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Maestro

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Everything posted by Maestro

  1. Most of the stuff I forge is pretty strange though, mainly minigames, although I'm game to try some other things. These are some of the maps I've released so far, with many more in storage.
  2. I reached my 1000th post sometime in the future.
  3. I'd probably mess around with Forge if I were to join. Daily activity is not guaranteed. :/
  4. Don't forget, there are also the interiors of the islands which can be put to use. The water looks completely different, and the edges of the islands look like mountains. Lighting can be a bit wonky though.
  5. I had blue flavoured gelato today.

    1. Azaxx

      Azaxx

      Don't think blue is a flavours :P

    2. Maestro

      Maestro

      It was called "Angelo Blu" and I couldn't quite identify what it tasted like... hence, it's blue flavour.

  6. Check out my map thread!

  7. Good day, everyone, and what a good day it was on this end! I learned a few new tricks to kick some butt... although I ended up getting whupped by a fourteen year-old... at least I think they're fourteen. Such is jiujitsu when you've only had six classes in your entire life. The weather was also perfect... not a single cloud in the sky and it was a comfortable 20 degrees (CELSIUS). Despite how nice the sun felt today... I will never know if it's a real star... Enough poking fun at crazy Cortana. It's time to present a map! Today's map is an iffy one of mine entitled Lasers. These give the map its name. It's a relatively simple gametype which is more or less long-distance-hide-and-go-seek, and the first one I've released which utilizes the underwater glitch on Forge Island... although one may not have been able to tell if I hadn't said anything. The Next Gen special effects instead turns the blue haze from the water grey, so it looks more like... fog. Anyways, there are two teams: the prey (red team) and the hunters (blue team). The hunters spawn in the room shown above and pick up a Binary Rifle. Then, a teleporter will spawn in the middle of the room after fifteen seconds; the delay gives the prey a chance to hide. The teleporter will take the hunters to the hunting grounds, a ring surrounding the prey's habitat. The ring is composed of 90 4x4 blocks; it's massive. There are teleporters at each quarter which lead to the other side, and Mongooses to help out with transport. The prey must find a hiding spot and survive as long as they can. Their habitat has trees, rocks, and a couple buildings. But, there is no perfect hiding spot; a red team member will always be exposed from at least one angle. After three minutes, markers will appear over all surviving prey. They cannot harm the hunters or even see them. You can only see the Binary Rifle beam... and the teleporter lights. :/ Since it is impossible to actually see the prey, the hunters must scan the area slowly and wait to see their crosshairs turn red. A high joystick sensitivity is not recommended. This is the reason why I was hesitant on releasing this map... but this also adds an element of fear if you're the prey. All you can see are these red beams slowly scanning the area. That was close! If the hunters fall off the ring somehow, they will teleport back up to the ring. If the prey falls off the edge of their habitat, they will teleport inside one of Forge Island's islands and plummet to their doom. Since everyone has one life, this is not a good way to go. Anyways, thanks for looking, and if you gave this map a try, I thank thee tenfold! Although if you think this one in particular sucks, I understand. I have mixed thoughts about it. :/ These files have been deleted from my file share.
  8. UPDATE Well, I have a couple maps in the works right now; but I'm having a couple issues with the both of them. The first one is merely an issue of what people would think. I have no idea if people would like it or if they'd absolutely hate it, so its release is on hold for now. The second one is giving me some trouble in regards to its scoring system. I don't want to spoil what exactly this second map is, but if you know a fair bit about unique scoring systems and want to help out, send me a message.
  9. This doesn't qualify as a weapon, but rather how one holds their weapons. What if a left-handed player's avatar actually held their weapons with their left hand, or NPCs sometimes appeared left-handed? It seems strange that every creature in Halo is right-handed.
  10. Who likes Space Invaders?

