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FatAussieFatBoy

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FatAussieFatBoy last won the day on February 29 2016

FatAussieFatBoy had the most liked content!

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About FatAussieFatBoy

  • Rank
    Drone
  • Birthday 07/01/1996

Profile Information

  • Gender
    Male
  • Location
    Brisbane, Australia
  • Interests
    Gaming, Working (What a Loser), YouTube, Video Editing, Forge/Map Creation and Hanging out with Mates.

Contact Methods

  • Gamertag
    FatAussieFatB0y
  • Skype
    FUGPro
  • Twitter
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    FatAussieFatBoy
  • SteamID
    FatAussieFatBoy
  1. Gamertag: FatAussieFatB0y (The 0 is a number and not a letter) Map Name: Tower Defense Gamemode: Tower Defense (Infection) Description of the Map: Protect your Castle from those Dirty Blues... (Infected Players) ​Grab some Weapons and defend that Castle Entrance. If you fail to protect the Entrance and 3 Blues breach the castle then one Red (Random) will be killed and turned into a Blue. Once all Red players are killed or the Reds protect the Castle for 10 Minutes the Round Ends. Pictures of the Map: Reds can travel across the map using Buildings and other Platforms (Blues must use the Footpaths as they cannot Jump) (Recommended that you stay on off the ground as a Red as Blues can easily overrun a Grounded Red) Blues are given Plasma Grenades which they can use to Kill Reds sitting on top of Buildings and other Platforms (Alpha Zombies get 2x Plasma Grenades where Minions get 1x Plasma Grenades) REQ Store, used to purchase Powerful Weapons and Power Ups for the Reds (Player Score is used a Currency, Players earn 1 score every 30 Seconds and 1 score every Kill) The Castle Entrance that the Blues have to reach before dying (Right Side of Image is the Castle Entrance) The Life Counter which shows how many more times a Blue needs to breach the Castle before a Red is Turned A Couple of Cinematic Images - And that’s about it. Hope you all Enjoy! PS: Recommended that everyone playing is in a Party Chat so players can communicate and strategize. <3 FatAussieFatBoy
  2. Hey Everyone, this is the new and improved update where I have completely overhauled all aspects of the map and made it more of a complete gametype. So hold on tight as I type and you read all of the map Updates: 1. The map was deleted and rebuilt as the old map used pretty much 100% of the block budget even though it was no bigger then a 256x256 Block. 2. With a new map design comes new Gameplay so now the buildings are placed further apart making the risk/reward system a bit more intense then in the previous version.4 3. The map is currently a little laggy but I will be working on fixing that in future updates. 4. The map has Zip-Lines (Enough said) and to be honest not much else, I know it seems like a big hype for an update but here is a image of the old map compared to the new map... Now you should be able to tell why I'm hyped - FatAussieFatBoy
  3. I wasn't to sure whether to consider this a Minigames either, it plays well with the base matchmaking grifball and I would love to see it in matchmaking but the vehicles and general size of the map separates it from other grifball maps which I believe gives it that Minigame feeling.
  4. Gamertag: FatAussieFatB0y (The 0 is a number and not a letter) Map Name: Ice Cream Men Gamemode: Grifball Minimum Players: ​8 Players Maximum Players: 12 Players ​Description of the Map: ​​Ice Cream Men, two factories split by road, a conflict ever lasting and a bomb. Get ready for some serious fun. Ice Cream Men plays with the base Grifball gamemode, this doesn't mean it plays like a base Grifball map. ​Ice Cream Men is different. Elevation for line of sight, Warthogs to provide faster gameplay, Gravity Lifts that can sling people halfway across the map towards the ball spawn. Just a few differences that make Ice Cream Men unique to any other Grifball map. Pictures of the Map:
  5. Version 1.01 Hey Everyone, just a small update about the Easter Egg that was hidden on the map since release (about 3 weeks ago). I've received endless message since then asking how to do the easter egg, so to help you guys figure it out (and save my inbox from exploding), I have updated the map with invisible buttons attached to 4 dolls scattered around the map. This originally use to be secret buttons but due to the endless "do we shoot it?" Comments I figured it'd be better to set them to invisible...
  6. Gamertag: FatAussieFatB0y (The 0 is a number and not a letter) Map Name: Holdout: Camp ​(Has been known to change back to "Town Holdout" which is the original file name) Gamemode: Holdout (Infection) ​Description of the Map: This is the first installment of a series of maps I like to call Holdout... In Holdout: Camp your goal is to survive the onslaught that is the Undead, however this is easier said then done so grab a friend, find somewhere to hide and Holdout... Map Story: ​The sky is bright orange as the Sun sets over this Beautiful camp surrounded by Pine. You and your fellow companions hear something strange coming from the Food Hall based at the top of Camp, you find something to protect yourself with as it becomes clear that something isn't quite right... And Queue the Epic Music and Montage Effects... Pictures of the Map: Most of the shots are cinematic and the map kind of explains it self, there is however a few things that I couldn't take a photo of and even somethings that you might of missed in the images, these include... 1. There are 3 Zip-lines, these can be seen in a few images as cables. ​2. Each cabin contains unique weapons and is surrounded with at least 1 Assault Rifle. ​3. There are waypoints that spawn above the Survivors heads every 20 seconds that show their current location. 4. Most people don't realise but the Tree House ladder is broken, so you'll need to use the rock placed nearby. And that's the whole kit and caboodle, I hope that you enjoy playing the gamemode as much as I did making it. <3 FatAussieFatBoy
