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Bert

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Everything posted by Bert

  1. Bert

    Piercing Wind (V2)

    New update. Changed some of the layout, and new weapons. Credits to @Xzamplez for helping with great ideas. Also added Strongholds to the map, as I was able to fit it in. Added extra spawns to allow 4v4 Weapon Changes: H2 BR x6, 3 mags, 20s Respawn Needler x2, 2 mags, 40s Respawn Plasma Pistol x2, 50%, 40s Respawn Covenant Carbine x2, 2 mags, 20s Respawn Rocket Launcher changed to SPNKR Version SMG x4, 2 mags, 20s Respawn Layout Changes: Reworked Rocket Room Reworked Outside Blue Base View 1 View 2 Gold Elite Red Elbow View 1 Thanks again to Xzamples for the help, it was really fun and I absolutely love the changes towards Red Elbow and Rocket Room.
  2. Bert

    Piercing Wind (V2)

    Here it is, although I would still like to emphasize that it is a very QUICK and tight map to traverse, especially with how spawns and OBJ is setup. Intended for 2v2 gamemodes but it can support 3v3 if need be. With the flow of the map in regards to the placement of items and areas of contention, that being mainly the temple with some surrounding parts like the Gold elite and Active Camo seeing some combat, the pacing is largely because of how funneled certain areas are. This meaning various things, like a certain area is constrained in length or width, or a connecting area is purposely "funneled" into a larger area. Who knows, at the end of the day this map was made with core in mind, and I have yet to play 4v4 so I could very well be wrong. But besides that, when I do have free time, that bottom left corner section's days are numbered. Blue base does deserve better, I'm just kind of worn out and I know that it at least functions as a flag spawn to a fair enough degree.
  3. Bert

    Piercing Wind (V2)

    Good idea posting those pictures, I honestly was rushing to get all that info typed out and that slipped my mind. When I'm less worn out on mapping, I think a large re-work of the general outdoor area (and maybe some slight indoor tweaking) might be in order, because like I said the budget is suffering, especially the lighting and I greatly dislike having bad lighting. I originally wanted to make blue base inspired by the Space Pirate Outpost, as it would have been a nice contrast towards the temple. Obviously you will see from these pictures, how budget intensive making a different area styled like this would be. (Pirate Control Tower) (One of the various research rooms.) I would definitely like to make this happen on some level, although I might be dreaming a bit to much.
  4. Bert

    Piercing Wind (V2)

