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D4rkDeath

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Everything posted by D4rkDeath

  1. Hmmm, looking back at this, it looks like I was licking a salt block for some reason. I've abandoned those ways! Thank you both for actually trying to help improve the map!
  2. This video is great, I saw the other one too! Very cool of you to show off everyone's work!
  3. This feature hit me in the Halo 3 feels!
  4. Naw I really wouldn't want to change it at this point. It is a different take on infection and really has a following. Too many people enjoy it to change it that much. In my lobbies, the surv vs zombies are usually 50/50. Thematically the idea is the rock to rock jungle theme. More like a Raptor or raptors coming from the side than a zombie. Jurassic Park infection was a different take on infection in Reach and 4, I feel I honored that legacy. Personally, I'm not a fan of H5 infection, though I still enjoy it from time to time. It wasn't lazy cover either, it is a theme. I put a lot of thought, care, and time into what I do, even if you don't agree with the flow of the map, it wasn't lazy. It really isn't meant to have good holdouts, that was the point, Jurassic Park style infection has always been a run around and band together type game. Opposite of matchmaking's find a good hold out and camp alone. Adding more structure kind of breaks the theme, I can see how competetive players might look for better sight lines and familiarity, but there are 1000 maps for that. I've had multiple people say this reminds them of Jurassic Park Infection from Reach and my private lobby hasn't let me go a week without playing it. Sorry if you guys didn't enjoy it, this was made for something different than the norm. Win or fail, it has been enjoyable for me and hopefully the fanbase it was made for. And even if we don't see eye to eye on this, thank you for checking it out. I do appreciate the feedback!
  5. Glad you are checking it out! I really haven't found the DMR to be an issue in any of my play tests. If anything I would go down to 1, but there aren't a lot of weapons on the map as is. Which I understand Infection doesn't have a lot of them, but they are pretty rare. As far as the soft kill goes, I don't have a good answer for that, lol! So that is a change I am going to make actually. I think I just had it from the original, but then I made a way out... and yeah, anyway it is going to be taken off. Both Jurassic Park and Raptor Pen have had significant updates since both of their features. I am kind of looking for someone to show them off and do a double feature or something since they are so much different and better looking than before. Even with Jurassic Park, I have made a few changes on there based off of a lot of feedback for it to stay true and become more competitive. Jurassic Park really is not meant to be a serious competitive map, but I have found a few videos around YouTube of people really enjoying it, so I have tightened it up. I am going to work on an update for each of them today. I always appreciate your feedback!
  6. Entirely different map than that. I had a lot of requests for an Infection map on Jurassic Park (that BTB aesthetic map). However, I knew it would not play well for infection. I locked the raptor pen, the main gate, and the maintenance shed. I moved all of my spawns aside with those 3 assets and deleted everything I had before. Then with the assets I had, I created a much smaller map intended for Infection. With the history of people liking Jurassic Park Infection in past games, I really tried to make what would make the most sense and make something that was not what is found in matchmaking, which I have found to be a holdout fest. Now that this map has been out awhile, I have been considering putting soft kill boundaries in the upper half of the trees, some survivors have found a few holdouts that the trees bring. If people don't climb the trees, it seems about 50/50 on who wins. Since I had the structures already done, I opened up the Maintenance Shed to be a playable area, but the top of the Shed can be opened so it doesn't stay a strong holdout. With the few updates we have had, I have added new trees and bushes along the way and tweaking things here and there for better sight lines and such. I also have a core set up on the map as an alternate option, because I find myself wanting to be able to also play other game variants on some infection maps out there. The core game types all work out pretty well, but the map was made for Infection. This has become a map that is played a lot within Forge Factory and has received a lot of attention, I have made sure to continue to play test the map and it has come along way even since the Forge Labs Feature. The Jurassic Park map has been updated significantly as well, adding more trees, better sight lines, and after the piece increase it now hosts a much fuller back drop. I have gone through both maps a lot and am always looking to polish them since I have had so much positive attention and love for the maps. In your feature of Jurassic Park from back in April? There was a part in the video where you said you had no idea what that area was. That area was overhauled and now hosts the infamous small gate and one of the watery drain pipes from the movie. I highly encourage you to take a second look at Jurassic Park and how it has evolved and take a look at Raptor Pen. Jurassic Park in halo has a pretty weird following, but a strong one at that. I am happy to be what is hopefully doing justice to that following. My next project after Ancestor is buttoned up will likely be Jurassic World, I get asked about making that one. Well thanks for helping me get my content out there! I enjoy your channel.
