http://xboxdvr.com/gamer/MultiLockOn/video/27199661 wow, ur really good box also, sneak peak at my new map goldleaf
he is invisible dumbass meaning i have no auto aim but yeah whatever bro I know you would have hit those shots cool.
ok but it was a glitched lobby meaning even after i shot there wasnt auto aim. whatever i get what ur saying bro
Never forget. 2007 https://majornelson.com/2008/01/04/top-xbox-live-games-of-2007/ 2008 https://www.google.com/amp/s/majorn...e-games-of-2008/amp/?client=ms-android-google 2009 https://www.google.com/amp/s/majorn...e-games-of-2009/amp/?client=ms-android-google Which brings us to today https://www.microsoft.com/en-us/store/most-played/games/xbox Currently #19
Here's that boring 4v4 2-base symmetrical map I mentioned a day or two ago. I felt it wasn't quite generic enough, so I set it up with some boring textures too. It's still in the blockout phase, but structurally it's basically done.
Hey I remember this map from Halo 4. Wasn't it called Elixir? I'm getting so confused because Sik has a map called that too. I like that its much smaller than its predecessor, the long site lines was a downside to the original. I also thought that the new scale opened up the bottom area of the map more now. Before it seemed like a separate map down there. I think you can chop out the pillars bottom mid on the new version, they're not needed since the space seems small enough. Nice to see this return after all these years
It's the same basic design, with some very important changes in lines of sight and connectivity between various areas. The biggest problem with previous iterations of the design was too much separation/segregation between areas. I've simplified it overall, shrinking it in some areas and expanding it in others to come to a more cohesive and balanced whole (hopefully). I debated back and forth on the lower level pillars. The two on the sides are mostly there to make the structure look realistic. The pillar in the middle of the large center ramp is there to add some cover, otherwise that line of sight is really long, with nothing to break it up. Nothing is final at this point. I'm definitely willing to remove those and see if it's better or worse. Something like that will obviously be a pretty minor impact though. What I'm really looking forward to is seeing which areas of the map players gravitate towards, and how that affects spawning.
Dude, career is the most underrated forger of all time. He just sits there and makes maps that multi and I could have swore were nexn maps, but aren't. They're also all forged really well. Also, I'm gonna forge a bit today I think.