|
|||||
![]() |
|
|
|
|
|
Quote:
as far as jumps, with my maps I make sure all jumps work. for this I mainly focused on: red base jumps (up to red from trech aread, then the go around after that) blue base jumps (up to frags, then up to top, as well as walkway cover) rox jump sniper perch to os nade jump ground to top of shotty bunkers note: most of these jumps are not easy, and they are designed that way. and as far as creating a good map (remake anyway), constantly playtest. With every area do every test imaginable. If I stand here where is everything supposed to look like......ok now what if I crouch or jump. How long does it take to get from point A to point B. What's the angle on that ramp, etc etc. Couple good useless trivia bits I learned from this map. 1. upper plasmas walkway is wider than the rest of the walkways 2. sniper pearch is slanted 3. the two sections of covered ramp are different angles the detail I use in my maps is disgusting. I'm waiting for someone to realize I put in that tiny ledge on the side of the ramp going from top to shotty tuns. Last edited by wlyd3; 10-10-2010 at 11:24 AM. |
|
sweet ill try out this map when i get home
|
|
What a great reimagination of a classic Halo map!
I've seen several remakes of Hang em High on Reach, even some good ones, but I particularly like this one for its open top. The daylight makes it more playable in competitive games, in my opinion, because the others can be a bit too dark, even if they're trying to be true to the original. Great job. |
|
Drop em fast, nice title xd.
|
|
I really like how you use the grass in your map, gives it way more character than a plain old gray map. Also looks like it would run pretty well
|
![]() |
| Bookmarks |
| Thread Tools | |
| Display Modes | |
|
|