  7. Infection has come to Jurassic Park! Quite a few people were asking me about a Jurassic Park Infection gametype for my other map "Jurassic Park" and it just didn't seem to fit properly on that map. So I present to you "Raptor Pen". This map was a lot of fun to build, partially because it was the first map that I co-forged with weeeeeman. He did the cage outside of the Raptor Pen, the small gate at the back of the map, a few aesthetic details, and provided excellent feedback. The map is made mainly for Infection, however it is set up for Slayer, CTF, and Strongholds. There is a seperate weapon layout for Infection. I spent a lot of time on the terrain in order to make it flow well with having hills, bushes, trees, and good lines of sight. The Raptor Pen is the Jewel of this map though, looks great with the new textures added to the primatives. The Maintenance Shed is accessible and you can go in to the generator to "turn the power on"(only turns on lights on the generator). Above the Maintenance Shed there is a switch to open the roof, to provide balance against what could be a powerful holdout area. The Cave connects under the map and provides fun gameplay and allows for an additional path into the map, but isn't big enough to make you feel separated from the map. For CTF, Slayer, and Strongholds, I made the weapon layout balanced for both sides and the time to get to the power weapons is the same for team initial spawns. The map was surprisingly more fun than I imagined just doing a FFA with friends. Jurassic Park Infection was a big part of Reach and Halo 4 and I made this map intending to honor that legacy. Download Link: https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/map-variants?lastModifiedFilter=Everything&sortOrder=BookmarkCount&page=1&gamertag=D4rkDeath#ugc_halo-5-guardians_xbox-one_mapvariant_D4rkDeath_4184c686-5546-4cf3-a7b2-26e0bbf59ab0 GT: D4rkDeath Brought to you by the Forge Factory team! Checkout ForgeFactory.net for a wide variety of high-quality maps made by experienced forgers.
  8. *Magnum and Assault Rifle Starts* Download Link: https://www.halowayp...ee-42b583fc8360 *This map is for the upcoming 'Meet Your Maker' BTB Magnum starts competition* http://halocustoms.c...-contest.22806/ TLDR: Ancestor is a Big Team Battle map inspired by the Halo 3 and Halo:Combat Evolved Control room. The area the bases are located in have some inspiration from the Halo 2 map Waterworks. Ancestor has sort of a tug of war feel at times with its map design. The map plays excellently for Team Slayer, and CTF, with Strongholds coming in at a close 3rd. There is a lot of verticality to the map with the size of the Control Room structure, but there are a lot of options to make the gameplay fast, fun, and very vehicle friendly while finding great sight lines and areas that provide balance. Please, in testing this map and providing feedback, start with a Magnum as your primary and an Assault Rifle as your secondary weapon. The contest is to really test Battle Rifle starts vs. Magnum starts. Feel free to try out both though! Here is the video link discussing the BR vs. Mag BTB preference: Weapon and Vehicle Listing: Brute Plasma Rifle x2 Carbine x2 Battle Rifle (Standard) x2 Storm Rifle x2 Lightrifle x1 Halo 2 Battle Rifle x1 Halo CE Pistol (One Mag) x2 Plasma Pistol x2 Needler x2 Gravity Hammer x1 Hydra Launcher x1 Halo 2 Beam Rifle (Weapon Pad) x2 Spartan Laser (Weapon Pad) x1 Frag Grenade x4 Plasma Grenade x8 Splinter Grenade x4 Splinter Turret (Detatched) x1 Plasma Turret x2 Overshield Banshee x1 Ghost x2 Warthog (Standard) x2 Wraith x2 Design and Research In order to really get a feel and understanding for this map, we really looked at a lot of Forerunner structures, aesthetics, art designs, history, and lore. My friend and Co-Forger weeeeeman has a pretty deep understanding of Forerunner lore and helped a lot with great designs, feedback, ideas, gameplay thoughts, tedious issues, and much much more. We originally had a bigger map, with open bases that hosted some fantastic spires, but ultimately the map was deemed too large after our first playtest. The spires were cut, the bases were moved closer and put into the ground, and the boundaries of the map were crunched to support a more fast paced, fun, and ultimately more balanced playstyle. Ancestor's main structure went through quite a few overhauls and the bases did as well. The map itself had