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Zandril

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Everything posted by Zandril

  1. Dude, Complex is way bigger than Asylum/Sanctuary.
  2. In Halo 4, instead of voting for the map I like best, I vote for the map I dislike least.

    1. Show previous comments  2 more
    2. Choot 'em

      Choot 'em

      @Frank... he does not like H4 maps hence "the one I DISLIKE the least".

    3. Frankenzer

      Frankenzer

      I see.....because of that I won't speed read a status update again.

    4. BaconShelf

      BaconShelf

      Ah,double negatives...

  3. I hate the stupid sand on Pitfall.

    1. Sikslik7
    2. BaconShelf

      BaconShelf

      Why?

       

      I think it adds a lot of atmosphere to the map.

    3. Zandril

      Zandril

      It ruins some of the jumps from the Halo 3 Pit. Not to mention killing off grenade bouncing in some areas.

  4. Big congratulations to RedStarRocket. Very well deserved. Bravo!
  5. Gungnir. Gungnir all the way.
  6. Complex was way too big for 4v4. It belongs in BTB because of its scale. Regardless, it's still a pretty bad map.
  7. The lack of Arbiter disappointed me.
  8. It's a pretty map and you were able to keep a solid theme. But I just don't see gameplay on it being enjoyable.
  9. ******* rainstorm killed my internet. Right when I was downloading the champions bundle. FML. -__-

  10. That's fine. In my head, it's meaning is very clear.
  11. Hello gents! I'm going to make this question as simple as I can. Which Forge canvas do you prefer? - Forge Island of Halo 4 - Forge World of Halo Reach - A mix of both canvases Personally, I'd go with a mix of both. By that, I mean a canvas with some Islands that are flat and some that have hills, caves, and beaches.
  12. I forgot how useless the support is at the Xbox forums.

    1. Composite Armour

      Composite Armour

      Have you tried hitting it?

  13. Thank you. But I'd like to let you know that I've decided to stop tinkering with the map. To explain why, I'll just quote my little speech from Forge Hub. Thanks again to everyone who helped me with the map. You guys are the best!
  14. You don't have to move the spawns. You need to delete the cover pieces that the spawns are pointed at. The cover piece is unnecessary and it only contributes to the tight/confined feeling one would get when inside the bases. This is a competitive map right? Raise that ceiling. Getting your head bumped while jumping is not good for competitive gameplay. People can strafe without hitting their heads. I'm referring to the 1x1 talls near the artifact bases. _________________________ Structural cover is...well it's hard to explain it through text. It'd be a lot easier to show it to you in-game. But I'll try anyway. This is an example made to me when I first asked about structural cover. Look at this picture. There. Hope that helps. That explanation is courtesy of The Fated Fire. It's the one he gave me when I asked about structural cover.
  15. I really hate it when I'm forging then someone joins the session and starts placing crap.

    1. Show previous comments  1 more
    2. Frankenzer

      Frankenzer

      That's nothing compared to what one of my friends did. He practically ruined my map :(

    3. Choot 'em

      Choot 'em

      Party to Invite only! :)

    4. Cooliest

      Cooliest

      Find that friend in the real world and punch them. Now you have 3 options choose wisely.

  16. OP has been updated with the latest, and possibly final, version of the map. Thanks again to everyone who helped in the development of this map!
  17. Here are the isses I found. At the initial spawns of both Red and Blue, players spawn in front of a wall. When you set a spawn, it should be pointed at an open area that will allow players to orient themselves and know where they want to go. You also placed a neutral initial spawn point with the teamed spawns. This means that, in an FFA, players could possibly spawn right next to each other. I also saw that the spawns at Green and Yellow suffer the same thing. Then there are the ceilings of the middle structure. On the ground level and the second level, both ceilings are too low. You never want players hitting their heads when they jump. I also noticed the tall 1x1 blocks you placed in all 4 sides of the map. I assume you placed these for cover and I don't think they're necessary at all. Removing them would make movement in those areas better. The bases were also very tight and confined. This is because of the pillars. When making a map, you'd want the cover to be structural. There's barely any structural cover in the map. Nearly all the cover are these pillars. Those are the issues I noticed right out the bat.
  18. When I looked at this map, I noticed that you placed a lot of cover everywhere. Even in places that didn't need cover. For example, you peppered the upper levels of the map with cover. The upper levels are most likely going to be the most powerful positions of the map and you don't want to make the most powerful areas too safe. I'm not saying that you should eliminate all cover in the upper area. Just lessen it. You should also remove the 1x4 blocks you placed horizontally in Green and Yellow. They will not be good for movement in that area. Another thing I noticed were the boundaries. They're just way too low. One can jump from the platforms at Green and Yellow onto the rock boundaries. A boundary should not be that easy to jump on. In fact, players shouldn't be able to jump on them at all. If you want to use rocks as walls, I suggest using Rock 5s instead of Rock 3s and 4s. There's also a low ceiling at Green and Yellow. You never want people hitting their heads when they jump. Then there are the oversteep ramps at Green and Yellow. I suggest keeping ramps at an angle lower than 45. To know that an incline is at the right angle, you should be able to jump up while walking up the incline. Lastly, the power positions. I don't see any areas that players would want to control. I feel like people will just be running around aimlessly during the match without any real direction and just shooting the enemies they see. The upper level could be a control point but I think you made it too confined. Those are the issues I saw so far.
  19. The human brain is amazing. It functions 24 hours a day from the time we were born, and only stops when we take exams

    1. EliteSniper

      EliteSniper

      I think it's time for an upgrade!

    2. Composite Armour
  20. Hey guys, I wanted to share something that I'm personally very happy about. And that would be none other than... HaloBall Yes, the popular gametype from Reach is back in Halo 4 thanks to the modding community. You guys are the best. This is a modded gametype made by Teancum. Visit this thread for a download link, important information about the gametype, and, if you want it, an example map. http://www.se7ensins.com/forums/threads/modded-game-types.923345/ Just find "HaloBall" in the list. It shouldn't be that hard to find. Anyways, I hope you guys enjoy the gametype.
  21. I'd very much prefer to confirm my suspicions by going in the map. I'll let you know soon.
  22. I think it's time to change e-mail addresses. Just received an e-mail for a korean stripper.

    1. Composite Armour

      Composite Armour

      Hey man, I really need help with this!

    2. EliteSniper
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