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AlexJ189

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    1d 6h 12m 18s

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About AlexJ189

  • Rank
    Jackal
  • Birthday 03/19/1996

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  • Gender
    Male
  • Location
    Reach
  • Interests
    Halo

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  1. zzSOzz: "This is a really fun track." Zandril S312: "I like the bit with the rump stamps."* bryn514 Revived: "Alex, that is a great track." Hey guys I'm back with a brand new track and this one is called Collidact (coll-ide-act). As you may have guessed by the name of the track this is a collision circuit that features many, um, collisions. This track has three main collision parts to it. 1. The hell dive. At the beginning of the lap you jump down into this tunnel and later on in the lap you drive back up it. Any collision that happens here is not usually a small one. 2. The turnaround. In this section you weave in and out of the block in the middle, go around the circular ramps at the end, then you weave back in and out of the block and re-join the main track. Simple enough, but with lots of people it gets real hectic. 3. The jump crossover. Simple enough, two bits of track cross with a jump. A collision here usually results in a death. Links; Map: https://www.halowaypoint.com/en-gb/games/halo4/fileshare/details/29770bb2-6715-47ac-b5e0-7cfff0f081b6 Gametype: https://www.halowaypoint.com/en-gb/games/halo4/fileshare/details/b3cdd768-8dd6-447a-b43e-10380096277b *He meant to say stunt ramps, lol. **apologies if I missed you on the testers list. I put down everyone I could remember.
  2. Update: Fixed an issue where if you fall off the track at a certain point, you were not able to return due to invisible walls. Fixed an issue where if you took next to no speed on the grav volume jump you would just end up bouncing around and not moving for ages.
  3. How did this track come about? Always wanted to forge a track on Impact, in my opinion it’s the perfect canvas for a roller-coaster track. It took me about 4-6 hours to forge and I’m extremely pleased with the result. I’d even go as far as to say it’s my best yet. What was the hardest part? There were none! Apart from a small kill zone issue, this track was the easiest and least problematic thing I’ve ever made in forge. Fastest Lap: 1 minute 12 seconds Number of checkpoints (per lap): 10 Difficulty: Easy Vehicle: Mongoose (recommended), Warthog or Ghost Screenshots: Map Link: https://www.halowaypoint.com/en-gb/games/halo4/fileshare/details/90b23b6f-2373-4318-b9e5-6f2aa47e7b61 Note: This map will only work with the ‘Race V1.1’ gametype.
  4. How this track came about? In my life there are very few things that I love doing. I mean I like going to the cinema, but I don’t love it. I like to watch football on a Saturday afternoon, but it’s not something I love doing. However if there’s one thing I do love doing, it’s driving a mongoose or warthog across terrain. That’s where this map came from. I decided to make this map on Erosion as I’ve already explored Ravines terrain, and Forge Island and Impact don’t really have much to offer in that particular area. Another decision I made pretty quickly was to use construction aesthetics as a theme for the map. With Erosion being rather dusty and baron, I thought it would make a great construction site. With all decisions made I went ahead and forged the map. It took me about 2-3 hours to forge the track, and then a further 3 hours to do all of the aesthetics. During the making of the map, largely because of the bumpiness of the terrain, I made the decision to use warthogs and not mongooses as the main vehicle. You can still choose to use mongooses (or ghosts) if you want, Warthogs are just the recommended vehicle. What was the hardest part? Deciding on the final layout of the track. Took me about an hour of randomly driving around in different vehicles to come to a final decision. Fastest lap time: 47 seconds Number of checkpoints (per lap): 15 Difficulty: Easy Vehicle: Warthog (recommended), Mongoose or Ghost. Easter egg: One of the construction workers seems to have lost his football (soccer ball). Can you find it for him? Note: THIS MAP WILL ONLY WORK WITH ‘CONSTRUCTION RACE’ GAMETYPE. Screenshots: Map Link: https://www.halowaypoint.com/en-gb/games/halo4/fileshare/details/a9c2a9c8-d5f1-4e54-9fe9-689e65dd55cf Gametype Link: https://www.halowaypoint.com/en-gb/games/halo4/fileshare/details/ec8a37ba-6cc5-4b6e-af78-ff8e0f00e2f2
  5. AlexJ189

