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flawlesscowboy

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  1. GT is CO2 Ranger. Ill see if some guys i play with want to hop in. Also, we desperately need an option to disqualify servers from a search. I'd rather wait 10-15 mins between games for a local server than play on 250 ping every single game.
  2. That's not what I meant. The gameplay has been up to par with the rest of the rotation. Portals instead of lifts in the purples make a big difference, and it was already better in H3 than you are making out in my opinion. Hill is the best gametype for it and forces players to use the whole map. I enjoy it much more than BC Hill for example
  3. Alright. I don't agree, especially about construct. Haven't had a bad game on it yet even in losses
  4. How do people feel about Construct? Watching H3 tournaments that map was usually never boring, and like how some people feel Pit is too flat, v7 Reach feels quite flat in general. On the other hand construct is totally vertical which would be unique in a hypothetical v8. For that reason I forged a remake of it for v7 settings a couple of weeks ago. Due to forge budget limits, it is a little bare bones, missing a couple trick jumps and also there is a frame rate drop at bottom hill due to the ass end of the top of the map being all exposed, again due to forge budgets. The basement half of the map is also potentially a little wide compared to the top. From what I have read MCC forge will allow all of this to be fixed. The main change I made is replacing purple lifts with one way portals, for two reasons. 1) Forge budget and more importantly 2) especially in Construct Hill, a team with control over especially the closed hill was traditionally very hard to displace due to purple lifters being stuck in limbo for 2-3 seconds and also telegraphing their position. With portals on the basement roof and also directly below at the original basement lift entrance the bottom team is given a little more room to take control of the map. I've tested this in some lobbies and both Hill and TS run pretty well on v7 settings. Personally I don't have a problem with the gray issue for forge maps but I can understand why a half forge rotation can be offputting for some. I am very curious though to know what people think of construct generally, both in H3 and if you think it's viable for zbns Reach. If you want to take a look it's live on my fileshare at "Cowboy Flawless". In its current state its clearly a draft given the tools of original Reach forge, so when MCC forge drops some of the finer details will be added. The core stuff is all there though and it runs basically as smoothly as a normal Nexus hill game would. Ideally I would replace BC Hill with Constuct given the chance but would really like to know what ppl think generally. If there's any forge heads on this forum i'd also be glad to know if there's places where I've wasted budget. As far as Oddball goes, I've also thought about bringing Guardian over as well. But I think reach originals like Nexus are probably preferable or making maps like powerhouse work. (not for ball specifically but in general)
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