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CaptainDireWolf

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Everything posted by CaptainDireWolf

  1. Haha well it was a fun map to make! Maybe you should play it before the weekend haha
  2. Map Name: Poke' Battle GT: CaptainDireWolf Gametype: Gotta catch em all The story: You're running through the wilderness trying to avoid that darn tall grass when you suddenly encounter another trainer! Gotta fight 'em obviously. So you whip out one of your best starter pokemon (totally evolved mind you), throw the pokeball and bam, battle the opponent's pokemon. The catch is, they have similar pokemon! There's no "fainting" here ladies and gentleman... If you win the round you get to kill your opponent right then and there and take their pokemon haha! Ok in all seriousness folks, this is just a big fancy game of rock, paper, scissors, except using pokemon. It's setup for 1v1 (red vs. blue), but if others join they can watch you get crushed from the sidelines. There are 5 rounds and at the beginning of the round you choose either Venusaur, Charizard, or Blastoise and if you win you get weapons to kill your rival. For those of you who've played pokemon before you know who beats who, but for the rest of you poke' n00bs: Charizard (fire) > Venusaur (grass) Venusaur (grass) > Blastoise (water) Blastoise (water) > Charizard (fire) If by chance you both pick the same one's, then you both receive weapons and it's up to who has the most skill to take down their opponent. I've added some of my favorite pokemon just hanging out around the map (the pokemon I didn't butcher too badly trying to recreate with forge items) so see if you can spot them all! Cheers! Check out forgehub for more pics: http://www.forgehub.com/maps/poke-battle.2406/
  3. Updated the aesthetics of the map along with smoothing out the track for better drivability, and I tried to rework Sebulba's pod since it was so big before. More reworks to come in the future.
  4. Welcome to the legendary Water Temple, inspired by Zelda Ocarina of Time N64. Hated by some, but no one could argue the beauty of it's architecture, as I feel that it's one of the most memorable temples from the game. Again, it's not a remake, meaning I worked to weave familiar aspects from Zelda into Halo gameplay, turning it into a fun, gun-crazy map. So feel free to have fun exploring as you send your fellow spartan to a watery grave within the temple's chambers. The map is fairly symmetrical in nature, with a red and blue base on either side of the central 3 floor chamber, a lower region where some of you may recognize dark link standing against the tree, and an upper region where the giant aquatic amoeba "Morpha" lies in wait to ****** up its prey... (not really, its just an aesthetic.) Smaller features around the map include hook shot locations, spike traps, moving spiky obstacles, and blocks that can be pushed aside to clear passages. Originally I tried using blue chromas for the water that could manually be raised and lowered like in the actual zelda game, but I figured people wouldn't be too keen on dropping through something they couldn't see through. Still, you can make some of the blocks "float" up and down by activating the Tri-force symbols on either side of the chamber, possibly providing easier paths for players to maneuver. I'm sure there's more I could improve on to make this map flow better and I look forward to any suggestions as you test out my map. Hope you enjoy something from one of my favorite games of all time. Cheers! Check out the forgehub link for more pics: http://www.forgehub.com/maps/water-temple.2345/ P.S. Be patient with the initial load time of the map as I think somehow the lighting causes it to take a while.
  5. Is it still possible to move this to the aesthetic section then? I think you're right in that its more for the aesthetic. It's too big and the layout isn't ideal for typical competitive gameplay.
  6. Of course its primarily aesthetic, but I worked hard to make it playable in almost all gametypes. Not good enough for a ZannyVideo eh? Tough crowd... tough crowd. Also, what kind of maps are you looking for to feature these days Zanny? More podracer maps? lol. I know some of my maps like the light cycle arena had some bugs that caused some aesthetic downgrade issues, but I thought some of the other ones like "The Crusade" were pretty adventurous and cool. Still, I don't mean to complain. Just looking for the right audience I suppose