  11. Humanity is on the verge of defeat. Where all of our forces failed, you must succeed. Our foes have never tasted defeat, and punish our slightest errors with instant death, time and time again... they are unlike anything we have ever encountered. "Invaders! Possibly from space!" You must defeat these invaders... from space. So yeah, today I'm presenting Space Invaders! It's a King of the Hill variant and the product of a few hours' work. But for those who don't know what Space Invaders is, it's an arcade game made in 1978. It looked like this. You control the tank at the bottom of the screen, and shoot at the aliens floating above you. In this edition, the tanks (the red team) shoot at the invaders (the blue team) across the battlefield, since making a version where the invaders float would be pretty difficult to make... well, for me anyways. I'm sure there's someone who can figure it out. Every player has a Concussion Rifle. I wanted it so that each direct hit would be an instant kill while limiting splash damage as much as possible. The Concussion Rifle rounds also move somewhat slowly, so players have to time their shots accordingly. This allows you to dodge incoming shots. It's also important to know that you cannot jump. The tank can't jump, so why should you? The view from the Invaders' side. Like the actual game, the tanks have barriers to protect them. You can run out from behind them, shoot, then hide; or if you're brave (or stupid), you can destroy them and get a larger window to shoot from. But, due to some number tweaking, shooting the barriers as a tank will KILL you. So if you must destroy a barrier, bash it. Each green barrier has a respawn time of three minutes, so bash only if necessary. While I'm discussing the barriers, these things can take a lot of punishment. It takes 39 shots to destroy one. I may rework these numbers in the future, or scrap the barriers entirely and put some movable objects up instead. The view from the tanks' side. It is possible to destroy the yellow barriers as well, but they have a respawn time of only one second, so trying to score some cheap kills by breaking the floor is not a fruitful venture. Like the actual Space Invaders, the blue team moves across the screen from left to right, get closer, then move right to left. If they reach the end, they will teleport to the only hill in the map and win. You lose in Space Invaders if you're shot and run out of lives or if any aliens reach the bottom of the screen. It's important that you have no more than 4 players on the red team and no more than 10 players on the blue team; although in the true spirit of the arcade game, it should be ten blue players against one red player. I know it's strange to have a maximum of 14 players instead of the usual 16, but this number works best for balancing purposes. Anyways, thanks for looking, and if you give this map a try, I thank thee tenfold!
  12. ...unless you somehow flip your Ghost. Then, you and your ride will slowly fall down to solid ground. XD
  13. Using the underwater glitch can make a lot of eerie fog if you use some special effects. I used the Next Gen effects to make the water look grey, but everything else retain some of its colour. Hence, you can see the Binary Rifle beams (and teleporter lights) clearly, yet you don't think you're swimming.
  14. Good... um... technically, morning, everyone! I was planning on releasing another pair of maps today, but while testing one, I discovered something that needed to be fixed. So this leaves just one map today. Halo Gear Solid 2 This is Big Meteor. Another copy of plans for Metal Gear Halo have been located at this off-planet facility, dubbed Big Meteor. Intel suggests that this is one of the last transfer points for the plans before they reach the construction facility. You must stop them from getting there. But anyways, this map uses the same gametype as the last Halo Gear Solid. But there are new features this time around. On every symmetric game, "camo breakers" (which look like purple extraction cylinders) will spawn in a few locations. As the name implies, it reveals any blue players and also gives any red players access to radar while within range. A blue player loses their active camouflage. You also have to contend with space physics, which really aren't much of a hindrance. Your jump height is increased and your falling speed and damage are decreased. As per the last time, there are multiple paths to utilize; due to the layout of Impact, only two paths could be created to get to the base. To get to the extraction point, however, there are two more paths. The base has three entrances, although the third branches off to the other two. I personally think the interior of the base needed a bit more cover, but the corridors also needed to be vehicle-friendly. There is a Warthog inside which alternates between a Rocket Hog and a Default Hog. There's also an armory that everyone can access, although another is located below the red team spawn room. There are a few soft kill zones and shield doors to try and lower the amount of camping that can be done in the map. Keep still... Anyways, that's all for now. There are more maps to come! Thanks for looking, and if you tried one of these maps, I thank thee tenfold! EDIT: How the heck did I miss this? I guess I was tired. But, here's the download link for the map and its European Extreme version. These maps have been deleted from my file share.
