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CaptainDireWolf

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Posts posted by CaptainDireWolf

  1. Welcome to Treasure Island, you brutish scallywags!
    Gametype: "Swashbuckler"

     

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    Arrrr! You've been left marooned on this god-forsaken archipelago, but HEY there's treasure hidden everywhere! It's up to you and your crew to secure as much of the treasure in your boat as you can before other pirates steal it for themselves.

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    Game Mechanics:
    Find hidden treasure, grab the ball, (or pearl), throw it into your boat to score 20 points. Killing an enemy pirate grants you 1 point. The team with the most points at the end of the game wins.

    There are a total of 20 dug up treasure chest hidden around the island. A random 10 will spawn with treasure in them so the game is different every time. After 4 minutes and also 8 minutes a new batch of treasure will spawn in random chests to keep people actively searching for booty.

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    In the small shanty town located in the center of the map you will find two markets, one red and one blue. Here, your respective team can purchase better weapons, the most you acquire treasure. Good luck finding all of the secrets of the island and I hope you enjoy the map. See you all in Davy Jones' Locker.

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    Acknowledgements
    With that, I want to give major THANKS to:
    A Squid Loaf for all of the amazing scripting that made this map function properly. He also made the horse stable!

     

    More pics:

     

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    • Like 5
  2. Welcome to Paradise Lost
     
    Gametypes supported: Slayer, Strongholds, Infection​

     

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    You are cordially invited to immerse yourself in a tropical paradise in the South Pacific. Inspired by one of the most famous of French Polynesia’s Islands: Bora Bora, "Paradise Lost" was designed to provide a fresh retreat from typical core gameplay. Mosey along the wooden bridges connecting over-the-water, stilted bungalows and make your way to the central island for an umbrella drink at the bar. A few bungalows are more secluded, requiring you to jump to them, but I assure you the extra work is worth the sunset view. Relax on a hammock or take a dip in a hot tub. Just avoid splashing in the turquoise lagoon as the locals frown upon disturbing the aquatic life. Thanks for checking it out and I hope you enjoy yourself in it! - CDW

     

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    • Like 2
  3. Map: https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/map-variants?lastModifiedFilter=Everything&sortOrder=BookmarkCount&page=1&gamertag=CaptainDireWolf#ugc_halo-5-guardians_xbox-one_mapvariant_CaptainDireWolf_bd2e9f43-27fa-4634-aeb5-24462aafe54c

    Gametype:The Elite Four” (Breakout inspired)
    https://www.halowaypoint.com/en-us/...DireWolf_b4279fce-ae9a-452f-a50b-333fffd4ab35
    Map allows for 1v1, 2v2, 3v3, 4v4 (optimal), and up to 8v8 (but the extra 8 are simply observers)

    It is my great pleasure to finally introduce you all to my newest map, the Poke’ Playoffs; a grand sequel to the original poke’ battle map made last year. In this mini-game, you are pitted against other trainers in the Poke’ League Championship in your quest for becoming one of the legendary “Elite Four”.

     

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    The Design
    Compete in one of four poke’ gyms during your matchups (based on gyms from the old school Gameboy games), including: the Fighting Dojo, Celadon Gym (grassy glade), Cerulean Gym (pool), and Cinnabar Gym (inside a volcano). The winners of each gym battle are thrown into the great poke’ stadium to fight for the glory of their team. After 5 rounds, the winners are declared and the new Elite Four are chosen.

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    How to Play
    The way this works involves a short time frame (10 seconds) where each player has to choose 1 of 3 pokemon to battle with against the other player. Time is marked by a glowing red circle that moves across the large poke’ ball blocker in front of you. If it reaches the other side of the blocker before you choose something, the tournament referees will kill you for stalling the match.

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    As a side bit of fun, you are given one plasma grenade to throw at a small white platform to your left indicated by a red arrow. This simply gives you the chance to feel like you are actually throwing down a poke ball.

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    Once 10 seconds passes, the screen in front of you disappears and your poke’ ball will glow as it is opened, revealing you and your competitor’s battle companion. Your pokemon will duke it out with their chosen attack and the winner (based on type) will survive, while the loser gets killed. As this is designed for 4v4, the winners of the respective gyms will be thrown into the arena for a final show down with sniper rifles.