been upscaled, downscaled, torn apart, and redesigned on multiple occasions. This map idea was created on June 3rd, one month of 4-10 hour forge sessions with 2 or 3 days without forging. Every single piece of this map has been deleted at least once, discussed, playtested, and a lot of effort was put into this map for a quality experience that we wanted to share with everyone, but also wanted to have a lot of fun on it ourselves! To quote weeeeemann, "I want to create an environment that I would like to visit in real life." Me personally, I would be afraid of the Flood showing up. Alpine held the best art direction for what we wanted to achieve with the water, blocking out Alpine and having the cold dark water feel with the mountains in the back in the distance, which we were able to make them look snowy! In fact, it took many of our playtesters awhile to figure out the map was made on Alpine. A lot of our testers eventually made the comment, "Wait, water? This was forged on Alpine?" We went through every BTB map in matchmaking In order to get a solid feel for weapon layout, size, gameplay ideas, and much more. In those maps, we counted every camera, weapon, grenade, vehicle, spawn, etc. I enjoy making BTB maps and this was a huge undertaking, we hope you enjoy playing on Ancestor as much as we do. Thoughts from the authors: D4rkDeath: This was so much fun to co-forge, design, and playtest! So much thought was put into every area and we have done so much background work in order to be as educated as possible in each aspect of BTB and tried to capture the design for a Magnum start in promoting map exploration with the Magnum still serving as a good start choice. The piece count increase came at the perfect time! It really helped in adding named values, spawns, cameras, etc. The word Ancestor is even a synonym for Forerunner. Ancestor to me also represents the community's history with Halo. This map personally hits me right in the feels. To me Ancestor brings me back to the old Halo games, but all the same brings a fresh twist with the Halo 5 forge. weeeeemann: When Ancestor was in the concept phase, prior to actual development, it began with the keywords “forerunner”, “nostalgia”, and “fresh”. We played through several missions in Halo: CE, Halo 2, Halo 3, Halo 4 and Halo 5 and took screenshots from forerunner buildings that inspired us. Although I had no intention of attempting such a massive, colossal structure, when D4rkDeath saw the screenshots I took of the Control Room in Halo 3, he said, “That’s it!”. I retorted, “No, that’s too big. I don’t think we can pull it off.” His response to that was “Exactly. That’s why we need to do it”. (Cue the epic, monastic chanting of Halo and repeat after me: “Do the thing that you fear most.”) I wanted to combine old with new, and so we threw in some of that new, promethean-forerunner art direction, with the orange lighting and epic forerunner weapons. We wanted to create a playspace environment that would allow players to run, jump, clamber and fight all over the outside of the control room structure. Our intent was to capture that verticality and epic scale that was in the Halo: CE mission “Assault on the Control Room” (Different Control Rooms can be seen in several Halo games…our creation most closely resembles the Halo 3 and Halo: CE structures). The banshee was the cherry on top of the cake. We decided to forge this map on Alpine because we wanted to use the canvas to create an environment we hadn’t really seen Alpine used for: icebergs, cold, dark water, frozen caves and frozen caverns! I had an absolute blast playing through campaign missions, discussing ideas with my friends, and forging this map, and I hope you have a blast (with the…incineration cannon?) playing on it too! Honorable Mentions: HUSKYLAPPER16 - For some design feedback, fun ideas, and challenging us in areas with a different outlook. Forge Factory - Supporting us in helping fill lobbies, provide feedback, and help test the map. Thank you to all of our testers for all of your feedback as well! Conclusion: Please remember that this was designed for Magnum starts. We ask that the feedback provided for the gameplay is for Magnum starts on each gametype, 8v8, Big Team Slayer, Big Team CTF, and Big Team Strongholds. Brought to you by the Forge Factory team! Checkout ForgeFactory.net for a wide variety of high-quality maps made by experienced forgers.
