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3 Weeks Ago
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#11 (permalink)
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Aesthetic Master
Join Date: May 2008
Location: Minnesota
Posts: 578
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Honestly this is rediculas, I mean why didn't you put water so its half covering you, the whole video is almost pitch black, the only thing i saw was two divided shield doors which means two seperate paths which doesn't show Conquest spirit. No flares,drains,tripmines,bubbles,regens, or turrets in Conquest. The theme could work, but not how its set up now. Sorry to tell you bro, but its not a conquest game the way it is.
I understand that its more of a concept, but you could have at least made it more true to the game instead of just what you wanted.
Last edited by Given To Fly; 3 Weeks Ago at 08:18 PM.
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3 Weeks Ago
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#12 (permalink)
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Legendary Member
Join Date: Apr 2008
Location: Chicago, IL
Posts: 2,746
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Quote:
Originally Posted by Ac3Snip3r
Explain? Well let's just say everyone at forge hub despises armories. Try to spread out your weapons if you can get them underwater. Same with the equipment. The concept is unique, but aesthetics aren't as important as gameplay. There are way too many power weapons.
A video is thousands of pictures. But at least embed your video.
Conquest?... not really. Just saying. This doesn't have the same feel as a conquest map. The floating cover is nice, but still doesn't provide that much cover.
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Speak for yourself man, a lot of conquest maps start out with both opposing teams in an armory, then they walk out and proceed into battle. Why would you camp at the spawn? You would lose every single time.
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3 Weeks Ago
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#13 (permalink)
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Senior Member
Join Date: Jan 2009
Location: Texas
Posts: 697
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do the weapon holders work underwater? if so that would answer your problems for floating crap.
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3 Weeks Ago
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#14 (permalink)
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Junior Member
Join Date: Apr 2009
Posts: 56
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Geez, so many angry replies. If you can do better, do it. Don't bother me with your conquest standards. They're more like guidelines anyway.
What I mean is, this is a Conquest-style map. I built it the way I wanted it too and it plays the way I want it too. I do not care about what you think makes a conquest map.
Forge-Union Staff Test Pilot Founder Spec-Ops Creator Union Comics Writer/Screenshot Artist Atlas Forger
Last edited by Nosirrom Mij; 3 Weeks Ago at 10:06 PM.
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3 Weeks Ago
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#15 (permalink)
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Junior Member
Join Date: Feb 2009
Location: Ze Interwebz
Posts: 68
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Quote:
Originally Posted by Given To Fly
Honestly this is rediculas, I mean why didn't you put water so its half covering you, the whole video is almost pitch black, the only thing i saw was two divided shield doors which means two seperate paths which doesn't show Conquest spirit. No flares,drains,tripmines,bubbles,regens, or turrets in Conquest. The theme could work, but not how its set up now. Sorry to tell you bro, but its not a conquest game the way it is.
I understand that its more of a concept, but you could have at least made it more true to the game instead of just what you wanted.
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Can you even form a post properly when basing it off the video? Of course it's not a conquest game - that's why it requires a gametype based of it, Officer Dickweed. Maybe you should look at the links before you jump to conclusions.
As far as I am aware, this is a charitable map, in which was formed for only recreational activities, like that of Customs. Conquest has no real qualifications or requirements, anybody can make any map, however they want. Certification is not and never will be required so please take two steps back and fuck your own face. The fully submerged map really adds to abysmal feel in my opinion. The point was to make it dark as far as I'm aware. It was an attempt to prevent long-range accuracy. All you can see in the distance is lights, which really adds to the gameplay. Even when you're looking straight down the map and you go off blind-firing, it's almost certain you'll miss. It adds not only a mysterious theme to it but almost a non-VISR ODST kind of feel, which I tend to enjoy.
As for the actual gameplay, the flare is to brighten up so you can see further distances. The other equipment pieces can also be used for light and also prevent camping in many instances, as weird as that sounds. I'll prove it in a scenario; a team is capturing your second territory, you grab a bubble in an effort, to create some kind of attrition tactic by going in and out of the bubble to parry and damage the enemy. The enemy team can do this on their side as well - for everything is multiplied by two and equally distributed. One thing that the equipment pieces do is establish an off-set or sister version of the gametype, which was what he was trying to do.
You're so fucking close-minded, aren't you? I understand your ignorance but your lack of imagination and conceptual innovation is quite the spectacle. Sorry to tell you bro, but it is the conquest game it is.
Cheers!
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3 Weeks Ago
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#16 (permalink)
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Member
Join Date: Oct 2008
Location: New York,Queens
Posts: 245
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i think you got something good going on here but i think you should create a V.2 of this map,adding all the requirements that makes a map conquest qualified.First,get rid of the loads of weapons and equipment from the start of the map.The only weapons that are really allowed in conquest are snipers,brute shots,plasma rifles,spikers,smgs,plasma pistols,magnums,battle rifles and gernades.Also,make your make one path with and have each team an equal amount of time to get to the middle terrritory.Get rid of the shield doors.i also recommend reading Gunner Grunts Conquest guide as well as Prediceds(might of spelt his name wrong).Other than that,your map looks real cool and original,just try to tweak it up a bit...love that its underwater too Lol.
