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PostPosted: Jun 25, 2011 11:48 
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Biohaze Owner
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Joined: Nov 3, 2005
Location: New York
Favorite title: Biohazard
Competitive Map Pack

While I do feel Halo Reach provides a decent amount of maps to enjoy, there is a lack of what much of the competitive scene enjoyed within the first three Halo titles. Smaller, more competitive maps unique in their own right. I've analyzed hundreds of maps, including both official and non-official and tried to build upon ideas and go a little further. This is a last final effort of mine for the Halo Reach community. Through out forging, I've created roughly thirty maps. Though I'm not in it for the fame or kudos, I'm in it for helping the community. With that said, I'm only releasing four of the bunch. I want to help benefit the Reach community, not hurt it. Through vigorous testing, these were the four maps that people never stopped playing, months in and out. So these are the maps I'd like to share with the rest of the community.

Please watch the videos below for an in depth walkthrough, later halves have voice explaining the mindset in each.

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Whirlwind (Download Now)

Made for: MLG style 2v2, 1v1, FFA(2-4)

Whirlwind Video

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Whirlwind is a map made for competitive play and the sequel to Whirlpool. It is centered around smaller, competitive matches such as MLG styled 1v1, 2v2 and FFA (2-6). The map is completely balanced for both teams or parties and has a great amount of trickery available at higher levels. Players are able to use the maps given assets to travel through out the areas quickly, thus lending itself to it's fast paced competitive nature. Though there is cover, there are an equal amount of good lines of sight. To further enhance the overall package, the cosmetic appeal to the map was thought out carefully and uses Tempest as a base. It doesn't feel like a Forge map per say and will undoubtedly lend itself to many hours of fun and competitive matches.

Load it up and listen to the wind whirl, literally.


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Refinery (Download Now)

Made for: MLG style 3v3, 2v2, FFA(2-8)

Refinery Video

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Quote:
Refinery is unique in that it's complexity was formed based on simplicity. What this means is that usually a map comes from scratch, thus making every decision complex as it comes from a blank canvas. With Refinery, the base canvas was actually a small section of Boneyard. It's unique in it's look and overall official style, even the map has area call outs. Aside from it's unique non-forge look, in order to be successful the map has to meet competitive standards. It ends up meeting them incredibly well, to the point many have asked the question after playing it, "Why didn't Bungie do this?" I'm not sure why, but it made for a single unique and incredibly fun map.

Boot it up and ask for yourself, "Why wasn't this done?" Then just enjoy!


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Whirlpool (Download Now)

Made for: MLG style 1v1, 2v2, FFA (2-4)

Whirlpool Video

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Whirlpool, the prequel to Whirlwind, is probably one of the more basic and competitive maps I've made and perhaps available. It's perfectly symmetrical design lends itself to the competitively desirable notion that the 'Best DMR wins.' Four bunkers on each corner with a DMR and health pack in each, perfect visibility and line of sight with average cover. One portal for trickery, well thought spawns and a single center stage. This map is the perfect 1v1 test and it also lends itself well to a good working double team for 2v2 matches. Smaller FFA games are also acceptable and can be a blast.


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Lockout (Download Now)

Made for: MLG style 4v4, 3v3, 2v2, 1v1, FFA(2-8)

Lockout Video

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"Some believe this remote facility was once used to study The Flood. But few clues remain amidst the snow and ice."

I quote the original description in the Halo 2 manual for no reason other than accuracy, that is the same amount of accuracy that was taken into consideration when creating this 1:1 version of the amazing Lockout.

The problem with Lockout remakes is that there are so many of them. Everyone wanted to be first! The difference here is we wanted to be last! We've went through near one hundred remakes, analyzing and picking them apart from the ground up. Eventually my partner and I decided to start the project, one that would take countless 12 hour days of sitting with Halo 2's Lockout on one monitor and Reach's Forge on the other - side by side.

Every trick jump, every line of sight, every angle. 1:1 scale. This is by far the most accurate Lockout available, I'll put my account on the line in saying this. All I ask is that you spread the word and enjoy it.

Pick up this map and shoot the barrels and catch the sniper in mid-air, like you used to do. No, seriously... you can even do that in this version.

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PostPosted: Jun 25, 2011 12:41 
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Tofu Tea
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Joined: Aug 24, 2010
Location: Tartarus
Favorite title: Biohazard CODE: Veronica
Now playing: With myself
PSN: Epic_Dreams
Oh my goodness, you made this? What did you use?

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PostPosted: Jun 25, 2011 12:58 
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Big Truth
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Joined: Jun 2, 2007
Location: Northants, UK
Favorite title: Biohazard 4
Now playing: RE: Revelations
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PSN: BigStu1981
XBL: i r punish0rz
Dream Phoenix wrote:
Oh my goodness, you made this? What did you use?
Halo:Reach?

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his son at the end of The Dark Knight?"
Carnivol, June 2010

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PostPosted: Jun 25, 2011 14:16 
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Biohaze Owner
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Joined: Nov 3, 2005
Location: New York
Favorite title: Biohazard
The Forge creation tool in Halo Reach. Let me know if anyone wants to play some games, setting up some times with other communities as well. Also please click recommend on the maps if and when you get the chance.