    Twisted

    Thanks. Be sure to let me know what you think.
  6. AlexJ189

    Twisted

    How this track came about? When I started forging this map I was planning to only use the terrain of ravine. A lot of the track section happened by accident, when I realised I couldn’t make a complete circuit without it. What was the hardest part? The kill zones, hands down. The bit at the end of the course, where you go under those two bits of track (screenshot 2), was especially hard. With so little room between the tracks and the terrain, fitting a hard kill zone in there was not easy. Map Link: https://www.halowaypoint.com/en-gb/games/halo4/fileshare/details/74e4727f-ae15-4482-9dc8-b9cefe02fd52 Gametype Link: https://www.halowaypoint.com/en-gb/games/halo4/fileshare/details/b533b7c7-6fab-4ea3-88a0-435c5a3416b7 Number of checkpoint per lap? 25 Average lap time (when racing against other people)? 2 minutes 10 seconds Fastest lap time achieved? 1 minute 46 seconds Screenshots: Note: This map will only work with the 'Race V1.1' gametype.
  7. This map looks really cool. Any chance you could put it back on your fileshare so I can download it?
  8. Let’s start from the beginning. 1. I like the bit where you're driving on the water. The issue is that it's too long and it gets boring after the first lap. 2. The jump afterwards is nice and smooth, have no problems with that. 3. The cave section where I think it’s meant to look like you're driving through a volcano is decent. It could have maybe been improved with some volcanoey aesthetics such as kill balls, red lights, etc... 4. Now to the "near death experience" and earthquake tunnel" section. For me this is where the track really comes alive. Driving around a track is one thing, however, driving around it to avoid death while the ground shakes beneath you and there are explosions going on to the side of you. That’s what I call a race. 5. Now for the “RING OF DEATH”. This looks pretty cool to drive through and it’s got a smooth landing on the other side. 6. The big jump at the end of the track is good in the sense that it’s a big jump, the landing is a bit awkward though. Overall this is not a bad effort, although it is inconsistent. It's great fun in some sections and boring in others. The layout seems a bit bland as well. If you were to take out the earthquake part and the Ring of Death the track would be boring as hell. I think if you were to take all of your ideas and plan them out into an interesting layout, then this would be a great track that many would love to play. P.s If you do want to rebuild the track and you need some help I would be more than willing to assist you in it.
  9. How this track came about? The idea for this map was to make a race map that separates the good drivers from the bad ones whilst still being relatively easy to complete. I didn’t want to make it a roller-coaster map because they are everywhere and I wanted my map to be different. The track features a variety of different sections/challenges such as huge ramps, tight turns, invisible tracks, a mine field, and even a mini forest. What was the hardest part? Definitely the teleports. It all started during the second testing of the map when, for some annoying reason (lag), people kept getting thrown out of teleports and weird angles. This meant they’d either crash and lose their position, or, even worse, fall off the track and die. The solution was simple in my mind, remove some teleports, reduce the lag and things will be fine. Nope. That just meant it happened less often. I had no idea how I was going to solve this problem, it was either remove all of the teleports and change the whole layout of the track, or, give up and start over. In the end I found the solution while watching one of the replays, and it was annoyingly simple! Basically all I had to do was make sure that the player was facing the same direction (i.e. north) coming out of the teleport as they were going in to it. The lag just meant that the player didn’t change direction when going through the teleport. Checkpoints per lap: 25 checkpoints Vehicle: Mongoose only Game type: http://www.halowaypoint.com/en-gb/games/halo4/fileshare/details/3a9c5fff-8f12-480a-8893-56a22054cc8f Map: http://www.halowaypoint.com/en-gb/games/halo4/fileshare/details/24c9fd8f-77ce-4d2f-9b6a-b8898b91cb08 Number of players supported: 2-12 players Difficulty: Medium
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