  9. *Magnum and Assault Rifle Starts* Download Link: https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/map-variants?lastModifiedFilter=Everything&sortOrder=BookmarkCount&page=1&gamertag=D4rkDeath#ugc_halo-5-guardians_xbox-one_mapvariant_D4rkDeath_76ab4002-5520-4777-99ee-42b583fc8360 *This map is for the upcoming 'Meet Your Maker' BTB Magnum starts competition* http://halocustoms.com/threads/meet-your-maker-btb-forge-contest.22806/ TLDR: Ancestor is a Big Team Battle map inspired by the Halo 3 and Halo:Combat Evolved Control room. The area the bases are located in have some inspiration from the Halo 2 map Waterworks. Ancestor has sort of a tug of war feel at times with its map design. The map plays excellently for Team Slayer, and CTF, with Strongholds coming in at a close 3rd. There is a lot of verticality to the map with the size of the Control Room structure, but there are a lot of options to make the gameplay fast, fun, and very vehicle friendly while finding great sight lines and areas that provide balance. Please, in testing this map and providing feedback, start with a Magnum as your primary and an Assault Rifle as your secondary weapon. The contest is to really test Battle Rifle starts vs. Magnum starts. Feel free to try out both though! Here is the video link discussing the BR vs. Mag BTB preference: Weapon and Vehicle Listing: Brute Plasma Rifle x2 Carbine x2 Battle Rifle (Standard) x2 Storm Rifle x2 Lightrifle x1 Halo 2 Battle Rifle x1 Halo CE Pistol (One Mag) x2 Plasma Pistol x2 Needler x2 Gravity Hammer x1 Hydra Launcher x1 Halo 2 Beam Rifle (Weapon Pad) x2 Spartan Laser (Weapon Pad) x1 Frag Grenade x4 Plasma Grenade x8 Splinter Grenade x4 Splinter Turret (Detatched) x1 Plasma Turret x2 Overshield Banshee x1 Ghost x2 Warthog (Standard) x2 Wraith x2 Design and Research In order to really get a feel and understanding for this map, we really looked at a lot of Forerunner structures, aesthetics, art designs, history, and lore. My friend and Co-Forger weeeeeman has a pretty deep understanding of Forerunner lore and helped a lot with great designs, feedback, ideas, gameplay thoughts, tedious issues, and much much more. We originally had a bigger map, with open bases that hosted some fantastic spires, but ultimately the map was deemed too large after our first playtest. The spires were cut, the bases were moved closer and put into the ground, and the boundaries of the map were crunched to support a more fast paced, fun, and ultimately more balanced playstyle. Ancestor's main structure went through quite a few overhauls and the bases did as well. The map itself had been upscaled, downscaled, torn apart, and redesigned on multiple occasions. This map idea was created on June 3rd, one month of 4-10 hour forge sessions with 2 or 3 days without forging. Every single piece of this map has been deleted at least once, discussed, playtested, and a lot of effort was put into this map for a quality experience that we wanted to share with everyone, but also wanted to have a lot of fun on it ourselves! To quote weeeeemann, "I want to create an environment that I would like to visit in real life." Me personally, I would be afraid of the Flood showing up. Alpine held the best art direction for what we wanted to achieve with the water, blocking out Alpine and having the cold dark water feel with the mountains in the back in the distance, which we were able to make them look snowy! In fact, it took many of our playtesters awhile to figure out the map was made on Alpine. A lot of our testers eventually made the comment, "Wait, water? This was forged on Alpine?" We went through every BTB map in matchmaking In order to get a solid feel for weapon layout, size, gameplay ideas, and much more. In those maps, we counted every camera, weapon, grenade, vehicle, spawn, etc. I enjoy making BTB maps and this was a huge undertaking, we hope you enjoy playing on Ancestor as much as we do. Thoughts from the authors: D4rkDeath: This was so much fun to co-forge, design, and playtest! So much thought was put into every area and we have done so much background work in order to be as educated as possible in each aspect of BTB and tried to capture the design for a Magnum start in promoting map exploration with the Magnum still serving as a good start choice. The piece count increase came at the perfect time! It really helped in adding named values, spawns, cameras, etc. The word Ancestor is even a synonym for Forerunner. Ancestor to me also represents the community's history with Halo. This map personally hits me right in the feels. To me Ancestor brings me back to the old Halo games, but all the same brings a fresh twist with the Halo 5 forge. weeeeemann: When Ancestor was in the concept phase, prior to actual development, it began with the keywords “forerunner”, “nostalgia”, and “fresh”. We played through several missions in Halo: CE, Halo 2, Halo 3, Halo 4 and Halo 5 and took screenshots from forerunner buildings that inspired us. Although I had no intention of attempting such a massive, colossal structure, when D4rkDeath saw the screenshots I took of the Control Room in Halo 3, he said, “That’s it!”