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FatAussieFatBoy

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Everything posted by 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. Half Pipe, my latest and nearly greatest minigame. Check it out if you get the chance ;)

  6. 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...
  7. Just released my newest infection gamemode called 'Town Holdout'. It is a reimagined and redefined version of Left 4 Dead from Halo: Reach.

  8. 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
  9. 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​
  10. 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​
  11. 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
  12. @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​
  13. Simon Say's has been updated once again, take a look...

  14. Images have now been updated to the current version of the Map Design - FatAussieFat​​Boy
  15. 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
  16. @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​​
  17. 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
  18. Hey everyone, to those who play my Simon Say's gametype please note that I have made some major changes to the map such as a new gamemode. So please feel free to check out the new post and update your gamemodes but do not panic as the old gamemode will still work on the map aswell.

    1. Yoshi1176

      Yoshi1176

      Alright I'll check it out

  19. 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
  20. Sounds interesting, would you mind editing your post and uploading a few images of the map and key points so people can tell if the map is suitable for a Custom Game Lobby?​​ PS: I would also consider making your post more enjoyable to read but breaking the text into sections... Example, A map description, where is the map located? Was there a certain thing that inspired you to make this map? What makes your map special? What you currently have is a gamemode description which explains how the gamemode plays with the map. Keep this gamemode description but work on making the post more personal and enjoyable to read and look at by adding headers and colours.
  21. Do you need a few Custom Game maps to improve your Halo 5 experience? If you answered YES than you have come to the right place. I have compiled a few maps that are worthy of any great Custom Game playlist. MINI-GAMES (Please Note that certain gametypes will need to have Honour Rules in play for effective and fun gameplay) Map Name: Tankworld Gametype Name: Tankworld Elimination Map Author: Home World Hero Map Name: Reaper Gametype Name: Reaper Map Author: ChewyNutCluster Spoiler: Please Note that one player must be on the Red Team and all other players must be on the Blue Team for this gametype to work properly. Map Name: Battlegoose Stadium Gametype Name: Battlegoose Map Author: Debo37 & CaptainPunch Map Name: The Great Griddle Gametype Name: Flapjack Frenzy Map Author: SplinterBL Spoiler: Please Note that one player must be on the Blue Team and all other players must be on the Red Team for this gametype to work properly. Map Name: Simon Says Gametype Name: Jump On the Colours! Map Author: FatAussieFatB0y (Forum Owner) Map Name: Warthog Sumo Gametype Name: Team Sumo, FFA Sumo Map Author: TurbTastic Map Name: Crash Up Derby Gametype Name: Demolition Arena Map Author: NGX Alpha Map Name: Rocket League (Big, Small) Gametype Name: Rocket League by Turb Map Author: TurbTastic Map Name: They Spin Me Right Round Gametype Name: They Spin Me Right Round Map Author: UnknownEmerald Map Name: Turf War Gametype Name: Turf War Map Author: ChewyNutCluster Map Name: Mantis Arena (1.0) Gametype Name: Mantis Breakout Map Author: MorsLupus Map Name: Deadly's Dodgeball Gametype Name: Deadly's Dodgeball Map Author: Deadly Daybreak Map Name: Avalanche Gametype Name: Avalanche Map Author: Julianoz1224 Map Name: Interstate Gametype Name: Splat Splat Map Author: Mr Q Prime Map Name: Trenchwars (V2.0) Gametype Name: Strongholds Map Author: RBG RAMPANT Map Name: Mongoose Sumo Gametype Name: Team Sumo, FFA Sumo Map Author: TurbTastic Map Name: Jenga Tower Gametype Name: Jenga Tower Map Author: UnknownEmerald Spoiler: Please Note that one player must be on the Blue Team and all other players on the Red Team for this gametype to work properly. COMPETITIVE AND REMAKES (As suggested by Infurnomancer) Map Name: Delta Ruins Map Author: Eshkii Map Name: Havalla (V1.1) Map Author: No God Anywhere Map Name: Sandtrap (26) Map Author: WyvernZu Map Name: Rust Map Author: Kr1pL3r Map Name: The Pit Map Author: IISilentII Map Name: HCE Battle Creek Map Author: AUREL1EN Map Name: HCE Boarding Action Map Author: Blackmist523 Map Name: Chill Out Map Author: JoeDannyMan Map Name: Chiron TL-34 Map Author: Evilbrothers4 Spoiler: Please note that a few of these maps will not be playable on current Halo 5 Gametypes such as Strongholds and CTF. Those were a few maps that you don't want to be caught without inside your Halo 5 Custom Game Playlist. Now get out there and grab your friends and enjoy all that Halo 5 has to offer. (Remember to check up on this list from time to time as I will be adding new maps every week) Well that's all guys/girls, hope that this list has come in handy for you all. See you on the WarZone. <3 FatAussieFatBoy
  22. Looks interesting, might need to give this a download next time I'm on XBL. PS: What gamemodes would ​you recommend? Strongholds? Assault? CTF?
  23. Gamertag: FatAussieFatB0y (The 0 is a number and not a letter) Map Name: Simon Say's Gamemode: Simon Say's (Slayer FFA) Description of the Map: Simon Say’s is a fairly straight forward Minigame that uses a simple but effective game style. All players spawn on a coloured Dance Floor, a TV positioned to the front of the Dance Floor shows what colour the Simon (random generator) has chosen, Players must try to survive for 2 minutes or be the last person standing. (A more complete description of every part of the map will be explained below along with pictures of the map). Pictures of the Map: An image of the screen once Simon has activated a colour. (This is the only indicator of what colour Simon has chosen) What the default screen looks like when Simon is yet to choose a colour. What happens when a colour is chosen and 1 second passes. (This is subject to change depending on the colour Simon chooses) This overview shows off an obstacle that the players will be faced with when the game reaches 1:00. (Just in-case you missed it, the obstacle is the black coloured blocks. That will encourage players to remember the locations of certain block colours) ​The Gravity Hammer spawn location, useful for keeping the peace or causing Havoc.​ When a Player Dies they are sent backstage to hang with the Sangheili DJ's. Pocket in the Wall where players can stand if they can't reach the chosen colour. Updates: And that’s about it. The Minigame is fairly simple but is a lot of fun with a group of friends. Hope you all Enjoy! <3 FatAussieFatBoy
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