  7. Update: Hey everyone just another quick update... I didn't feel that this update is necessary for the posts update section but I thought I would let you all know that I have been having issues with the maps Gamemode. I was taking Zandril's advice and renaming my gamemode and map so it didn't have the apostrophe in the name, once this was complete I left the gamemode and map untouched but for some reason the gamemode reset it self back to FFA Slayer settings... That's right you could kill people and use Clamber, Ground Pound, Stabilizer, etc. This made the gamemode generally un-enjoyable and I apologise. But I have fixed this issue and now the gamemode has been returned to its original settings before the glitch. Once again I am sorry f​​or those that played the map and found that the gamemode wasn't working. PS: I would also like to thank Wolf113 for pointing this issue out as I probably wouldn't of noticed the problem for a while :/ - FatAussieFatBoy​
  8. Yeah I had some guy bugging me about it earlier today... I'll fix it up sometime later today as its currently 1:44 am in Australia at the time of this comment. Anyways, once again thanks a heap Zandril for your help in making the map what it is today​ and of course that new snazzy video of the map had me so excited (Somehow you explain it so simply yet when I tried to explain it I was there for 30+ minutes)​ - FatAussieFatBoy​
  9. Update: Okay, so just a quick update. I've been trying to get​ this Double Simon glitch fixed and I think that I have come across an in-genius idea... The Idea: I have implemented a script that will move a block over the initial spawn point after the spawning of the Simon by using a pressure plate. This will prevent any players that join from spawning in as the Simon. - FatAussieFatBoy
  10. @Zandril, yeh I noticed a few people were having semi-panic attacks today in the Minigame lobby when the black blocks spawned. Pretty much the black blocks are to conseal the original colour of the block, this forces players to learn the block colours. Look at it as a Obsticle for the players trying to survive ;P​ Nothing else really happens other than the colour change, the blocks functions stay the same even once this occurs. EG: ​Red blocks will be the only blocks remaining once the Red Button is pressed, even if the block is black. Also I have an idea on how to fix the double Simon glitch, so I will be working on that ASAP and will be updating the post once complete. - FatAussieFatBoy​
  11. Images have now been updated to the current version of the Map Design - FatAussieFat​​Boy
  12. Update: I would first like to start by saying thank you to Zandril for all the feedback he has provided, without it this map would never of come to be what it is today. What has been updated? Map Geometry is complete giving a base shape of the map aesthetics that will be in the final version. Gravity Hammer has been removed from the gamemodes as a Starting Weapon, however I have added a Single Gravity Hammer that will spawn in the arena after 60 Seconds. Simon Platform has been moved into a Higher location making it more difficult for the Players to see what Terminal Simon is going to use. Merging TV has been fixed. Better Invisible Barrier Locations. Beginning of Map Logic. (Exits, Lights, etc.) That's about it... If you are after a more descriptive update then please feel free to check the Posts update section. See you on the WarZone - FatAussieFatBoy
  13. @Zandril, thank you once again for the feedback. As I have stated on Xbox I apologise that I haven't responded as I have been having issues with my ISP. But now that issue is all resolved I will be focusing most of my time on getting this map completed (Gameplay and Aesthetics). So ​this is what I have planned. 1. I like your idea of having a Hammer spawn in after a set amount of time. (I was kind of worried that the hammers were going to be focused more on trolling players then helping the player with mobility)​ 2. During my time of ISP troubles I replayed Good Ol' Reach and found that on the Skyscraper Mission there was a Disco were you would have to fight 4 Hunters. ​ This gave me some inspiration and now I am fully aware of what process I should take towards the aesthetics of the gamemode. 3. After looking at the Disco Skyscraper for a little while I noticed that there was a ledge with controls that had access to all the lights/mechanics in and on the disco floor.​​ The controls are completely out of view for the players on the floor but gives the Simon complete view over the dancers. Well that's all I have at the moment but I will be adding more to the gamemode as time and feedback progresses. PS: I will have the images fixed when I complete the aesthetics for the map as the map has changed quite a bit recently. - FatAussieFatBoy​​
  14. Thanks for the feedback Zandril,I have taken into account what you have said and will be working on getting it all fixes ASAP. I would also like to let you know that I will be adding some asthetical changes to the map as well ready for the next test. - FatAussieFatBoy
  15. Update: I have edited my post to show the images instead of a link making the post more user friendly for those with slower internet speeds. Ironically I have also created an update section on the post keeping true fans and even new comers to the gamemode updated on the progress and changes I will be making to the map. See you on the WarZone. <3 FatAussieFatBoy
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