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Cheese Nibbla

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Cheese Nibbla last won the day on October 28 2020

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About Cheese Nibbla

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    Testing the waters
  • Birthday 09/26/2003

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  1. Hey everybody I've got some good news. I don't plan to upload pictures till the weekend but there has been multiple play tests that went pretty well. Nothing big just a few spawn fixes and slight changes to the layout. This map has strayed greatly from my original vision but I didn't wanna give up and start something new. I'm glad that i've made progress on this map so far.
  2. Final update before launch. I'm about 3/4s done and will be releasing the playable version in the next couple of days along with a plethora of photos. Feedback and criticism is always welcomed, as long as its helpful or informative. (Something like maybe certain sightlines or weapon spawns, not just "I don't like this section".) While I have greatly strayed from the maps' original artistic style I still believe it will provide an enjoyable experience.
  3. An update on the progress: The first version of the layout is almost complete. Been trying to spice it up with a lot of long range sight lines and weird jumps. Photos to come soon
  4. Hello everybody, I know its been a while since I've posted something on this thread so I feel I needed to clarify things. I dropped work on this project because of several reasons, most notably my mental health. I have been struggling a lot these past few weeks and I just decided that I will never be happy with the map if I'm not. However it has been a few weeks and I am starting to feel somewhat better. I am resuming work on this map and going blockout to continue. I will try to be more transparent as time goes on when I decide to take breaks or not. I also have fleshed out a lot of new ideas over my break so I'll see how it goes. I hope everyone can be understanding of my condition currently and I plan to release the first blockout version of this map before the end of the month.
  5. Update: I have decided that I'm going to start this from scratch. While I have improved the overall look of the map, holding myself to a specific theme has restricted my creative freedom and as a result I dislike the current layout. It is too large to rework so atm all I plan on doing is restarting from square 1, but this time I'm not going to hold myself to a theme.
  6. Halo 5. To elaborate more on the layout, I'm going to try and make something that would work really well for oddball and CTF specifically. Like I said, plenty of long range sightlines but with a focus on CQC combat. I've also chosen the default railgun as the map's power weapon, to try and deviate from always having a sniper.
  7. looks dope man, will this be played with AA or on competition settings?
  8. Hello everybody, this is going to be my first map post to the site so I'm pretty excited about it. I have been making maps for many games including halo for about 8 years now but I'm always looking to improve my skill. As for the map itself, It doesn't correlate to a certain location but rather is inspired by the Neo D.C. structures that are portrayed in Ion Fury, a great old school shooter that dropped a few months ago. I always believe I can make good layouts, spawns and objective placements however I always felt my artistic drive with mapping has always been somewhat tame. With this map I aim to create not only a fun map this time around but have it also be visually appealing to the player. I can never seem to have a good simplistic style or a consistently highly detailed theme so I plan to have a balance of some sort. As for what is in store in terms of layout, this map will contain a much larger play space in terms of sightlines, with lost of indoor CQC sections sprinkled throughout, with a dash of height thrown into the mix. (Hence the name) While I just started work today and am nowhere near done, I will try to consistently update this post with its progress. images will be add later when its in a more complete state. I hope I can live up to not only my own expectations but also of you guys too, so stay tuned!
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