If you love running through a map trying to avoid ghosts that want to kill you, this is the map for you! The following video will give you a walk through of the map so you can avoid most of the traps. I would recommend downloading the map and trying it out before you watch the video. Once you know how to make it through without dying, bring some friends into the game and laugh at them when they're trying to understand how they died. Changes Made 0:40 - There was a problem with the regenerator respawing. This is no longer a problem, making the shortcut easier. 0:44 - There was already a cover there, it just hadn't respawned yet. I went back into forge after the video and set respawn beginning yes. 3:20 - The fusion coils that you would always hear exploding after you punched the grav lift coil were moved to the top so the explosions wouldn't be so annoying. I also made it so that the coils would blow up faster and respawn faster so the sequence is a bit shorter but there is still a noticeable wait time. 3:41 - I gave more room for the block so the the passage is passable after the trap has been set off. 3:41(updated) - It was still possible to get stuck even with the extra room so I changed the small block to a damaged column. Now after the trap is set off, all you have to do is jump over it a it'll work every time. 3:46 - The green dot in the wall above his gun is the teleporter that takes you to the top. I thought it was too easy for people to accidentally run into it without first realizing that the pallet wall is a trap and they need to look somewhere else. The teleporter is now in the ceiling. It's still possible to see the green dot if you're looking at the right angle. The pallet trap has also been changed up a bit. Now if you break the pallet, you'll have the choice of dropping down a tube corner. If you drop down, you will have no other option but to kill yourself with a grenade of your choice. I thought this was better because then people would be forced to kill themselves rather than have to look around for an excape then jump into a teleporter that they think is the escape then die. This way, people will know that it's a trap and they'll be more encouraged to look somewhere else. 4:20 - The ramps in the shape of UEG were changed to a zig zag pattern. I thought the UEG patter was too easy because all anyone had to do is to jump on the right ramps. It's also more beneficial to my bud jet to just have 4 ramps instead of 11. 4:30 - There was a problem with the turrets respawning after all 3 were detached. Now if all 3 are detached or if a turret is grabbed under 180 seconds, the turret will switch locations like it's supposed to. 6:35 - The ball was a bit to difficult to grab onto, even with two people. I've now made it possible to grab it on your own (semi-easily) or to grab it with two people (quite easy). Haunted House on Haloween Links (Updated) Map Variant | Game Variant | Youtube Video
You obviously know some pretty advanced traps so the next step I would suggest for you would be to try to make the maps into some sort of theme as was made in the Indiana Jones, Crystal Skull map a while ago.
wow, just wow. this looks like a amazing map! how about you make tutorials on how to do these? or give us a link? because that would be awesome and I agree with jcrane that this map should have a theme. I'm going to DL it now and try not to die lol ;D
Umm. A theme is like a house built around all the traps to make it a haunted house. But just a bunch of traps isn't much of a "haunted house".
There are pleanty of tutorials out there for trap making. OIVIARxPRx has a lot of tutorials on his channel. Once you understand the concept of trap making, it's just up to your creativity to create something awesome. This is my 3rd version of this map but if making it into an actual house would make it more fun. I could make a 4th but the structure of the house would take away from the number of traps I could make. My goal with the 3rd version of this map was to optimize the structure of the map to allow for more traps/obstacles to be made.
It looks great, but I think that there are a few things that could be better. First off, you definitely need to smoothen some areas and clean it up a bit. Here's some stuff: 0:44 - You should cover the top, it's open which means that your map can be broken. 3:20 - The sequence to make the gravity lift spawn is pretty long, maybe you could shorten it? 3:41 - The trap revealed the pallet, which should have stayed hidden. Perhaps you could fix that? Not to mention that the camera guy couldn't get over the trap once it was activated, so you may want to also change it so more space is available. 6:49 - It looks like you can get up there, you need to add more walls to stop people from getting up. Other than that, looks like a great map. With a little bit of fixing, you may even be on your way to a featured map.
Something tells me you learned these traps from OMARxPRx...it's okay, I did too, so I know how to make all of these. If you didn't learn from Omar's videos, well then you are one of the smartest people on this place I've seen so far.
Some of these traps reminds me of those from the Map "Saw", and there are some pretty unquie ones that I have not seen before.
If you are telling me that I didn't in fact spend hours and hours making this map with my own two thumbs then you are very much mistaking. Have some of these traps been done before? Absolutely! Does that mean they should never been created again? Not at all! I gave credit to the maps/players I was inspired by. I appreciate the input! Some of the things you mentioned were fixed right after the video was made. 0:44 - There was already a cover there, it just hadn't respawned yet. I went back into forge after the video and set respawn beginning yes. 3:20 - The fusion coils that you would always hear exploding after you punched the grav lift coil were moved to the top so the explosions wouldn't be so annoying. I also made it so that the coils would blow up faster and respawn faster so the sequence is a bit shorter but there is still a noticable wait time. 3:41 - Yea I don't like the pallet being shown either. I tried to go for a trap as unnoticeable as possible here. I could have just placed some movable blocks in the floor but I thought after a certain part in the map people start looking for anything and everything and a single crack in the floor just screams trap. I also gave more room for passage after the trap is sprung. 6:49 - If you can get up there it would have to be from another persons head and even if you did get up there, what would you do? You could just stand up there and look at the pretty blue effects. The only traps/obstacles I had learned from other people, I mentioned in the video. The minefield trap was a trap by omar and the ledges popping out from the wall was from the crypt of doom. Personally, I think those two parts of the map are the coolest parts.
Really? Wow, that is really smart. Yeah, the minefield is the best part in my opinion. Do you want to get together (no ****) and play sometime?
They could jump and get out, nevertheless. A map being breakable is never a good thing as it deters from what you want people to see, your actual map; not the outside of it.
Thanks. Yea I'd be cool with playing with you sometime. But I'll probably forget you so you'd have to remind me who you are. I think you misunderstood me. There was a wall there that hadn't respawned yet because that was how I would get out of the map in forge. I hadn't set the wall to show up at the beginning yet because I wasn't done with the map yet. The map on my file share has that wall there at all times so they're is no chance of anyone getting out.
Yeah, sure. I just finished a small slayer/CTF map meant for a max of 4 players. Not big, but it should be pretty smooth and I did a lot merging. My wire for XBL broke but I'm buying one on Thursday. I'll send you a FR over Xbox.com right now.
Nope, I completely understood you. Here's the part I was talking about: You never said that it wasn't breakable, you said that people could get out (but all they'd have to do would be to look at the lights). Like I said, it needs to be patched up because a map being breakable (at all) isn't a good thing.
So me and my friends played through Haunted House, and I was quite impressed. Here's a some good and bad points: The tubes used made the map feel scary and enclosed. We were always on our toes. Some of the traps are very inventive, and caught us off guard many times. The part with the pallet (won't say which bit, but the one near the shield door) was extremely crafty. At least I had people to save me. The tubes weren't awfully aesthetically pleasing. More to the point, it was often predictable when traps were coming up, because the tube corners ended. When the map turned jump map, it lost a lot of the atmosphere. We knew exactly where we would die, and it meant that the fear aspect vanished.
I don't see it as a big enough deal to patch up. Sure they can get up there and stare at the blue light but that's all they can do. If they wan't to do nothing but stare at a blue light, they can do that in the bottom too. Thanks for playing my map
Instead of breaking the pallet, just stay against the left wall. There is a hidden teleporter that will take you to the skybubble.