     

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    Poke’ strengths and weaknesses:
    As this is again based on a simple rock-paper-scissors concept, each “type” of pokemon wins and loses against different types. For the n00bs out there, simply remember the console color on the right kills the console color to its left (and the end console of course loops around). This map employs 4 different gyms, all with different pokemon and types. These include:

    The Fighting Dojo
    GrassFireWater
    Bulbasaur vs. Charmander vs. Squirtle

    Celadon Gym
    RockGrassIce
    Golem vs. Ivysaur vs. Articuno

    Cerulean Gym
    ElectricGroundWater
    Pikachu or Zapdos vs. Dugtrio or Sandshrew vs. Starmie or Staryu

    Cinnabar Gym
    GrassFire - Water
    Vileplume vs. Moltres vs. Kingler

    Other random pokemon located around the map include:
    Snorlax, Ghastly, Ditto, Magnemite, a fat Magikarp, rattata, oddish, electrode, and krabby.

     

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    One disclaimer I will add as this map is scripted using all 26 labels, all 26 power channels and some of the messages to move groups of objects, you will occasionally see a pokemon appear and look totally janky as f*%^. I honestly can’t fix that unfortunately, but it does bring about extra hilarity as you try to recognize what it is. As always, add my GT: CaptainDireWolf or hit the download link above (if it’s still working) to play something ridiculous. Cheers!

     

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    Extra Challenge:
    There has been interest from some to forge certain pokemon of their own and I certainly invite you to do so. With that said, I actually have about 100 objects left before I enter into the yellow zone of my limit, which I found causes the weird bug that makes random objects around the map disappear. Soooo that means, if you have a crazy interest, send me a message after you prefab your creation and tag it: “Poke CDW”. If it looks convincing, is made with minimal amount of objects, and I have your permission, I’ll add your masterpiece to the stadium for players to fight among. There it will rest for time eternal and your will receive both the pride of creation and I’ll add your name to the EPIC list of acknowledgements below.

    Magnemite – Comedy Aerosol
    Starmie – Unsorted gaming
    Pokestop emblems – Unsorted Gaming

     

    • Like 4
  4. Thing is, it's really tough to give you a sched. It's not like before when I could get online everyday. Uni happened :(

     

    I'll let you know if ever I'm sure of a date though

     

    What do I need to add to this sucker to make it feature worthy? I envision the Myst lovers of reddit would enjoy this :P

     

  5. Avada Kedavra! Will you let death take you, or greet him like an old friend?

     

    “I solemnly swear I’m up to no good.” – CaptainDireWolf

     

    Map Link: https://www.halowaypoint.com/en-gb/games/halo-5-guardians/xbox-one/map-variants?lastModifiedFilter=Everything&sortOrder=BookmarkCount&page=1&gamertag=CaptainDireWolf#ugc_halo-5-guardians_xbox-one_mapvariant_CaptainDireWolf_6b0898ff-14b0-4259-bf8a-a52069c6b49d

    Gametypes supported: Team Slayer, Strongholds, CTF, and Multi-team.

     

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    Background

    Welcome to the Hogwarts School of Witchcraft and Wizardry! Which wizarding house will you get sorted into? Funny enough, multi-team works pretty well for this map as the colors are red: Gryffindor, blue: Ravenclaw, Yellow: Hufflepuff, and Green: Slytherin. Otherwise, prepare your wands... for players can now battle across familiar locations throughout the legendary castle from Harry Potter. Eternal glory awaits those that win.

     

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    The Design

     

    I built the castle based on a variety of blueprints I saw online, along with dozens of images from the movies. I had to make slight alterations to the map in order for it to be playable within Halo’s gameplay, so that you can reach various ledges, hopefully adding to a more fluid flow of gameplay. However, it was impossible to make this a hardcore competitive map, as it was built with more of a focus on aesthetics. So simply enjoy it for what it is; casual fun.

     

    You can duel within Hogwarts classrooms, courtyards, and castle ramparts. There’s also the clock tower with functioning pendulum, and of course the tower with moving staircases. Finally, you’ll also be able to fight within the Great Hall, where you can either hang out by the fire drinking some Butterbeer, or check out the sorting hat itself on the head table.

     

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    Gameplay

     

    Keeping true to the books and movies, I worked to pair halo’s weapon sets with wizard-type attacks. Work to gain access to the elder wand (aka. the railgun), the resurrection stone (overshield power up), and the invisibility cloak (obviously the invisibility power up). Other power weapons include the sniper rifle, shotgun, and the hammer (which emits force charges like spells). Again, the map allows for all sorts of gametypes of your desire, so pick what you feel is best.

     

    As always, I welcome any and all suggestions to improve my maps. I hope you enjoy your time with something that certainly invoked nostalgia for me. Cheers!