  15. That's a tough one. Forge Island is geared towards those who like to build their own structures without the natural environment botching their ideas. Forge World is meant for those who like to integrate the natural environment into their work. I personally like to integrate as much of the natural environment as much as I can, so I choose Forge World. But, because of Halo 4's forge being easier for the average Joe to use, I like building stuff on Ravine and Impact. There are lots of natural features to utilize.
  16. Greetings everyone! I am Maestro, and I would like to present some of the random maps I make in my spare time! I would like to start off by saying that I am relatively new to the forging community, having only started releasing maps that I have made in Halo 4. Most of the time, I make minigame maps or strange-looking Slayer maps, but I'm willing to try and make other types of maps. If you contact me ahead of time, we could perhaps have a round or two on my creations or your creations. If you try one of my creations, keep any and all criticism constructive or positive. I'm delicate. Nah, but you know what I mean. Keep it clean! I have two maps to present today, which can also be found in THFE's minigame submissions forum: Tesselatorium I apologize for the crude Forge screenshot. I have not taken any action shots of this map yet. Tesselatorium is the result of tinkering with one hundred blocks of alternating heights and an hour's worth of effort. Jump height had to be modified to 110% to allow one to jump up onto a nearby block. It resembles a pyramid, with the middle blocks rising up above the outer pieces. While you can see those hiding in the holes below when standing up top, you skyline yourself and make yourself an easier target. And since these are all 1x1 blocks, there's very little distance between you and your foes. This can be a good or bad thing, depending on what weapons you get. You spawn with random weapons, so if Lady Luck is on your side and you get an Incineration Cannon, you will dominate the map for... er, a minute. Maybe. It was originally built to be your basic be the last man standing style of map, but I thought it would work for a good Slayer map as well. Anyways, here's the link for the map, and the links to the King of the Hill variant and Tesselatoricide. And the second map: Halo Gear Solid This is Shadow Ravine Island. Halo Gear Solid is the culmination of a couple days' worth of effort. It was influenced by, if it wasn't obvious, Metal Gear Solid. Your objective is to secure the plans for Metal Gear Halo, a machine capable of moving Halo rings with ease... in other words, it's a variant of Extraction where stealth is the key to victory. The variant requires a bit of an explanation. There are two teams: Red and Blue. The red team is the team of terrorists; they are guarding the plans to Metal Gear Halo. They cannot reach the extraction point, however. If they did, the game would be broken. Their goal is to stop the blue team in their tracks from getting to those plans. The blue team is the team of heroes; they must stop Metal Gear Halo's construction. To emphasize the stealth over strength idea, I gave the red team additional shields, access to an armory, infinite (but not bottomless clip) ammo, and higher damage resistance, but no radar. The blue team has permanent active camouflage, the Ammo support upgrade, and radar which detects player movement. Another view of Shadow Ravine Island. There are multiple routes for the blue team to utilize to get to the plans which integrate many of Ravine's natural features. But, I will leave these routes up to the players to find. This is one path. If a blue team member dies, they will respawn here: ...in jail with Agent Shmeef. He got captured and shanked when he tried to get the plans. Therein, players must find a way out. If you are observant, it's easy. Once you break out, you must make your way back into the battlefield, and try not to die again. I stress the point of not dying if you're playing on European Extreme. It's like MGS2's European Extreme where your damage resistance is ridiculously low and you cannot find any rations. In this game, your damage resistance is only 50%, and your shields do not recharge. Trait zones were the only way to tweak these stats so that only the blue team is affected, which resulted in an entirely different map. Thanks for looking, and if you tried one of these maps, I thank thee tenfold! I have more maps to unveil, so keep an eye out! JUNE 15 EDIT: After some testing, I have updated Halo Gear Solid 1 and the gametype. Please redownload if you downloaded them before! These files have been deleted from my file share.
  17. Underwater glitch? I like!

  18. I have yet to utilize this underwater glitch to its full potential... :/ But anyways, I wouldn't be surprised if this was featured. The only thing that's annoying about the glitch is that while you're working it's very easy to get disoriented, and if you spawn objects too deep then they'll disappear.
  19. Wanna go swimming? Here ya go:

  20. Found an error regarding gametype specific loadouts in testing. Needs some tweaking. EDIT: Fixed! Now there's a new gametype that goes with this map: Tesselatoricide These files have been deleted from my file share. This topic can be deleted at a moderator's discretion.
  21. Ehh let's just stick with Kingdom Zeal for a background.

  22. Glitch Pokemanz make terrific backgrounds... kinda.

  23. There are probably Flood spawn points in the sky.
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