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Blaq Cloud

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Everything posted by Blaq Cloud

  1. Xbox One will go the way of Sega Saturn
  2. If they add a forge I'll lose my mind!
  3. Short rise in excitement, long decline in satisfaction. Loved Halo 3, and reach for the community involvement, I am sorely disappointed by the 180 turn 343 has done on the community. Not interested in the bundle.
  4. Thanks dude for the feedback, I'm always willing to give advise if I can.
  5. Final version in fileshare. Added support for standard flood. Updated game play footage special thanks to the folks at online knights for the feature.
  6. A forgers project is never done. lol I have another update with "I would like to think a better middle". and KOTH support. I will post tonight and would like to run some OBJ games on. Thanks for the feedback glad you like it.
  7. Special thanks to the guys over at Halo composers for the feature. Great work on the channel guys! A little more enthusiasm would've been great though.
  8. Thanks for the feedback shoe! I'm glad you like it. Yeah I too are sad about the ghosts but they just didn't work the way I wanted. The random drops are more middle tier now, and power weapons have fixed or inital spawn. What you said about the items in the trees make sense, so I'll just move them to the ground where they are a bit more visible. Thanks again.
  9. Thanks for the feedback shoe. I do have an updated version with fixed spawn snipers and needlers. I also added routes to the areas where the ghosts did spawn. I also ditched the ghosts. *** Updated Version now posted***
  10. Updated Helios has been posted.
  11. With the help of MrGreenwithagun I was able to add some cover to some spawn points, and limit the LOS from green and Gold a little bit more. If your on tonight we can give static spawning another go before I make a final decision on which way system is best. For those that take forging seriously unfortunately it is a never ending process. Your done with a map when you decide to walkaway to start the next project. For a lot of us tasks mark the beginning and end of the process. When I test a map I hit theater right after to review from everyone's POV. So what was a 15 min game may turn into a hour long film review.
  12. As I feared, with fixed spawned came alot of spawn killing issues as the other team pushed onto the enemy side. So go with the dynamic spawning. IT prevents spawning issues, and encourages the whole map to be utilized. I also broke up some lines of sight from green and gold.
  13. I'll be running it TNT. I brought back the chain hog as the rocket hog made the made too heavy. (although fun) I recolored the elbow's to just blue, and red for easier call out. I also added (1) inital drop and (2) random drop Spartan lasers
  14. I'm glad you like it! Be sure to download, give it a go with your friends, and let me know what you think.
  15. Yep they are still there. They are an important part of the game, normally there are tons of weapons on the map to kill them quick. It just so happened the extraction gametype we played didn't allow for the ordnance drops. But i'll definitely consider making them slayer only.
  16. Map Name: Elysian File Share's Gamertag: Blaq Cloud Canvas: Forge Island Last Updated: May 12,2013 Tags: None Supported Gametypes: Slayer, King of the Hill, Capture the Flag, Extraction, Oddball, mutli-team Best Gametypes: Slayer, Capture the Flag Team sizes: 4 to 6 players per team Initial ordnance: Rocket Launcher Random ordnance: Sticky Detinator Shotgun Railgun Weapons on the Map: (2) Sniper (90s) 1 spare (2) Needler (120) Budget: 9800/10000 Additional Info: Also features 2 fusion coils on 120 second respawn timers. (top Gold and Green) Screenshots: Image Album Map Description: Elysain is an inverse symmetrical design, With a stout focus on top control of the middle structures. The map is designed primarily to play with 2 teams ranging from four per team to a max of six, but does support multiple teams. The ghosts are powerful on this map and can easily move between areas. However, there are many weapons and positions on the map that help counter them, allowing for a good balance of vehicular and infantry based gameplay. There is a player trait zones on this map to cap the height in with a player can reach. The trait zone disables equipment but does not changes to player gravity. Click Here to Download and Enjoy!
  17. Thanks for the feedback I'll test a version with fixed spawning. My concern with that was spawn trapping from the high power positions of green and gold.
  18. Final version in my fileshare. Thanks to the guys at TNT to help testing.
  19. Just for the record competitive maps don't have random ordance drops. They rely on strategic advantage through positioning. i.e. If I hold this position I get "X" advantage over the opposing team. That aforementioned position would then be balanced by another position designed to counter it.
  20. You are not getting the some of the points able, and psycho are making which are valid. I do agree feedback from actual playtests are valid. But completely disregarding insight from other more experienced forgers is not wise. Especially when they have created maps which has made it into matchmaking in prior halo playlists. I have the utmost confidence in able's feedback on the design of the map. Which could be verified through play testing. What you should do "as I do" is hit theater after ever playtest, and review the game from each player's POV. It gives you some understanding of what each player was experiencing. I have the map in my queue to check it out as well.
  21. In terms of the orientation with the exception of the red and blue much of the map is not brightly colored. so when you spawn on a side base or underneath (at least the players in my party) weren't quite sure which side we spawned on. If you did use colored objects in the neutral areas they maybe a little too subtle.
  22. I aesthetic design of the map is really good. Kudos on that. Very original design, two Thumbs up on that. However the game play during infinity slayer left a lot to be desired. - A lot of long open sight lines. - Very little cover or quick escape routes from the bottom. (although very pretty) - Quite a few spawn points were disorienting, mainly on the outer bridges, and the top - Cleaning up the forging in the some the areas mostly the gaps between ramp XLs.
  23. looks very interesting i'll have DL and check it out.
  24. What did you find needed more testing?
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