     

    More pics:

     

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    • Like 6
  6. I suck at puzzle maps so you'll have to run through this with me sometime haha

    Hey Zanny, any news on when you want to give this one a run through if you haven't already? Just let me know when you might be free and I'll try to be online.

  7.  

    Oh my God.

     

    I absolutely loved Myst back when I started playing it, it's something I've always wished I could see for the first time again. And this looks exactly how I remember it, too! Really amazing job, DireWolf, I can't wait to give this a try!

     

    Rock on! I was thinking of having people join me tonight around 7 if they want to run through it with me watching on available for hints if you need them. Let me know if you'd like to join! Send me a msg on xbox so i can inv you.

    • Like 2
  8. Sure thing. When do you want me available? Tonight i should be free if you want to run through it, just let me know. Usually its good to have a couple people team up with you to figure it out together so bring friends. Or if you just wanted me to hold your hand through it thats fine too haha

  9. GT: CaptainDireWolf

    Map: Isle of Myst: https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/map-variants?lastModifiedFilter=Everything&sortOrder=BookmarkCount&page=1&gamertag=CaptainDireWolf#ugc_halo-5-guardians_xbox-one_mapvariant_CaptainDireWolf_b92341e6-68cb-43ea-a47f-343d256a09dd

    Gametype: https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/game-variants?lastModifiedFilter=Everything&sortOrder=BookmarkCount&page=1&gamertag=CaptainDireWolf#ugc_halo-5-guardians_xbox-one_gamevariant_CaptainDireWolf_08475087-80f5-4dba-95fc-d8c32656d013

    Forgehub link: http://www.forgehub.com/maps/isle-of-myst.3930/

     

    It is my great pleasure to introduce you to my newest puzzle map: ISLE OF MYST.

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    It is of course a re-imagining of the classic game: Myst. In the past, I’ve recreated great landmarks and cities from other video game genre’s but this is the first time that I’ve been able to fully recreate (albeit having some limitations of budget and scripting) an entire game. I did my best to keep all the aesthetics as close as possible to the original, with a few alterations here and there in order to seamlessly weave halo’s mechanics with my puzzles. For those of you who have never played Myst before, this puzzle map usually takes people around 45-60 minutes to complete. I hope you enjoy your time on my island. Make sure to check out the “Important Tips” section below before you proceed.

     

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    Isle of Myst: The Story

    You’ve discovered a magical book that instantly transports you to the deserted Isle of Myst, where you must solve the island’s puzzles in order to discover the underlying dark secrets. In their travels, players will visit four different worlds known as “Ages”. Located through portals, you’ll visit the Mechanical Age, Channelwood Age, Stoneship Age, and Selenitic Age. Your goal is to collect 1 red and 1 blue page from each age to complete the respective books located in the island’s library. These “linking” books are traps that hold two dangerous sons of Atrus, Sirrus and Achenar. It is up to you if you decide to free them or not. You will know it’s the end when you see the “win” symbol. Good luck escaping the island! Cheers!

    *Important Tips*

    - Again the goal is to find the missing red and blue pages located in each Age in order to escape.
    - Make sure to turn your VOLUME UP! There is a puzzle that relies on sound in order to solve them.

    - Be patient, once you figure out how the island works puzzles will start to make more sense

     

    More pics!

    LIBRARY:

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    SUNKEN SHIP

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    SPACESHIP

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    CHANNELWOOD AGE

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    STONESHIP AGE

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    MECHANICAL AGE

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    SELENITIC AGE

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    • Like 3
  10. Aesthetically, this looks awesome. But if you're meaning for it be a serious core map, I'm seeing quite a lot of issues. I'd be down to showing you some if you want. Just invite me when we're both online.

     

    Sounds good man. I'd love tips on improving gameplay so it's more fun.

    • Like 1
  11. "Need a blade or armor? You should talk to CaptainDireWolf, at the forge." (Haha couldn't resist)

     

    Map download link: https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/map-variants?lastModifiedFilter=Everything&sortOrder=BookmarkCount&page=1&gamertag=CaptainDireWolf#ugc_halo-5-guardians_xbox-one_mapvariant_CaptainDireWolf_8f35999b-6c2e-47ff-aacf-923c7ea597d5
    Gametypes supported: Slayer (FFA, Team, Multi), and Strongholds

     

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    Whiterun – The Design

    Whiterun’s beauty lies in the flowing waters and a variety of familiar landmarks seen throughout the city, so I first and foremost made sure to recreate these as close to the originals as possible in forge and stuck to the same layout. From Warmaiden’s armor shop, to the Gildergreen Tree, to Dragonsreach, and even the Skyforge under the great rock bird, you’ll hopefully get some nostalgia. Match all of these structures with the simple, yet effective housing and market designs and I found that I had a decent layout to play with. Mix in a little terrain, a dash of strategically placed rocks, and a sprinkle of trees to give a little life to Whiterun’s typical bleak environment and voila! Whiterun was born into the Halo 5 universe.