    Hey everybody, got another map here. Still in H5 because god forbid we have finished products. I originally wanted to make an accompanying video that featured wide, panning shots with the Phendrana Drifts track, because as you should be able to tell, this is an original layout, stylized as that location from Metroid Prime. I thought that it would really suit the map, and it probably would have, but I just ended up not feeling like it. As for the original upload date, it was going to be on Christmas day, but then I (to my surprise) got gifted a copy of Metroid Dread. So I kinda just.... forgot? I'm just remembering as of today that I indeed did make and finish a map to post, so here we are. If you haven't played Metroid Prime yet, I HIGHLY recommend you do so, even if that is by legally questionable means. It is worth every bit of your time. What is the intended gameplay of this map? Piercing wind is mainly focused on 2v2 CTF, Oddball, and later KOTH, with FFA up to 6 players to be supported. You wouldn't be wrong in assuming that this is a small map, and so this is accommodated by a large amount of varying sightline distances, and verticality. This is also plays a role thematically, as the OG Phendrana features very grandiose structures and decorations, albeit abandoned for god knows how long by the time the player arrives. Along side the music it gives off a very toned down, and calming presence when you just step back to observe. I wanted to preserve this feeling as best as I could, although H5 has shitty ambient sounds, or none at all depending on the map. This map also has some passing fog, so because of this visual limitation I decided to remove the original power weapon, being the Beam Rifle. It should be noted that I placed all items and objectives relative to the time it takes for both teams to reach them at the same time. Piercing Wind Features: An asymmetrical layout A Red and Blue Base akin to CE style asymmetry, although when I optimize the map some changes will be done to blue (the budget is internally screaming as we speak) A Hailstorm Needler, 3 Mags (60s) A Rocket Launcher, 2 Rounds (120s) An Active Camo, 90s Duration (180s) Various Markings and visual elements that don't interfere with gameplay, but also spruce up the map, and serve as name calls Various prefab recreations of props from Metroid Prime, Some made by me, a few made by a wonderful lad on Xbox named Omni 42. Much thanks to him saving me time A lil' friend for you to find (He's shy) Without further ado, let's get into the map. Here we have, well idk. It's hard to explain what this room serves, as its not necessarily a side path, a connector, middle or anything at all really. To the right we see a vent, (insert obligatory among us comment here) and out of frame past that, is the main connector door to red base, which we will move onto in the next image soon. If I had to describe this room, it would be a little bit of all the things I just listed, because it serves all those purposes, to varying degrees. I know it's hard to visualize with just an image, but including all the various entrances into this room, it basically is a giant 90 degree bend into middle. (Alternate View 1, although it is an image of a previous version because the Red Flag is placed differently now.) (Alternate View 2) In this image we have a raised view of the majority of Red base. Directly underneath is where Red flag will spawn. The double doors take a left into a T shaped Connector room, and the upper path approaches Mid from multiple angles. (Alternate View of Lower Red) (Alternate View of Upper Red) Here is the exit of the stairs. Behind view is Mid, where the Rocket Launcher can be obtained. To the left is and exit of the building, and a slope down to blue flag. (Alternate view of Skull Stairs into Mid. Middle's shape was vaguely stylized like the middle portion of Quake 3's Camping Grounds, the difference being that it was shaped around H5's mid range combat.) (Middle of Q3 Camping Grounds. Quite Possibly the most awesome level in Quake Deathmatch.) Here we have outside the stair door, down the slope into Blue. Blue Base is currently just a place holder, as it's basic as all hell, being just the flag spawn and starting position with some natural terrain as cover. It's the only part of the map I'm genuinely disappointed in, so I will be coming back to this in the future. It is, at least currently, the best spot for Blue to spawn in, without re-working large sections of the map. Other than that, to the right is 2 paths that split into various junctions into the Active Camo spawn, And directly ahead is a dead Gold Elite with the Hailstorm Needler. (Alternate View of Gold Elite.) (Directly behind the Gold Elite. This is the Active Camo Spawn.) And that about wraps up all the major areas in need of showcasing. I'm decently happy with the outcome of this map, although like I said I do still have some work on Blue Base to do. Once again, I IMPLORE that you must play Prime 1 as it is a phenomenal product that even the same studio behind it couldn't recapture the magic to the same degree in later entries. Once again if you would like to give feedback or input, or even play the map for yourself, my GT for the download is Jam on Bagel. As of today the map is flagged visible in search.
  5. Bert

    These are my maps

    Very nice, I always enjoyed UT but never got fully into it because of a lack of friends playing it nowadays. Will have to check these out by myself sometime.
  6. Bert