. I retorted, “No, that’s too big. I don’t think we can pull it off.” His response to that was “Exactly. That’s why we need to do it”. (Cue the epic, monastic chanting of Halo and repeat after me: “Do the thing that you fear most.”) I wanted to combine old with new, and so we threw in some of that new, promethean-forerunner art direction, with the orange lighting and epic forerunner weapons. We wanted to create a playspace environment that would allow players to run, jump, clamber and fight all over the outside of the control room structure. Our intent was to capture that verticality and epic scale that was in the Halo: CE mission “Assault on the Control Room” (Different Control Rooms can be seen in several Halo games…our creation most closely resembles the Halo 3 and Halo: CE structures). The banshee was the cherry on top of the cake. We decided to forge this map on Alpine because we wanted to use the canvas to create an environment we hadn’t really seen Alpine used for: icebergs, cold, dark water, frozen caves and frozen caverns! I had an absolute blast playing through campaign missions, discussing ideas with my friends, and forging this map, and I hope you have a blast (with the…incineration cannon?) playing on it too! Honorable Mentions: HUSKYLAPPER16 - For some design feedback, fun ideas, and challenging us in areas with a different outlook. Forge Factory - Supporting us in helping fill lobbies, provide feedback, and help test the map. Thank you to all of our testers for all of your feedback as well! Conclusion: Please remember that this was designed for Magnum starts. We ask that the feedback provided for the gameplay is for Magnum starts on each gametype, 8v8, Big Team Slayer, Big Team CTF, and Big Team Strongholds. Brought to you by the Forge Factory team! Checkout ForgeFactory.net for a wide variety of high-quality maps made by experienced forgers. I now see there is a BTB section, I will resubmit this there I guess?
  10. Wow, I really like the screens, I am gonna grab this.
  11. Thanks! I love themed maps, I do have another. If you like Star Wars, check out "Imperial Throne" in my fileshare!
  12. Map Name: Jurassic Park Gamertag: D4rkDeath Jurassic Park hosts some iconic areas of the film all in one map. If you start from the main gate, you first come to the Dilophosaurus area/paddock where Nedry got stuck with his jeep (the warthog can get stuck on the logs)... There are sounds in the area that give the illusion of the animal being nearby (growling, hissing, calls). Going through the tunnel leads to an open area where the blue sniper spawns and has an overhang/ledge, but continue on through the next tunnel. After you reach the next tunnel, you come up on the Tyrannosaur Paddock. Two warthogs are parked there for the image of the explorers parked in front of the Paddock. In this area you will find, the classic bathroom that the lawyer runs to. Also, you will find the spot where the goat would be, however it is "Olive" the pig! Since there is no goat, I figured I would put in the pig (One of the forge devs actually has a pet pig named Olive). In the area, booming in the distance can be heard, especially if you are by the warthogs, it is to create the illusion that the T-Rex is actually in the area. Continuing on down the path, you will come to where you can turn to the Raptor pen or head back to the Main gate through a smaller gate. This smaller gate is a few things in one, the small gate was shown briefly with the protagonists going through it and later Nedry going through. Under it is a drainage pipe with the decal lighting trick to create the illusion of water. There were many drainage pipes throughout the park in the movies, in fact; Grant had Lex stay in one while he went to go get Tim out of the tree after the famous T-Rex escape. This was added as another way to traverse the map. The central point of the map lies the Raptor pen. This is where I started and then build around it knowing it would be the center of the map. There is even the loading dock with the white forklift from the beginning of the movie. If you happen to jump into the center of it, remember that the park hasn't lost power yet... so you have 10 seconds to live. There is a lift that will take you up to the top where red sniper spawns. Dividing the Raptor pen from the T-Rex Paddock is a section of woods that hosts the maintenance shed. Complete with lots of trees and the 3 fallen logs that Ellie jumped over running from the raptors to get to the shed hoping to find Ray Arnold (hold on to your butts!). The map is mostly made for aesthetics, however I did make things with BTB in mind, mostly Big Team Slayer. From each initial spawn in a team game, it is the same run time to the weapon pads. It is also the same run time to the sniper on each side. There is a plasma pistol on each side, DMR, Shotgun, Rocket Turret, and Warthogs. In conclusion, the map is mostly for fun, but can be somewhat competitive, there are lots of routes to take and the rocks surrounding the maintenance shed are easy to drive up, also there is a ghost on the map (same distance to get to from each initial team spawn) and next to it is a fun jump. This map has been a lot of fun on my custom nights that I host and in a few other lobbies I have played in. Thanks for viewing the map! It's worth at least walking around on if you appreciate the movies!
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