green, and with the exception of the ruined metro station, there is very few areas that are easy to identify. I think this map succeeds on a casual level for sure though and the aesthetics are solid. I lead the weekly forge test lobby over at The Halo Council, the hub for competitive forging, and I plan to run The District in my lobby tonight 4v4 just to see how it goes. I'll follow up.
  6. The walk through video is still working on my end. That walk through showcases an outdated version of Stronghold however and I have another gameplay that will be sufficient until I can get an HD gameplay captured next week. Stronghold was selected as one of 5 maps to be showcased during the "Top Forge Maps of the Month" episode of the Community Forge Test Stream over at Beyond Entertainment. The stream hosts decided to run v4 Team Slayer and the game came to an intense finish at 50-49. The quality of the video is low due to the content being ripped from the stream, but this will do until I can get some better footage. [media=600x500]http://www.youtube.com/watch?v=J9TDfycUCvM[/media]
  7. Changes: Map verticality decreased. All three middle structures have been lowered by .4 units. This change doesn't sound like much but it improves sightlines and combat significantly. Snipers moved to the trees. Shotguns added into each shotty tunnel. Pulse grenades added to each hut. Lift arc improved Rock ramps in green/gold tower replaced with Ramp XLs + rock trim. Increased cover and offensive capability of the bases with the inclusion of lips that can be used for cover, acrobatics, peak shots and head glitches. Spawning system refined and improved. Anti respawn zones placed over the most vulnerable tree spawns + many other spawning adjustments and spawn placements.
  8. Stronghold Forged by The Fated Fire Stronghold v2 [media=650x500] [/media] Gametypes: Team Slayer FFA 5 Site Single Plot Extraction 3 Flag Player Count: 8 (4 v 4) Weapon Set: Rockets (180s) 2x Sniper (120s) 2x Shotgun (90s) 2x Needler ( 60s) 2x BR, DMR, LR, Carbine (30s) 4x Frags, Plasmas, Pulse (30s) Stronghold is a rockets/dual snipers competitive map that draws inspiration from Sanctuary and Onslaught. Stronghold follows a two base - two tower - two hut design, with the huts providing an alternative power position to counter the towers, ring two, and the opposite hut. Stronghold hosts a diverse selection of sightlines, from curving lines of sight around the main structures to long, horizontal and diagonal sniper sightlines through the middle structure. Rockets drop bottom mid, Snipers drop in the trees to the right off spawn, and Shotguns are placed in the cave to the left off spawn. Each team has a base, hut, cave, and trees that they can call their own. Sniper and rocket control is key on Stronghold. Instead of putting snipers in the hut like Sanctuary did, I placed snipers in the trees/rocks. This sniper location is very vulnerable and contestable by the other team, and forces the sniper to work his way back into a power position instead of being handed one.
  9. Well surely you must feature the best CTF map in the game right now Psychoduck Seriously though, I wouldn't go nearly that far. Darkling was the one who suggested to make red side out of rocks - thanks again man, made the map. I recommend Mutant for a feature.
  10. This is my first time seeing the Forge Island variant. It looks so pretty now! Seriously, the solid white texture of Forge Island pieces make each structure look a lot cleaner. That mist bottom mid looks awesome too. It's about time you removed the glass window in Red . I'll run this in my test lobby this week. Edit: Oh, and good call removing the jump pad and adding jump ups.
  11. Good response, and I agree. New content should always take priority over repeated content. There has been a significant push by the forging community to get different community made maps into competitive settings, so if several new maps make their way into Team Throwdown maybe THFE could run a feature on those collectively. Even if Ender doesn't get in, there are several other awesome maps in consideration as well.
  12. Thanks man. I could argue that you also featured Stigma twice as a competitive map and Meet Your Maker runner-up, and the second feature was just a slightly improved version of the same map. Ender is a complete reforge on a different canvas with several additions to the map, like new routes and an entirely new aesthetic appeal. It's different enough that people who hated Black Site love Ender. I understand your resistance to feature it twice though - just thought I'd provide a counter argument. This weekend is my Ender promotion weekend for v4 tournament settings, so I've been hitting up all the major forge sites and submission areas (THC, Forgehub, THFE, etc) to get the map out there as much as possible. Edit: Also, the previous feature showcased Black Site as a Slayer map, which in my opinion is its weakest gametype. This design is built from the ground up for CTF, so if you did feature it, flag is really the trademark gametype.
  13. Thanks Zaelkyria. Ender is the result of months of feedback and playtesting. Fluid movement and fast gameplay are essential to a good competitive map, and I am very lucky this design has been received so well. I'm glad that I can finally move on from this map and start something new. Keep an eye out for another map sometime this summer.
  14. Thanks guys. Ender may play like Black Site but it looks and feels like an entirely different map. The most significant issue with Black Site was orientation, an issue entirely resolved with Ender. Blue base structure is all white with an ocean view behind the flag, and red base structure is mostly rocks with trees behind the flag and above the rock wall. Top mid has a lot more cover now as well with the inclusion of an inverse symmetrical pattern of towers and trees.
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