This is currently one of my favorite maps right now and I FOUND A WAY DOWN AS INFECTED!!! ill put it in my file share later
Could you send me a message when it's done? On XBL? Also get in wraith after it goes down to GET down there. My Gt is : Map Lock
by filter do u mean the purple special fix and i wasnt sure if i should add it but it makes it a little harder to see stuff comin at u.
Yeah but the filters are a bit "different"they really don't go good on any map. Also it's hard enough to avoid being hit I also hosted a 16 match on v2 last night, we had some issues with spawning outside the box and if you joined late. Did you fix that because everybody loves the big team compacter!
o no i only put ten spawns on because i thought that was good but if u want u could add more for u and ur friends. but if ur friends spawned outsisde the map they should have been killed from the barriers, where they?
Yes and No: If they were a few of the unluckys they would die, and if they joined halfway through and were unlucky they would only get a soft kill and keep re spawning.
This is a fine remake, im happy someone actually closed the thing up so the garbage man dosent go inside. Everything looks fine, and flawless. My only problem is that you should be making your own maps and not remaking them from other games, come on, we dont want to see the same thing in Halo Reach, it was just fine in Halo 3.
I played this last night, though I'm not sure if its yours. There was some infected ammunition that I don't see in your pics, like other stacks of fusion coils and I didn't ever see a tank. Can't really tell for sure from your pics, though, and I never saw much outside the compactor because the host ended the game before the start of the first round I would have been infected. I can say it was a lot of fun though. We had like eight or ten people, and the matches all went pretty well. On the map I played the infected appeared to be capable of jumping right through the barriers, which they would do at the end of every round to try and finish off everyone they hadn't crushed. This actually made it better imo because you never knew when the zombie was going to come caroming in your direction with an energy sword. The main problems I saw with the map were clogging. The vehicles clogged things up really bad, but they aren't as much of a problem since they blew up eventually. The dice and the covy crates were the real issue. Before the infected figured things out they were launching those large projectiles first and all the humans almost immediately had nice little pockets behind the dice at the rear wall which they could hide in for the rest of the game. Afterwards they started opening with fusion cells and such (so their explosions wouldnt be wasted on the far side of dice barricades). Even so, all you had to do was keep up near the front of the compactor room at one edge and the fusion cells would never hurt you unless one of the guys in the back managed to shoot it the second it came through. That was another minor issue, you could dodge almost anything by just sitting at the front and on one side of the compactor crouched. Other than those two issues it was great, one of the better customs I've played so far (I managed to get in a server last night which fluctuated around eight or ten people for a while and had a lot of fun, thanks to whoever the host of that one was!). The problem with sticking might be tricky to fix unless bungie decides to release some more forge objects in a patch, or increase the number you already have. There aren't a lot of physics objects to choose from. Also the dice made some of the most fun projectiles until they landed in the barricade at the back, they'd wipe out whole swathes of people but you could dodge them if you were paying attention. If anything I'd say change up the directions of the cannons some, they seemed to mostly point in the same way on the map I was playing. If there were more that would shoot things at the walls or ceiling of the room at odd angles objects might get through the barricades better, fusion coils in particular which would clean out all those behind them. Also maybe it would be possible to get rid of the rear wall (maybe have a kill ball on it to keep people from running out) so that instead of stopping and becoming impenetrable the barricades will be traps that push people to their death as more stuff comes in and hits them. I don't know how the safe zones at the front would be fixed, they're not really too much of a problem in the first place because stuff does still randomly hit you there just not as often. Anyway great map and really fun. I'd really like to see some good vehicular maps in these customs (haven't seen one yet but i've got my fingers crossed lol) which is what I play them for mostly but yours was really fun anyway even if it wasn't exactly what I was looking for. Thanks for making it (assuming it was your version I played) and thanks to whoever hosted that custom and invited me, good times.
Aside from the more common complaints, I have one fairly interesting incident. I armorlocked as something large came at me. It pushed me through the barrier. It pushed me through the wall. I am not sure if I hit the teleporter or what, but I ended up outside the map with nothing to do. Also, someone was complaining because they never got to be the zombie, but I don't think its your fault. Anyone know how initial zombies are determined? Is it random? Kinda unrelated, but still kinda relevant.
Ok every one the update is done, the new and improved version 3 is on my file share. i fixed all the problems that were mention also thank u for ur feedback and helping me make the map better!
Okay I checked again and it wasn't your mode I played. There are actually a ton of these if you search by tag, but yours looks pretty nice. The same two problems are common on all of them, though. For one, its less about dodging and more about getting behind a barricade of dice or crates. Second, all you have to do is sit against the wall on the shield inside the compactor and nothing will hit you most times. There are no grav cannons that shoot that way, so you only occasionally die from an explosive that goes off right as it passes. The first one's an easy fix. The back end of the compactor room needs to be opened up, and it'd be cool to see a kill ball there to blow up all the explosives and cars as they hit it (for effect and to make people nervous about standing all the way in the back to dodge easier). The second one isn't that hard either, just needs a death zone covering the first five or ten feet of the compactor where there is almost no chance of getting hit even if you have cannons pointing right at those walls. Also it would be nice to see it made wider. I'm not even sure if the cannons add on their strength so I don't see how it would hurt to disperse them (do they add up, or is it always the same? I was really dissapointed you couldn't adjust the strength of those things). With a wider tunnel (and maybe a bit taller) the tanks and warthogs would not get stuck and provide cover, or jam up all the rest of the trash. It shoudl obviously be wide enough that people have a chance of dodging, though. Really even with modifications stuff's still going to get stuck because you can only make the cannons so strong and they really don't throw stuff that far. A downsloping map might be the solution, the slightest slope possible that will let big reliable missiles like the dice and balls or explosives to push stuck pieces out and through the kill ball. But yeah, its a fun game mode imo. Obviously some of you have played it a ton already, but not all of us played halo 3, and even if you've done it to death it's still nice to have an inventory of good modes when you just want some random varied custom games.
If u played mine i got rid of the clogging;i tested it it many times and rarely anything got stuck. As for the stand on the side up front, i arranged the cannon mans so that it shot the stuff in differnt directions. It can also be fixed by moving a surtain object from up top to one of the sides and letting it fall right down.
I played the newest version tonight, and its greatly improved. The mancannon arrangement is more robust, and though I've managed to get pushed through the shield door, the teleporter is large enough to send me right back. I noticed very little clogging, though I'm not sure how you did it. That spot up front, though reliable, is not perfectly safe. The FX takes some getting used to, but it adds a scare factor when you realize that that black splotch blotting out the mancannon is the underbelly of a warthog flying at your face. Greatly improved.