    Senshi no Kyujo

    Hello everybody, got another core style map (however I'm really pushing the envelope on that definition) and I have an original layout that is best played ONLY slayer, and is good for 2v2 or FFA up to 8 players. It should also be stated that once again the layout is asymmetrical but all placed items are symmetrical. It will always take players the same amount of time to get to each item from that player's spawn. What is to note is that this map's architecture and visual style is derived from Quake 1, or so at least I tried to replicate that. The map is still playable, however I have only used 900 entities, so the map will still be subject to change as needed without any budget problems. Changes won't be posted until there is a few large changes or a large amount of fixes and tweaks. Being a quake styled map, I wanted to replicate the really W E I R D level design and height, but still have my own layout and have it function well with H5's movement system. Obviously Halo doesn't feature movement mechanics like bunny hopping, strafe jumping, wall running, rocket jumping, stair skating / stair boosting and other techniques, so just straight up remaking a map would most likely not transition over well to halo. What's the map missing? Intro cameras Named locations Some detail (Potentially) objectives Maybe a few more weapons This map's current available arsenal is: 1x Halo CE Magnum, 2 Magazines 4x H2 BR, 2 Magazines each 2x Plasma Pistol, 40% Battery 4x Brute Plasma Rifles, 100% Battery 4x Magnums, 2 Mags each 2x Needlers, 2 Mags each 1x Over Shield 1x Speed Boost 16x Frags 8x Plasma Grenades In terms of the potentially questionable weapon choices, most of these power weapons are spread apart a decent distance, have long respawn times and are only stong in niche areas of the map, since a lot of this map has many sightline breaks and midrange engagements. Precision weaponry will still be the main gameplay loop for this map. In view is the most standard section of the map currently and will probably be updated soonest is the monument overlook. While this map is intended for FFA, this does function as Red spawn in 2v2. Don't really have to much to say for this section as everything about this area currently is in view. Here is the most enclosed section of the middle currently, that being the CE Magnum spawn. Some would say a railgun better fits quake's theme, I say shut up. I've used it on to many maps and I have to change it up at sometime. directly behind is the monument previously spoken about; across this perch is blue's doorway, windows and a door towards the speed boost on the right hand side. a window onto the roof of that building is also on the right side. To the left a doorway on the perch in view and another doorway directly behind the view of the camera that leads into one of the connector halls to over shield. Here is the over shield room and yeah its complicated I know, so complicated that I couldn't find a single area to screenshot the majority of the area at once. In short, both Red and Blue have 4-5 entrance points and I promise it isn't actually that complicated to remember in game I swear. All entrances are clear to players from either side of the entrance, for as little confusion as possible. This section doesn't have to much going for it, but it does have some verticality, and get this, a one way teleporter. Yeah we getting CE up in this bitch. It is also a flank for red during teamplay. Here is the speed boost spawn. Its got a few entrances, a one-way hatch on the roof, several access points onto said roof with a few being less conventional. Not the weakest area in the map currently, but definitely could be spruced up in later versions. Other than that it functions perfectly fine as a play space. This is currently Blue spawn's layout. In terms of unpacking what's on offer, I don't wanna. Look at the picture yourself dummy. And here is the final noteworthy area. This platform bends around 180 degrees into the over shield area, has a gravity lift into blue, a pseudo-sniper tower, a ramp on the right into a T connector on the lower part of the tower and the teleporter exit. So yeah, that's the map currently. I have more maps in progress but I do plan on revisiting this map and seeing if I want to rework anything or decorate the level better. I don't think its perfect by any means but I think its a good start for this version. Like I said I will update this page with any noteworthy changes. As always if you want to playtest, host customs, give criticism or more I'm always down for discussion and game nights so just shoot a text. My GT is Jam on Bagel and have a good one.
  7. Bert

    Atlas (Bio Lab Re-Design)

    Hey everybody, been working mainly on other projects but here are the changes that have been put into effect with some playtesting. (The players ranged from diamond to champ) 1. Reworked re-spawns, works significantly better in CTF 2. Added standard magnums? Yeah surprisingly it was quite common to run dry on magnum rounds. 6 Magnums with 2 spare mags and respawn after 20 seconds. 3. Added a Shotgun in the mid stairs. 2 Minute re-spawn, only available on CTF and Strongholds. 4. Changed the beam rifle to the rail gun. 4 Minute re-spawn timer, 8 rounds total. 5.Extended the back left of Red base, allows better spawns for red and another access point to red roof. 6. Optimization. This involved reducing the amount of background natural terrain. 7. Removed the Man Cannon from "The Rock", which had the over shield spawn. Ruined the flow of combat in that area. Those are all the large changes, or the ones I could remember anyway. Here are some photos. The shotgun spawn in mid stairs. Once again, it will only spawn in CTF and Strongholds. The extended area of Red base. Not too large, but it allows for better red respawns, and also adds a 3rd route on top of Red. The area that had its Man Cannon removed. It was intended to add more depth to the area, considering it would be highly contested during strongholds. It ended up being pretty one dimensional. Anyways, that's probably all I have in mind currently so this may be the final product. Have a good one.
  8. Bert

