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  1. Not what I meant. Just going to assume you were joking. There seems to have always been 2 different schools of thought concerning whether or not Halo was due for change; I'm in the school for change. This is why we can't have nice things.
  2. Placeholders or not, has anyone speculated on how there's callouts for specific areas?
  3. They look more like placeholder textures rather than something finished; I wouldn't get my hopes up if I were expecting texture-less pieces. On the other hand, it's nice to see some new shapes, we've been stuck with Reach's toolbox since.
  4. Shirley Description: Asymmetric design with influence from Quake, Shirley is an exercise in minimalist design. However, that wasn't the case during it's inception. The map was initially some throw-away map. As I continued, a map started to emerge; making the map has been nothing less than a pain. I've been reluctant to expand upon it in an attempt to make a more focused, if not, streamlined approach to the way I've made 1v1 maps in the past. Lack of overlap is still present and the map is very small, but minimal is what I had in mind. The map basically functions as a large spiral. Starting from the lowest part and working it's way around and eventually making it back to a higher level overlooking the beginning. The teleporters undermine this concept but had to be added as a consequence of the long route being too long. To fix this, I've tried my best to make the areas that aren't the teleporter room, more "fun". I ended up having to trust players to treat these other areas as an unexpected playing-field where anything goes. All in all, the map plays as expected, with the exception of respawns (never been good at those), enjoy. Weapons: 1x Sniper Rifle 1x Sticky Detonator 2x Pulse Grenades 2x Frag Grenades Pictures: Shirley: without a ceiling After the map was finally finished, I was still upset I was unable to add any windows for some well-needed light. I considered removing the ceiling entirely and so that's exactly what I did.(Over-head shot included) Shirley Download Shirley (w/o ceiling) Download
  5. Waylyn Description: This is my introduction to Halo 4 forge. A room-based asymmetrical map making use of the natural geometry in Ravine; particularly the waterfall. This is a typical design from me in that the blind turns are a feature as opposed to fallacies. The map is paced but provides routes for those who would rather take more immediate action, however, be prepared to be punished for doing so. Routes usually lead to open areas, at least where ambushes are easy to set-up. Worth mentioning is the pair of two-way teleporters. They mainly function for cross map travel but can make for some interesting engagements. They're set-up in such a way as to punish teleport abuse and those who camp the teleporter entrance. It is fair to say 2v2's are more suited but 1v1's can be just as fun given the two players are evenly skilled. I wish I could speak highly of the weapon layout but truth is I'm not well versed with the weapon sandbox of Halo 4. In the end, the weapons placed work and that's the most I can ask for. One thing before the pictures, I have stopped planning maps out and simply forge most of the map(floor, layout, etc.) in one sitting in the morning. Something that isn't very important, but because of this, I'm very open to any criticism and feedback. Weapons: 1x-Sniper Rifle-3 min (Ordnance) 1x-Sticky Detonator-2 min (Ordnance) 2x-Pulse Grenades-20 sec (Ordnance) 2x-Plasma Grenades-20 sec (Ordnance) Pictures: Download
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