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3 Weeks Ago
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#17 (permalink)
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Member
Join Date: Oct 2008
Location: London, United Kingdom
Posts: 237
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I like how everyone's chatting shit about this not being a Conquest map, when it clearly uses it's own Custom Gametype, meaning it isn't straight-up regular Conquest.
As Nosirrom has said, this is his map and gametype, and he's made it how he wanted it.
We've already established that this isn't Conquest as everyone knows it, and why should that matter?
The gameplay is fun, and that's what I'm personally looking for when playing a game.
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3 Weeks Ago
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#18 (permalink)
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Member
Join Date: Oct 2008
Location: Pittsford, NY
Posts: 374
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Quote:
Originally Posted by Furry x Furry
Can you even form a post properly when basing it off the video? Of course it's not a conquest game - that's why it requires a gametype based of it, Officer Dickweed. Maybe you should look at the links before you jump to conclusions.
As far as I am aware, this is a charitable map, in which was formed for only recreational activities, like that of Customs. Conquest has no real qualifications or requirements, anybody can make any map, however they want. Certification is not and never will be required so please take two steps back and fuck your own face. The fully submerged map really adds to abysmal feel in my opinion. The point was to make it dark as far as I'm aware. It was an attempt to prevent long-range accuracy. All you can see in the distance is lights, which really adds to the gameplay. Even when you're looking straight down the map and you go off blind-firing, it's almost certain you'll miss. It adds not only a mysterious theme to it but almost a non-VISR ODST kind of feel, which I tend to enjoy.
As for the actual gameplay, the flare is to brighten up so you can see further distances. The other equipment pieces can also be used for light and also prevent camping in many instances, as weird as that sounds. I'll prove it in a scenario; a team is capturing your second territory, you grab a bubble in an effort, to create some kind of attrition tactic by going in and out of the bubble to parry and damage the enemy. The enemy team can do this on their side as well - for everything is multiplied by two and equally distributed. One thing that the equipment pieces do is establish an off-set or sister version of the gametype, which was what he was trying to do.
You're so fucking close-minded, aren't you? I understand your ignorance but your lack of imagination and conceptual innovation is quite the spectacle. Sorry to tell you bro, but it is the conquest game it is.
Cheers!
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settle the fuck down man, there actually ARE rules to conquest if you didnt know, dickface. its called the Book of Conquest, geez you shouldnt be so ignorant. you sound so closed and sure of yourself, but you are wrong my incredulous dumbass
instead of having the conquest prefix, you probably shouldve gone and researched it a bit before saying that it was conquest. its like saying i have a assault rifle and shotgun slayer variant and naming it MLG.
the map is nice, but very sloppy at the same time, please make a v2 that is cleaned up a bit, thank you
Yeah, I kinda made Falcon Cougars.......
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3 Weeks Ago
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#19 (permalink)
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Junior Member
Join Date: Aug 2009
Posts: 13
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The idea of a submerge map is very cool, and the boat getting you out of the water is crazy. You get the originality point. But for the map itself, it's not really for conquest.
Keep forging with idea like that!
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3 Weeks Ago
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#20 (permalink)
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Junior Member
Join Date: Apr 2009
Posts: 56
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Quote:
Originally Posted by LionsNate132
settle the fuck down man, there actually ARE rules to conquest if you didnt know, dickface. its called the Book of Conquest, geez you shouldnt be so ignorant. you sound so closed and sure of yourself, but you are wrong my incredulous dumbass
instead of having the conquest prefix, you probably shouldve gone and researched it a bit before saying that it was conquest. its like saying i have a assault rifle and shotgun slayer variant and naming it MLG.
the map is nice, but very sloppy at the same time, please make a v2 that is cleaned up a bit, thank you
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That's a very closeminded approach, again like I said, that book of Conquest is more like guidelines. The map follows the same premise as conquest, which makes it a Conquest-style map, hence the prefix. If you want to get technical about it, Conquest is a far older concept than the Halo 3 version of it. You guys just give it standards, which is great, but I work outside the box.
Sea Quest is Conquest underwater, it works for this map, because normal conquest would suck on this map.
EDIT: I'm not trying to be an ass about it, I'm well aware of how to make a conquest map, I'm not exactly new to forging, or conquest for that matter. This is intended to be different. I was hoping the originality of the idea would inspire others to forge underwater and use the pallets and dinghys in some interesting ways. This was mine.
I shrug it off because I did not intend for this to be map of the year. Just a fun competetive game for customs.
Quote:
Originally Posted by IISharpFoxII
The idea of a submerge map is very cool, and the boat getting you out of the water is crazy. You get the originality point. But for the map itself, it's not really for conquest.
Keep forging with idea like that!
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Thank you.
Forge-Union Staff Test Pilot Founder Spec-Ops Creator Union Comics Writer/Screenshot Artist Atlas Forger
Last edited by Nosirrom Mij; 3 Weeks Ago at 10:34 PM.
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