    Atlas (Bio Lab Re-Design)

    Hey everyone, after some decent playtesting on mainly CTF and FFA, the map has gone through some slight balance changes across the board, but overall is still pretty fun. Currently focused on other projects so I'll post the changes later.
  9. Hello everybody, this is my first real project and it took about 2 months of designing and tweaking and I'm finally happy with the end result so I thought I would finally share it. So what is Atlas? Atlas is a re-design of Bio Lab from Call of Duty: Advanced Warfare. Bio Lab was an amazing example of basic gameplay layout, because unlike the majority of the maps in AW, this map is designed around the mobility mechanics rather than feeling designed with a BOTG mindset and tacking on some double jump or slide areas later on. What results is an insanely fun experience, even with some of the map's weaker areas, resulting in it being one of my favorite maps in the franchise. Too bad it debuted in a sub-par CoD. Atlas takes the best of Bio Lab, reworks it to fit with H5's movement, and re-designs the more lame areas, all fitting into a neat little core experience, best played with up to 12 players on either Strongholds or CTF. Let's take a look at some of the areas. Here we have a front view outside of Red Base, probably the most standard building out of the bunch. From this side we have a ramp into the entrance and a window just to the left, with some cover and an SMG nearby. On the left side there is an additional window that is wider, accompanied by a doorway and a H2 Battle Rifle. As you can see the front entrance connects to the middle room, and stretches to the back exit. Finally, there is a gravity lift in the back to reach the roof, and a pillar on the top right that connects to the center crane, ensuring that players have a way to reach the roof from not just the back but also the front. In OBJ modes this base plays the crucial role of having both the Red Flag and 1st Stronghold in the middle room. In stark contrast to Red's conventional design, Blue has an open courtyard outside sprinkled with cover with a large door and ramp at the front. A side door accompanies the courtyard side of Blue Base, and by navigating up either the pillars or the less straightforward box-to-wall-mounted-light jump located on the left of the front door, the roof can be accessed where there is a dropdown that can be used to get to the first or second floor. The box can also just be used for entry through the window. Now viewing from the side door, you can spot the orange side door, the upper catwalk entrance next to it, and finally the door left of that going to the center of the map. From viewing the window, you'll see the upper section above the catwalk that the orange door takes you through. You can also spot the Beam Rifle on the second green pillar. Here, the center of the map is located. From behind us, there is the blue base, the opposite side connecting to Red Garage, (Not Red Base) Behind the pillars is a dropdown to blue courtyard and next to the Neutral Flag there is a connecting hallway to the front of Red Base. As you might have noticed, the way Mid is designed is meant more for traversal to other areas rather than being a section of the map. This is because all spawn points, weapons and the Over shield are placed in the far corners of the map. And because all the timings for reaching specific weapons and powerups are the same for both red and blue, that means that players have more choice in what path to take because they all have relatively the same length. in short, there is no "meta" way to reach the Beam Rifle, you can make your own path. Inside Red Garage, you can observe the connection to mid on the left with a window next to its right, (not in frame) a door directly behind us, a door to the far left just in view, and behind the large boxes are another two windows. Finally, there is a small vent opening on the roof, acting as a one-way entrance. The top view of Red Garage. Both the left and right side of the building have gravity lifts for roof access. Finally, in once again the farthest corner from both sides, we have the Over Shield spawn. It also shares this spot with the final stronghold. What is to note is the gravity lift next to it, positioned in a way that both teams have access at the same time, acts as a 3rd way on top of Red Garage, and also a solid escape route. So yeah, That's the map. I have to say I'm quite proud of myself on this one. I'm really happy with not only just the recreated sections, but also the many, MANY touches I added to the map myself. My personal favorite part about this map is the contrast in engagement/sightline ranges. While still functioning as a core style map, It's asymmetrical layout brought together with it's symmetrical spawns, objectives and weapon placements make for a very unique map, whilst still retaining a smooth flow in between combat that feels fair for both red or blue. I really hope you found this as interesting as I did, so if you want to try the map for yourself or shoot me a text to play, My GT is Jam On Bagel. I'm always happy to play, and receive criticism or exchange ideas. Anyways, have a good one.
  10. Bert