     

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    Whiterun – Gameplay and Guns

    I originally just saw Whiterun playing well in FFA, Multi, and Team Slayer, however, I also designed it for strongholds. I certainly encourage suggestions for improvement as I'm new to designing core gameplay, but I’m under the belief that stronghold locations fit best in the Marketplace, near the Shrine of Talos (or who I call the Daedric Grunt), and by the Hall of the Dead, as it gives reasonably balanced distance for starting teams to reach.

    As for weapon choices, I tried to keep things simple and non-overpowering. There are four power weapons: sniper rifle, shotgun, hammer, and railgun. I personally hate hydra with a passion and rocket launcher always feels slightly OP so I kept them out. Other basic guns include DMR, battle rifle, smg, plasma pistol, needler, pistol, plasma rifles, and an overshield for balance. As I have more experience with designing minigames, feel free to let me know if you think I should change or move any of the weapons located on the map.

     

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    Final Remarks:
    - It is possible to climb onto building roofs and a few of the inner walls to get an edge on people while battling, which I didn't realize until testing with others that it turned out to be rather fun. (The design of the city didn't allow for much verticality to begin with so I'll take what I can get HA!

    - Hope you enjoy playing Whiterun as much as I did forging it. It took me the longest time to forge out of all of my maps, but I think it was worth it. Again, I’m CaptainDireWolf and hit the download link above to check it out in all of its glory for yourself. Cheers!

     

    More pics!

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    • Like 5
  12. Some issues popped up today.

    - Realized that the survivors' main focus becomes fighting off the Infected instead of minding the big hands. This made the game very frustrating for the Infected. One cause for this I think is that the humans can kill the hands pretty easily once they figure out that shooting the explosives will despawn it. And I'm not sure about this, but it could help if the terminals at the alpha's platform spawned faster.

    - Sometimes, no hands come out when the alpha selects a terminal. The terminals just go back down but no hands push out. I forgot specifically which terminals this happened with though.

     

    The map should work better now. There were a few weird scripting issues, but i think they work now for infection. Let me know if the updated gametype is more fun ;)

  13. I'm hosting again tomorrow. I'll hold off on playing the map until then

     

    I'm planning on submitting to forgehub soon just to get this sucker out there, so maybe someone will be able to test it out and let me know how I can improve the gameplay. Feel free to check it out if you have time ;)

     

  14. I'm hosting again tomorrow. I'll hold off on playing the map until then

     

    Ha I guess your hosting thing didn't work out last night when you got kicked out by the servers. Let me know next time you host and I'll try to be on ;)

  15.  

    7pm EST

     

    Hey Zanny I won't be able to make it tonight to see the action, but I will be free anytime this weekend if you have a lobby going... Or if you just want to make a clip and share it with me so I can see what it was like, that works too.

     

    Thanks,

    -CDW

  16. GT: CaptainDireWolf

    Map: Bongo Bongo: https://www.halowaypoint.com/en-gb/games/halo-5-guardians/xbox-one/map-variants?lastModifiedFilter=Everything&sortOrder=BookmarkCount&page=2&gamertag=CaptainDireWolf#ugc_halo-5-guardians_xbox-one_mapvariant_CaptainDireWolf_7c5dd5d6-b713-4389-907a-30ab048e9d88

    Gametype: ShadowTemple (Infection-type): https://www.halowaypoint.com/en-gb/games/halo-5-guardians/xbox-one/game-variants?lastModifiedFilter=Everything&sortOrder=BookmarkCount&page=1&gamertag=CaptainDireWolf#ugc_halo-5-guardians_xbox-one_gamevariant_CaptainDireWolf_722b95ec-85be-446e-aef8-993202028684

    Players: 2-16

     

    Welcome to my latest ridiculousness: Bongo Bongo. This is designed to be a boss battle type of game, where one player controls the phantom demon from the old school N64 classic: Legend of Zelda: Ocarina of Time, which resides in the infamous Shadow Temple; the seventh dungeon in the game.

