YouTube - Reflect Spoiler *facepalm* Energy Sword x1 Shameful version update.. I placed 2x weaks on an area instead of 1x weak and 1x anti -.- tiredstevewastired.
Okay, this has to be my favorite (and most played) custom map on Halo Reach, and if I didn't have food poisoning I'd go ape about this. You'll definitely get a FHF nomination from me later. Also, your signature is inaccurate!
I loved this map when we played CTF on it!!! It so much fun to play on, as there are so many different angles of attack for each team to use. I will also be nominating this map for the FHF competition, just because of its sheer awesomeness!!!
hehehe thanks guys I must admit, it's probably my favourite map to date too. I've always liked objective, so that was the main theme for the map; without blowing my own trumpet too hard, i think I succeeded pretty well.
Those gametype graphics are looking by far the sex. I played this map quite a bit over the course of its creation. I suggested you add alternative routes in the bases. You did. I suggested you fix your KOTH markers. You did. I asked you to suck on my pe- nvm...you get the point. Good map mr stevo! There's a lot of good player movement goin' in this map and I'm glad it helped you figure out a spawning system.
I remember playing this back when it had a different name... me and MjB Shrapnel played with everyone else testing and it was amazing but there was frame-rate lag on split-screen - did you fix it? I didn't get to play any other testing sessions than that one -. In that session the map was in progress and there was no roof, but it still played awesome. (By the way I have downloaded and played with my friends and the map is still flawless. Good Job.) All in all i think this map is worthy of a feature as it has great flow and makes for some incredibly fun battles and some awesome games in my opinion this map plays better than nearmost every other map on reach - the ones its not better than its about the same -. On the aesthetic side of things i have to say this map looks very pleasing to the eye, while keeping it simple and making the player not get distracted. You seem to have got the balance just right thanks Wrek P.S. Nice graphics on your thread
Indeed you did Jake, and I'm thankful that you pointed out the side path issue... I don't think the gameplay would have come anywhere near to the standard it's reached without those pathways being as they are now. Also, thank you for the gametype images... I actually forgot to get you to add territories, but it doesn't really matter, it fits well as it is Thanks wrek, it's nice to hear such kind words from someone I've hardly played with. I never play split screen, so sadly, I don't know if the issue got resolved. I did however, remove the glass windows to prevent as much as possible, and in general divided the line of sight up a bit more... but I can't guarantee it won't lag whilst playing split screen. However, if it doesn't ever make a feature... i'm sure you could always throw it a vote for FHF sometime
I believe I had one playtest on this. It was a 2v2 CTF match, so not the best conditions to play this kind of map but regardless it was fun. I got a little angry because flags at home was enabled so even though I brought back the flag twice before the team was even trying, because our flag wasn't at home I couldn't score and we ended up losing. Anyway the sight lines are great and the flow really does move all around the map which is good for any gametype. Nice job stevo.
I think I've played this about 124,353,663,272,374,6736 times so far. Its definitely a fun map to play on, not really my style, but definitely a very solid map for team games. I should also add that the view out of the top of the map is awesome. Good job, you spongy...
You just couldn't wait for the video... This map is very awesome and deserves to be part of anyones customs. As he said, it is great for objective but slayer is awesome as well. Great job and keep forging mate! You know how to make 'em! Edit: Don't remember there being two swords...
Cocky much? This. But you definately deserve to be, Stevo. This is EASILY my favorite map yet in Reach. Flawless spawns. Great LoS's. Looks amazing (though I do miss the windows that used to be on the sniper plats. ): ) My favorite weapons . Lol, great map. Well done, Stevo. This is just a good week for you, huh, Mr. Journalist? Thanks for the special recognition, too. Oh and who the hell does all that graphic stuff? I want graphic stuff! Lol
^ Stevie probably does it in photoshop. Great job on the video Crypto. Too bad it crashed my browser 3 times and I had to watch it on my iPod. And Steve, as you would say to me: "Needs more tank."
Yeah this map is totally unbalanced unless stevo is on both sides... Needz Moar Stevo Also, erupt, I made all the images - the gametypes image. Glad you like them GIMP ftw. And indeed, crypto once again did an amazing job with the gameplay vid. Also, thanks for your kind comments guys.
This is a very well thought out map. I played this with a full lobby and we played free for all and everyone loved it. Very nice aesthetics and design. Thumbs up!
I have not played a game on this, but the second I opened it up in forge there was screenlag. It could be just spawn points etc. that are causing it and I'm sure it is considering the amount of testing done, but it's still something to consider.
Yeah.. it's spawn points + spawn areas and objectives causing it. There's lots in forge... but hardly any if any at all in game
I went through this map with forge and the frame rate was bad in some bits. Nice simple map design. Also how do you get a map on here to be flagged and stay at the top like this one?
Maps with a lot of objects will show frame rate lag in forge. That does not affect the gameplay in custom games. Reflect was chosen as one of the forgehub favorites which automatically makes it a staff pick which stickies it for 1 week.
Shameful bump. I've been putting this off for weeks really. I found out about 3 months ago that I'd placed two weak respawn areas over one specific spawn section instead of one weak and one anti. I've just removed the extra weak so the spawn system should be back at the point where It was before I decided to **** with it -.- Sorry guys. New version. Like I said to the other guy, in Forge, there's a lot of lag because there's a lot of object markers, spawns, hill, respawn zones etc... which all arent' rendered in custom games. There's no lag in customs.