    Industrial Map

    Nice, lotsa detail in just those few images.
  11. looks dope man, will this be played with AA or on competition settings?
  12. This statement rings unbelievably true. I don't bother asking my friends for feedback unless their is something extremely broken and it is obvious from initial playtesting. The only feedback you should truly take is your own; while difficult playing as many matches as possible on it is the only way to truly determine weather or not the idea works in practice.
  13. I have bad news about RAMP. Unfortunately I won't be able to submit the map in time as I've only completed just over half of the map. I was extremely busy trying to wrap up loose ends with my marks, and graduation. I haven't been able to sit on my butt for a week, and of course this is due to what was previously stated. The largest issue that got in the way was probably the fact that I didn't actually get to start until about half way through the month, or in other words halfway till the deadline. I'll still see the map out considering how far it has come, but there isn't any chance of it making the final build of RAMP. Unfortunate, but at least hopefully I'll be better prepared for RAMP 2023. I guess the most I can take away from this is that I can experience varying levels of skill, and what some players gravitate towards to in their own designs. Now if you will excuse me I'm gonna go mope around and over-eat.
  14. Unlike some I disagree. There's no telling when in my opinion. Any game has the potential to blow up if it lands the right player base/marketing. So to me it'll never be an if but a when. I know another great shooter will come, I just don't know if all of us will live to see it.
  15. Idk if it's just me but for how little I care about Halo currently, I can still throw on a classic campaign and have a blast. Literally never tired of playing Pillar of Autumn 800 times
  16. Yeah I was a year behind because I was missing my g12 college level math, and some other silly crap that happened on the school's end but here we are
  17. Well, as of the end of today, I'm officially free from the shackles of the modern education system. Don't feel particularly different but my parents are going mental.
  18. 5 seconds in and I'm already hyped; a game styled like Goldeneye/Perfect Dark? TAKE MY MONEY!!!
  19. Behold, the first version of the starting room for my next masterpiece; 𝓜𝓪𝓼𝓱 𝓟𝓸𝓽𝓪𝓽𝓸𝓮𝓼
  20. @S0UL FLAME They also include two texture packs for use in the mod, of which I wish i knew about sooner because they both have literally thousands of community made textures for general use across Wads. I wanna go hard on this one because while I was happy with the result of the map I made for you, it was a slight let down because my effort across the map was unbalanced. The starting areas had a lot more time and love compared to the ending rooms, especially the Courtyard. But then again I never planned on making the level loop through the courtyard until I learned about the Portal trick.
  21. Quick update: I'm almost done with my semester, but around this time A community project caught my interest and I've been following it since. I'm going to be putting any progress on WaW on hold, because I want to take part in this project named RAMP 2022. Basically it's a doom 2 mod that features a hub level in which anyone with any level of mapping can submit a level and have it be a part of something larger. This sounds right up my alley, because while I can map decently in d2, I have next to no knowledge of actually putting together a Doom episode. I think it's going to be a really fun community activity, and from what I hear the first one was a success. This is probably the most excited to map that I've been in a while so I want to capitalise on this opportunity.
  22. Nah, with the direction that the industry has taken, I've pretty much written it off as a career. There's too many factors that sway me away from mainstream studios, and I don't have good enough work ethic to be indie, or part of a small team. Maybe some other time. Right now I'm just working in an electronics warehouse, I'll be doing repairs like part swapping or soldering wires and stuff like that. Occasionally I'll work the inventory and transfer items to and from the warehouse.