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SAMerreye

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Posts posted by SAMerreye


  1. Due to various reasons and previous commitments, the New England Knights need one for future HCS Online Cups and UGC St. Louis. We are looking to run games as long as it takes tonight to find a fourth that fits our playstyle who is also dedicated and has the drive to win. Please post your gamertag and availability in your response. Prior tournament experience is a plus, but not required.

     

    Current roster:

    Oc Stryker

    Rob The Turtle

    SAMerreye

     


  2. 1.0.3 Update: Weapon Times

     

    Changed respawn time of all Grenades from 15 sec to 30 sec

    Changed respawn time of Light Rifles from 45 sec to 30 sec

    Changed respawn time of Sniper Rifle from 120 sec to 116 sec

    Changed respawn time of Overshield from 120 sec to 116 sec

    Changed respawn time of Plasma Pistol from 45 sec to 30 sec

    Changed spare clips on Needler from 2 to 1

     

     

    Download the updated map here.


  3. The map doesn't have color because most likely you set the team colors to a specific color when you should set the object color to that color. When you set it to team colors it will only show the color when that team is on the map, which in an FFA results in no color.

    • Upvote (+1) 2

  4. I will be away from my Xbox for the next week so feel free to test and scrutinize my map, but keep in mind that there will be no changes able to be made until the second half of next week.

     

    Thanks.


  5. Just went through this map in forge. I just want to say that locking your objects is an incredible waste of time. map looks nice and tidy!

     

    Locking the objects is more-so for myself during the forge process since I wouldn't want someone joining and deleting everything. But thanks for taking the time to look at the map!

     

    By the way GO BRUINS.  ;)


  6. Ayyyyyyyye.

     

    Now you're implying I missed something :P

     

    I thought those gave it character, however the map also doesn't have it anywhere else, so it does make sense. Good job, bud.

     

     

    Yes. You did miss something.  :P Thanks for the compliments though.


  7. EDIT

     

    Used Stunt Ramps to add to asthetics in and around bases.

    Turned over 3x3 Shorts.

    Raised Front Base Jump-Ups 0.1 coordinates.

    Replaced Artifact Bases with Stunt Ramps.

    Moved 2x2 Banks in by 0.1 coordinates to remove overlapping.

    Replaced Three Story Bases with 3x3 Shorts.

     

    H4Oasis14_zps2e2c29e7.jpg?t=1375151966

     

    H4Oasis13_zpsa8aef81f.jpg?t=1375152002

     

    H4Oasis12_zps2ac80dab.jpg?t=1375152038

     

    H4Oasis11_zpsb29618ff.jpg?t=1375152088

     

    H4Oasis10_zpsa9e867e5.jpg?t=1375152120

     

     

    Download the updated map here.

     

     

     

    P.S. I exchanged the Artifact Bases with Stunt Ramps because I knew Res would have mentioned it next. #Predictable  ;)

    In all seriousness, they do look better.

    • Upvote (+1) 1

  8. I was just saying that I personally would recommend using the texture to the far left. But if you were going for color, I guess I understand.

     

    I feel like there are cleaner ways of adding color: IMO, that side of the 3x3 shorts you are using just appears to be really busy. Anyway I'm so OCD so I just figured I'd throw this stuff out there as my own personal suggestions, I recognize not everyone has tastes as simple as mine, though:

     

    [ click ] In this image, I flipped the 3x3's over, and also exchanged the 2x2 ramp for a stunt ramp angled at 27 degrees, with another stunt ramp on its side. Replaced the bridge that was being used as a wall with another stunt ramp to match. If that makes sense... If not I can highlight what my exact changes were. So, the stunt ramps add color (granted, not as much, but enough so that no one will be confused as to what side they're on, which is the point really).

    [ click ] In this image, I continued the whole stunt ramp wall theme. In your initial version you used a mismatch of objects just to fit it together, (brace large + 2x2 flat + banks to fill the ramp gap), this way, the whole thing looks more unified and doesn't call for an array of out-of-place objects. Plus, braces are, well, ugly.

    [ click ] Here, I replaced the building you had with 3x3 shorts. For whatever reason I didn't put stunt ramps on the side, but I would recommend doing that if you decide to make this change. Anyway, reasons behind exchanging the building was that it had an awkward overlap on the bridges, and was literally one of your only dark floor pieces and felt really out of place. You also ended up using 4x4 flats on the walls and that just didn't look very good.

    [ click ] And again, this is just simplicity preference, and me being nitpicky.

     

    Anyway, again, those don't affect gameplay whatsoever, I'm just a huge aesthetic nut. Thumbs up on exchanging the tin cup for rocks, that was probably my biggest issue with your version. 

     

    The images of your changes certainly looked great, and the main issue was initially I did not have enough of a budget to make those changes; however, with the recently freed up budget I will certainly look into aesthetic changes moving forward along with needed changes to help gameplay and flow.


  9. I would love to see King of the Hill tested more, not only because maps geared towards said gametype should receive more attention, but because I believe that King of the Hill requires more communication, teamwork, and skill than Extraction. 

     

    In no way am I saying Extraction is a bad gametype either.


  10. Found a big problem the tin cups flipped upside down can be shot through one side and not the other. Me and my friend edited for our own customs. Just letting you know you should probably do it too ;)

     

    I'm not entirely sure how that would be an issue on this map.....?


  11. The map looks great, and I wanted to make sure to give you some love for giving my map the same. Only thing I might change is to put some more natural pieces on the map, but I wouldn't want you to overdo it and mess up the feel of the map.


  12. You may want to spread out the starting spawns for red/blue team so players don't run into each other causing a cluster****. But that may not even happen so it would be just something to keep in mind when testing for now.


  13.  

    I'm kind of curious as to why you neg-repped my previous post (not trying to start beef, I just legitimately want to know), as I didn't say anything anyone else wouldn't have. The underside of bridges are bumpy, I wasn't downing the map, I was saying it was a shame. Because it's a damn shame, those pieces are used all over the map and may or may not prove to be cumbersome. And someone was bound to say exchange the 3x3's for the clean short texture, it's almost like coincidence that it was me.

     

     

    I'm not sure who neg repped who, but the issue with the bridges was a main concern of mine conceptually and practically. Also, I'm not sure what you mean entirely by switch the 3x3s to the smooth side. I used 3x3 shorts because they are flat and wanted to add color to each base.

     


  14. But wasn't the grenade lancher on mid bridge? now there's an overshield here...

     In my opinion, Overshield will be more useful than Sticky Detonator on this map because it is more-so open. But, both combinations and various other ones will be tested based on feedback.

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