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    For those of you poor souls who are too young to remember or simply hid under a rock when this game came out, Bongo Bongo is the name of a gargantuan, evil spirit, which has one eye and great big hands playing a drum. Keeping close tabs to the original game, this map takes place on the big drum itself. One infected spawns in a chamber where it can control 4 sets of hands that fly across the drum in different patterns, attempting to push/smack people off of it into the poisonous green liquid below. If a human dies, it joins with the horde of the undead that guard the Shadow Temple. To add to the chaos, infected pop out of the darkness from corners of the map, also trying to kill the humans and pleasing their demon master.

     

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    The humans' goal on the other hand is to kill the beast by first shooting all of the explosive barrels on the swiping hands that the infected alpha controls, thereby exposing barrels on the stumps of Bongo Bongo's arms and great eye. Once all of those barrels are destroyed, the evil demon will melt into the liquid below and the humans simply have to survive for the rest of the round. To add to the challenge, the drum causes players to BOUNCE up and down, (which I've found pretty entertaining when someone dies). TIP: Don't try to approach or jump on the demon as it will kill you...

     

    The map itself has some free space and hasn't officially been tested yet except for a couple 2 player shenanigans, so I definitely look forward to any constructive comments on improving gameplay, tweaking infected/human traits to make it more challenging/fun, and adding aesthetics or any other elements that you think should be added to increase replayability. Cheers!

     

    With that, here's some more pics!

     

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    • Like 3
  17. By the way I got to play this finally. Really creative game. Unfortunately welding is still wonky in Forge but it doesn't make take away from the idea. This is probably the best it can be until/if welding gets full support in Forge. 

     

    Thanks man. Yeah, I worked for weeks just to get the welding "just" right on the ships and it's still buggy. It was damn frustrating and I think I'm going to stay away from welding things in the future for that same reason until 343 makes welding vehicles a thing. The game doesn't like it when you weld hundreds of objects together and make it move it seems :P Hopefully I can fix the kinks if an update comes ;) Anyways, thanks for checking it out!

    • Like 1
  18.  

    Played it today and you'll be glad to hear it doesn't have as many problems as MobyDick did for a first test. Anyway, it's awesome for the most part except for a few issues.

     

    - The ship rocking. I know you said this could happen but I think the map itself should be preventing this. The way things are now, only people who read the map thread will know how to deal with the rocking. And even when I backed up a little, the ship started rocking again as soon as I moved forward. Someone(I think it was Littlemonk5) suggested that you put a vehicle blocker on top of the scorpion to prevent the rocking. Sandwich the vehicle, they said.

    - The ships sometimes get stuck in the water. I got MobyDick PTSD flashbacks when this happened.

    - What was the deal with the mongeese welded to the ship? I thought they were cannons someone could get into but no one could board them.

    - I think people should be able to easily jump back to the ship if they decide to drop down to an island to get weapons. Would make for cool, coordinated moments like people telling the driver to dock somewhere so they could grab power weapons and then come back. And I don't think it would be fun for people to leave the ship only to realize it's a pain coming back to it.

     

    Thanks for testing it out Zandril. The comments were especially helpful. Here are the most recent changes:

     

    - went through and rechecked the vehicle invisible barriers and found some not be the same height as all the rest possibly contributing to the ship getting stuck issue. Drove/sailed around the entire map in custom and i dont see any more issues

     

    -the blocker sandwich you and littlemonk suggested was awesome! It solves the whole rocking and flipping issue. The ship still occasionally rocks but now it feels like its a ship on a soft, rolling ocean rather than a hurricane of a storm.

     

    -lowered the blocker height so the ship is more submerged so people can more easily clamber up the sides of the boat if they jump off and onto the surrounding islands. people will need to coordinate with their captain a bit to have them get close enough, but its certainly more accessible now. It also solved the issue of getting people onto the boat in the first place. Got rid of the teleporter system and now people can jump from the dock to the ship.

    - The only issue that arose with me lowering the ship is that now the inner hold is innaccessible as the water kills anyone who goes in it. Honestly i dont want to go back anytime soon to redesign the ship to block that area off as rewelding everything will take way too much time and it will be more of a pain. Maybe later ill get enough guts to rework it, but in the meantime lets just say your ship spring a leak :P

    -Finally, the mongeese are welded there to balance the ship out. I tried hundreds of iterations and designs to get the ship to balance without sinking and thats what worked. As a side note, people could always shoot and blow them up, providing another way to sink the ship ;)

     

    Long explanation i know, but hey, now you know the maps inner workings. At this point im going to be leaving on a trip tonight and dont get back for a week, soooo in an effort to make sure no one beats me to the punch and submits a sailable ship idea before me, I'd like to officially submit the map either sometime this weekend or monday morning.

     

    What are your thoughts brodsky?

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