Jinx and Mojo Jinx was designed for 1v1 splitscreen games several months ago, only recently was it revised in to what it is now. Jinx was made to try and blur the lines between a casual and competitive 1v1, to have a gametype that promoted skill and a map that was just good fun no matter who won thanks to a huge assortment of movement options. The general idea was extremely vague but the way it has turned out seems to reflect my original ideas exceptionally well. The gametype Quarrel is meant to be used with Jinx, major settings include 110% speed, no radar, no bloom, and custom CPU settings (detailed below). Mojo, the sister map of Jinx, is designed specifically for the Forge Hub contest (currently ongoing as of this writing) 1v1 Smackdown gametype. The basic layout of Jinx remains, though additional paths and areas are placed and more skill based weaponry is put in lieu of some that inhabit Jinx. The map is designed with the 25m radar and competitive gameplay in mind yet it still is very similar to Jinx. Power Weapons(All Power Weapons of both maps are non-existent at start): Jinx/Mojo Concussion Rifle/Grenade Launcher Jetpack/Jetpack Camouflage Power-up/Sniper Rifle Custom Power-up/Custom Power-up* *In Quarrel (designed for Jinx) this reduces speed from 110% to 90%, increases shields to 1.5x and grants a 10m radar, forces color of gold. In the Forgehub gametype for Mojo, the CPU grants 200% damage resistance and has a forced color of white. Jinx Pictures: ^CPU seen in the lowest room. Dead body in the lower corner. ^Red initial Spawn, Jetpack near the large circular ramp off screen. CPU to the left off screen. ^Camo spawn. Mojo Pictures: ^Central atrium of Mojo. Grenade Launcher in leftmost tunnel. ^Sniper spawn on large circular incline off of the rocks. Blue initial spawn. ^ Red Initial Spawn. Jetpack to the upper right. CPU to the left. Special thanks to Confused Flamingo, who helped with structure and weapon placement recently in Mojo. Also, to Cluckinho for his testing of Mojo, which helped it grow into what it is today. I would also appreciate hearing any sort of feedback on the maps. Thank you for your time. Beta Version Download Links Jinx Map Download Link Quarrel 1v1 Gametype Mojo Map Download Link Smackdown FH Contest Gametype
I got a game on Mojo recently where I tried to exploit the layout with jetpack once I'd taken the lead. You can check out the film here: File Browser Halo Official Site
your maps look really clean cut and im sure they play well, it's difficult for me to determine a forging style, the maps look like so many other maps and i can't really distinguish anything really special about them, they look nice, just too similar to other maps from other creators, ya know, i downloaded mojo and it looks really neat, just nothing original...
Thanks for the video and test, Shock. I'll take a look at it soon and edit accordingly. Mick, I can sort of understand what you mean, but I don't see anything screaming similarity. In any case I hope you enjoy it and I hope to hear how your game went. Any feedback is good feedback.
what im getting at is it just looks like alot of braces and inclines used in ways everybody uses them, also there are some parts where the maps lack coherency as certain pieces of a room...for instance with the first picture of mojo the block 1x4 thins arent in line and too messy looking with the large darker gray octagons not in line with each-other, and the braces in the background, just in the screen shot, really make it feel all to cluttered and unnecessary, idk, maybe its just the pictures, 1x4 thins have always bothered me too, your good with map design and multi-tiering the maps, just work on making some original coherent themed aesthetics, sorry if i kinda sound harsh, im not trying to, it's just my opinion, you can do whatever you want with it
Those 1x1 tall/thins are lined up as best as possible considering the high differences. Also, origional aesthetics are more difficult to come by after the forge has been around for years. I do understand your view, but this map was origionally never intended for release nor to be crazy pretty. Aesthetics are of course taken in to consideration, but I have made them subtle to keep split screen play workable. I do appreciate your feedback on the matter, don't get me wrong, I am simply responding to your concern on the aesthetics. In truth, they will not be changing too much aside from some re-aligning if I find anything needing it. This looking like other maps is fine with me, because it plays uniquely from what I have seen.