  7. Map name: Imperial City Gametype: Mainly aesthetic, but it has been great fun in big team lobbies: Free for all, red-blue team slayer, strongholds, capture the flag, assault. Welcome to the IMPERIAL CITY. This map is inspired by one of my favorite games of all time, the Elder Scrolls "Oblivion"; (which just marked it's 10 year anniversary recently). The circular city features 6 major districts around the city: Market, Elven Gardens, Talos Plaza, Arena, Temple, and Aboretum; along with the Imperial Palace located in the center. Side note: watch out for the Oblivion Gates, because after a period of time two portals will open up in different locations within the map, allowing players to quickly traverse between the gates. Check out more pictures of the map: See forgehub link: http://www.forgehub.com/maps/imperium.2056/ Thanks and hope you like it! - CaptainDireWolf
  8. Thanks for the feedback, I greatly appreciate it. I'm sorry you and your friends didn't enjoy the map. It played pretty well and had good aesthetics before 343's last update, which somehow caused every single bike to spin around in circles on its own and stick to one another as if magnetic. It was pretty weird lol. Since then I tried making the map simpler as people complained of it being too crowded. Welding too much to mongooses causes it to be too top heavy and fall over easily sadly. I was planning on going back and trying to reestablish my old designs with scout warthogs as you can see in the images. Hopefully the next time around won't cause the glitch with the bikes As for the gametype, I set it to simple breakout so everyone had one life so the game went more quickly. If that didn't work I'll have to rethink the gametype. The teleport of vehicles to the map sounds good. Reminds of Slapjack frenzy with all the pancakes. I'll look into that. Initially I thought people would stick to honor rules and not run around the map. I'll try to make more interesting ramps. I tried making a circular one like in the Tron movie, but it was easy to fall off of it with the vehicle. If you have any additional ideas for future additions I greatly appreciate it. Thanks for testing it out! Cheers.
  9. Map: The Crusade Creator: CaptainDireWolf Gametype: "Grail" (basically strongholds with instant score and unlimited time) The Crusade is a mashup of ALL major Indiana Jones Movie Traps and Relics. There are a total of 12 “official” traps (lots of other ways to die) in your quest to obtain (in order): - The Golden Idol from a booby-trapped ruin in Peru - The Sankara Stones from the Temple of Doom - The Holy Grail within Petra after passing the three trials - The Ark of the Covenant - The Crystal Skull Traverse through memorable scenes from the movies on your quest for immortality. Hope you enjoy it!
  10. CaptainDireWolf (2-16 players, red. vs blue teams) Gametype: Use breakout as I'm currently having trouble getting my custom gametype "The Grid" to work after the last 343 update. “Might I suggest, perhaps, the challenge of the grid?” That’s right everyone. At long last you can now battle it up in the Light Cycle Arena based on the awesome movie: Tron. Chose to fight for the users (Blue team) or fight for the programs (Red team). As you leap into the arena, quickly choose your light cycle and prepare to fight for your life as light cycles clash against one another around the arena. Use your light trails behind you to kill off the other combatants and be the last one standing. Beware, light trails don't distinguish friend from foes... It is also highly recommended to play the song: “The Game has Changed” by Daft Punk in the background as you play this game for an extra fun experience. The map itself is contained within two levels and several ramps allow smooth passage between, which you can use to your advantage if you aim to cut off another combatant’s path or jump over them. Several other light cycles (green) are dispersed around the map simply for added obstructions. Don’t get caught in their light trails or its game over. As always, I love suggestions for improvement so feel free to leave comments below. Check out the forgehub link: http://www.forgehub.com/maps/light-cycle-arena.1727/and please hit the download button and add me on xbox live to access my bookmarks. As in the words of Sam Fynn: “What are you supposed to do?” Survive… UPDATE: Due to bugs suddenly arising after the last 343 update that caused all the light cycles to randomly start spinning in circles and being attracted to each other I had to switch out the scout warthogs with mongooses. There was a loss of aesthetics as adding blocks make them top heavy, so they look very simple, but the gameplay still works. However, by using mongooses you can now achieve higher speeds and it's more fast-paced of a game I will try to add photos of the new cycles soon!
  11. Hoping the new upload fixed the problem. Let me know if it didn't work this time. Thanks!
  12. Glad to finally join the 343 community forum. I'm excited to check out everyone's cool maps!