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PostPosted: Jun 25, 2011 17:10 
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Grappling-Hook Maniac
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Joined: Aug 16, 2008
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Favorite title: Biohazard 2
Now playing: Resident Evil 6
I have no idea why, but after looking at those videos and listening to your explanation, I went out and bought all the Halo games lol. I paid like $5 for them :shock: . Used some of my Best Buy rewards certificates.

I had played the original on the computer years ago, but I just never really got into it. Figured I'd give it another shot and if your looking for a tester I can help you out with that. You'll have to be a little patient with me for a bit because I have to get used to the control scheme etc, but I'm a quick learner. I like the CoD series and all, I just can't tolerate some people that frequent it sometimes. It would be a huge step for them if they allowed their userbase to do something similar to this.

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PostPosted: Jun 26, 2011 12:17 
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Biohaze Owner
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Joined: Nov 3, 2005
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Favorite title: Biohazard
Fun games, you guys are getting the hang of it. LastxMaster knows Halo, just hasn't played Reach.

Do me a favor and download the Noble Map Pack so we can play Whirlwind, the absolute best map of the bunch.

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PostPosted: Jun 26, 2011 14:56 
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Grappling-Hook Maniac
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Joined: Aug 16, 2008
Location: Classified
Favorite title: Biohazard 2
Now playing: Resident Evil 6
Yessir, fun was had. I did download both packs last night before I started playing. I think your maps are very well done and balanced as far as play value, lockout was hella fun. I really liked the spaceship map as well.

I wish I had recorded that game, the MvC smackdown was easily the funniest thing I've seen in a MP in a very long time. I look forward to playing and learning more as I go.

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PostPosted: Jun 26, 2011 21:18 
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Biohaze Owner
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Joined: Nov 3, 2005
Location: New York
Favorite title: Biohazard
You can just hit start and go to temporary files, all of your latest games will be there and you can record them in full or segments.

Also great to hear, we'll play some Whirlwind the next time you are on. I'm going to play some in a few actually.

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PostPosted: Jul 05, 2011 19:53 
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Joined: Nov 3, 2005
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Favorite title: Biohazard
Showing off a near final build of a new map that is likely to make the cut as far as being part of the pack, will be playing it likely late night tonight and through out the later half of the day/night tomorrow. Come on and play a few games.

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PostPosted: Jul 30, 2011 20:07 
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Joined: Nov 3, 2005
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Favorite title: Biohazard
New map!

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"Serenity meets slaughter. Once known for it's tropic pools and lush waterfalls."

Serenity is a departure from my previous maps in just about every way. It retains the focus on competitive gameplay, but goes about it in a completely different manner.

To start, I'd just like to say that I've retained my standards as far as play testing. Though this is my first and final release here on Forge Hub, the map has been play tested for roughly one month now by dozens of players and has underwent four to five minor to major revisions. Now, on to the map.

Like I stated in the intro, Serenity goes about competitiveness in a different manner than my previous series of competitive maps. The size is roughly medium, though any player can travel through it's entirety quickly if they are comfortable with it's fluidity. Different from my other maps, Serenity is multi tiered housing roughly four layers. Again, traveling from the fourth floor to the bottom is effortless with any knowledge on the map, thus making for some great set ups and even well timed assassinations.

The point of Serenity is to keep everyone on the run, without being a cluster. What this means is you aren't left for dead out in the open, but instead have options to get away or peruse. This to me is what makes maps like Derelict and Lockout great, options. All of my maps, mainly Serenity, are centered around options. These are the factors that assist set ups and trickery, but do away with over control. Players are able to hold down an area during battle, but have to keep on their feet after killing as they'll easily be overtaken if a statue. Without cluttering the map (within its intended play size), players are able to trick, set up and even escape easily and stylishly if familiar with all the map has to offer.

I'm going to use an example, though not in the literal form. Serenity is somewhat comparable to Lockout, not in any way how it's set up (completely different) but in the way that it takes some time to get used to. Once the player does understand the maps jumps, tricks, angles and overall set up, it becomes fluid and enables a ton of fancy high level play. It is created with high level play in mind, but goes about it in a different manner than the typical arena standard stuff.

Also, from when I first posted here, a members Eightball complimented my maps (thank you) but pointed out he'd love to see aesthetically pleasing atmospheres to go along with the complexities. That stuck in my head and is admittedly one of the focal points of Serenity, to be as pleasing on the eyes as it plays. Thanks for all the support, as it continues to assist me in topping my previous endeavors. I hope you all enjoy it as much as our group of testers has.

* Also, please note that the default download is for MLG properties which supports the MLG physics. The lift properties will only work correctly for MLG settings. For default physics and properties, I have included an alternate download: Bungie.net : Halo Reach : File Details

(Please recommend and rate the main one however, or both. Thanks!)

Images and video explanation:

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[youtube]http://www.youtube.com/watch?v=vy-tnmMWCjY[/youtube]

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