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Zandril

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Everything posted by Zandril

  1. https://www.youtube.com/watch?v=RGnxFH5SN5s
  2. This map's first version was room-based and...well, it was bad. Now I know that making room-based maps is just NOT my forte. I included some Before & After screenshots to show how the map has changed. Cordus is an asymmetric 2v2 map built on Skyward. Top Gold is the main power position in the map and it can be countered by 3 different platforms. Most of the gameplay involves controlling the map's main platforms and pushing up using several of the map's jumps and flanks. Weapons & Powerups -Snipes -Brute Shot -OS Map is in my File Share. GT: Zandril S312
  3. It's too late with MCC coming soon. But I still wanted to feature it https://www.youtube.com/watch?v=BzmzR4w14fY
  4. https://www.youtube.com/watch?v=LU-2FXDYpnI
  5. FINAL UPDATE -Changed the size of one of the hills. -Minor aesthetic changes.
  6. MAJOR UPDATE (Check OP for link and pictures) -Red area has been reforged to improve flow. -The acid pits are now death pits. -Ledges near the big acid pit have been thickened to prevent players from falling in too easily. -Extraction sites and hills moved around. -Sniper no longer spawns at start. -Removed some of the railings. -Pulse grenades added. -Minor aesthetic changes.
  7. https://www.youtube.com/watch?v=hVw7dB_B-2c
  8. I had to. If I didn't use them, it'll be very difficult to use callouts since the entirety of the map is, well, green.
  9. https://www.youtube.com/watch?v=w6LcRdlMWnQ
  10. The title says it all. This is Nuketown from Black Ops made for the Last Stand Flood gametype. I was inspired to create this by PA1NTS's map, Farm, which was also from a CoD game. Apparently, CoD maps can make for some good Flood maps. I couldn't make the map 100% similar to the original Nuketown. I had to alter some things for better Flood gameplay. I added some crates for cover and the very back of the houses aren't accessible to humans so that they could be used as Flood spawns. Hope you guys give it a download. Enjoy!
  11. This is the best remake of Zealot yet. Zealot was one of my favorite disc maps in Reach. I'm glad to see a remake this clean and accurate in Halo 4. Great job Res.
  12. MAJOR UPDATE (Check OP for new link and pictures) -The map has been made compatible with KotH and Extraction. -Reforged Red area to improve flow. -Reforged Gold to add more traffic there. -Connected top Gold to top Blue. -Railings have been added to make it harder to run away from an enemy. -Concussion Rifle has been added. -Sniper no longer spawns at the start. -Initial spawns have been moved. -Removed mancannon.
  13. Long overdue https://www.youtube.com/watch?v=xTtAMFwKM6Y
  14. They're both great maps. I even featured both of them. I'll just leave this here for anyone who hasn't seen the maps. But my vote goes to Salem. Slayer is the gametype and Salem plays Slayer better in my opinion. If the gametype was Extraction, that's a whole other story.
  15. Thanks for the feedback. I've noticed that it can sometimes be a little too easy to escape. I've been trying to address that problem by decreasing cover in some areas. I'll see what I can do to improve it more. As for the lift, I've just fixed it by doubling the grav lift. I'll try to update the link soon. And no, I have not set it up for any other gametypes yet. I plan to make the map compatible with KotH and Extraction.
  16. Cypher created by Zandril S312 _________________________________________ Cypher is an asymmetric, competitive map designed for 2v2 games. It's been inspired by Sovereign, Noro, Titan, and Haven. POWER WEAPONS -Sniper Rifle | 90s respawn | 0 spare clips | Doesn't spawn at start -Concussion Rifle | 120s respawn | 0 spare clips | Doesn't at start The map has a fairly interesting design. Action is spread throughout the map because players are encouraged to move around instead of staying in one spot. No area is too strong because of the many flanking routes offered to players. The strongest position in the map is top blue. However, it's not too strong because it's very open and there are two positions in the map that can counter it quite well. Top blue can be countered from afar by top red and enemy players can push up using top Gold. Don't fall in the acid. Many thanks to those who've helped with the map. -Not Auburn -SecretSchnitzel -TheElderBadkid -Psychoduck -Orzium -guy mandude66 -UnknownEmerald -Bibzy95 -HAL0 M4N -OminousShark
  17. Working on Cypher. 2v2. Asymmetric. Quake-ish Acid doesn't kill you. It just slowly lowers shields.
  18. Thanks for the feedback. I'll keep your advice in mind for future projects. I think it looks rather shmexy. The teleporters were definitely something I've debated on keeping for quite a while but I ultimately decided to leave them. That decision may have been heavily influenced by the shmexiness of the sender node. It's like the one time I let gameplay take a back seat to aesthetics. don't judge me Yes I understand where you're coming from. But like you said, it's my channel. The map IS gorgeous though.
  19. Added video to the OP
  20. Much thanks to Thunder and the modding community for making this happen. This is a great modded gametype called Territories. It's an old gametype which was in previous Halo games and is now in Halo 4. https://www.youtube.com/watch?v=1mDwbVZ2XA8 More info: http://www.xboxchaos.com/topic/4069-territories/
  21. FINAL UPDATE -Opened up the walkway where the sniper spawns. -Opened up the middle building. -Opened up the ramp near Blue spawn. -Removed one of the Suppressors. -Spawning changes. -Minor aesthetic changes.
  22. Nearly done with the BETA of Weekend At Didact's (2v2. And yes, that's the map name) Much Forerunner. Very wow. Why yes, the waterfall. Dem windows Why yes, a shield charging station. All that's left will be expanding the map to fix the current spawning iffies.
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