    1. Show previous comments  3 more
    2. Yoshi1176

      Yoshi1176

      Glad to have someone so excited! Have any questions just PM me ;)

    3. Unease Peanut
    4. Ardent Prayer

      Ardent Prayer

      Well hello there!

  13. Alright I've resubmitted the images. Hope that fixed the problems. If not let me know. Tried using url from xboxclips.com instead of onedrive. Let me know if there's a better place to get the url from. Thanks.
  14. Hoping I've fixed the problem now. Let me know if the problem persists as I'm new Before I used onedrive to obtain the url of each image, but maybe since you have to login that caused a problem. Now I've gotten urls from xboxclips.com. Whats the best way to upload photos here?
  15. CaptainDireWolf (2-16 players, red vs. blue teams) Gametype: Broomsticks, basically grifball but able to throw the ball to score (ricochet) Welcome to Quidditch! This is obviously a tribute to the wizard world of Harry Potter with one quaffle, multiple flying bludgers, and the golden snitch that spawns late into the match. You can choose either to play as Gryffindor (Red Team) or Ravenclaw (Blue Team). Don't choose another team color or it won't work! If there is more interest in playing as the other teams (Slytherin and Hufflepuff) I may add them in a future update. (Good for 2-16 players; play as chasers, beaters, keepers, or the seeker) Sadly you can't ride brooms as welding baskets to banshees would be very clunky... trust me, I've tried. Sooooo you’ll be flying around (i.e. traversing very smooth, undulating, invisible floors) trying to grab the quaffle ball mid-air and throw it through the opposing elevated hoops to score (Yay Ricochet gametype!). Watch out for the multiple bludgers as they fly around trying to impede your way. After two minutes the golden snitch pops into view and flies about. I also tried to eliminate spawn kills (which sometimes happens in grifball) by having players "fly in" from outside the field. *Apparently you can't script an objective object (the ball) so it could fly around like a snitch to be caught). So as of yet, you can only win by scoring with the quaffle 10 times, which is still fun. So the golden snitch simply became an aesthetic piece. With that, I certainly welcome any additional suggestions for adding or fixing or removing anything to make this map even better, as I’m an avid Harry Potter fan and try to keep everything as close to the original as possible (within the budget of course). Please click the download button on the forgehub page: http://www.forgehub.com/maps/nimbus-2000-grifball.1664/ and add my GT: CaptainDireWolf and download Nimbus 2000 Grifball (from BOOKMARKS!) to enjoy the map. Safe Flying!
  16. GamerTag: CaptainDireWolf (2-10 players ideal, though more works, but it's a little chaotic and any more don't rise out of the ground) Gametype: Catching Fire (Can't seem to figure out how to change it so camera follows people after you die. If anyone has any ideas please let me know as I get tired of staring at my dead body lol) This Hunger Games map is of course inspired by the books and movies of the same name. The idea wasn’t to copy the arena layouts from the movies as it would’ve been too big of a map. Instead, I used concepts from the book/movie that you may recognize and added my own touch to its quick-paced foundation. The Goal: The "tributes" (max 10 people in this game), are forced to fight to the death in a dangerous public arena. The idea is to not only survive, but also to obtain the reward that all Spartans crave… glory. This particular arena contains a large forest to hide in, a lake to avoid falling into, rolling snow fields below a volatile volcano, and a rocky cave. In the center of the arena, as per custom, lies the cornucopia; a horn-shaped container holding a bounty for the brave few. Within lies a few weapons if you’re fast enough to reach them and an overshield. At the beginning of the round (5 rounds), each tribute rises up out of starting tubes situated in the ground. Due to halo 5’s sweet scripting, no one is able to move or hurt each other until the gold light on the cornucopia is lighted. Once the thunder echoes in the arena it’s time to rush for the cornucopia and fight for your life… or run and seek better weapons. Each corner of the arena contains a power weapon that may aid you if you are not fast enough to grab the two SAWs located in the middle. The middle is typically a bloodbath for those rushing the SAWs and overshield so it may be in your best interest to find another weapon. To deter people from camping or hiding around the map, the gamemaker will initiate the containment protocol, where at the 1.30 minute mark each of the four corners of the map force people out of their boundaries and into the middle. The snowy hills melt and deadly lava rises up from the ground; the platforms in the lake are slowly sucked down under the waves; the ceiling of the cave descends and crushes anyone left inside; a firestorm erupts and forces people out of the forest. Check out the forgehub page: http://www.forgehub.com/maps/the-hunger-games.1377/ and click download please. Then just add me as a friend and then download the map from my fileshare to access. As always, I welcome any and all comments on ways to make this forge map even better so that more people will enjoy it. Forge on! May the odds be ever in your favor.
  17. CaptainDireWolf 2-16 players Gametype: (Play with slayer if you want to just cruise around the map, otherwise use "Podracing" gametype for racing for 3 rounds to determine the champion, i.e. capture the stronghold) Welcome to the Boonta Eve Classic! This podrace takes place on the famous Mos Espa course on Tatooine. Hosted by Jabba the Hutt himself, this podracing arena challenges all competitors. Play as one of your favorite racers, including: Anakin Skywalker, Sebulba, and Ben Quadinaros to name a few. It supports 15 people racing, but extra people (or people who get destroyed) can take the teleporter near the start line and join the unruly tribe of sand people camped above the track to shoot down the other racers (hint: aim for the gas tank near their pods for maximum effect). Wait for the light to signal the start of the race, and then it’s off to the finish line! The map contains curving canyons filed with jumps and ramps that cut through the large formations of rock called the Mushroom Mesa. Next, racers have to navigate through narrow openings into Beggar’s canyon (as expected, there is a service ramp for those pushed off the course). Continuing on through desert plains and Arch Canyon, racers will eventually find themselves in the subterranean Laguna Cave. Be warned, pilots will then go through the Canyon Dune Turn, where Sand People may shoot down unlucky pilots. Watch out for the fires too (tried to mimic N64 Podracer here for those familiar with it). Whoever survives enters the last stretch of desert dubbed the Hutt Flats, leading back to the arena. Racers must complete three laps to be claimed the winner. With that, I certainly welcome any and all suggestions for adding or fixing or removing anything to make the map even better, as I’m an avid Star Wars fan and try to keep everything as close to the original as possible (within the budget of course). Please check out the link in forgehub: http://www.forgehub.com/maps/podracer-boonta-eve.1469/, click the download button, and add my GT: CaptainDireWolf to enjoy the map. A special thanks goes out to all those fine people who figured out how to weld objects to vehicles, however, be aware that some podracers may freak out due to the welding vehicles bug. Let the Games Begin!
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