oomishday3
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May 27, 2013 at 12:56 PM
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oomishday3

Forerunner, from Kentucky

oomishday3 was last seen:
May 27, 2013
    1. REMkings
      REMkings
      I will miss you, but will you still be active on ForgeHub? There are a lot of places to chat, one of them being the BIOC social group (nobody ever posts something there, which is a pity).
    2. REMkings
      REMkings
      Yeah, me too, I have a ton of ideas actually, for both infection maps and minigames!
      But I have all of summer to work on those ideas to make them into actual maps so I'm sure to bring out a lot more maps before the end of summer! I will also remake my ice cream man and whac-a-mole maps.
      Haha so you can already expect quite some submissions for oomishday-singles in the future :P
    3. REMkings
      REMkings
      I am afraid we will have to wait for that possible co-forge with Paints until you return, but I think we should still make a map in Reach if we actually get around to it. Halo 4 is only coming out by the end of the year, and I'll be going to college next year (finally) so my time on the xbox will most likely decrease a lot as of then (don't think I can convince my brothers to give me the xbox by the time I'll move out, haha). And of course, it would be awesome to make one hell of an awesome map to show the world what you can make in Reach's forge, and to say a final goodbye to Reach, and most importantly: to show off how good we are. xD
    4. REMkings
      REMkings
      ----------
      I'm gonna be gone from xbox live for the whole summer starting in about 4 days so I wont be able to help, sorry
      ----------
      But.... wait... what?! :'(
    5. Waterfall
      Waterfall
    6. REMkings
      REMkings
      It's not next Sunday, but April 29th. ;)
      Either way, thanks!

      Also, I'll be hosting customs next Sunday anyway, so that will be cool.

      Yay! w00t xD
    7. REMkings
    8. REMkings
      REMkings
      Yeah that would be really cool. PAINTS is very talented.
    9. REMkings
      REMkings
      Maybe we should make a map together sometime. I like your style of forging, it's different and creative, and you could probably teach me a lot when it comes to stuff like racing maps. (I could use some tips because I'm planning to make at least 1 race map in the future. I think it's a cool challenge :P) And you're a cool and nice guy as well, so it wouldn't really be a punishment to talk with you for a longer period of time xD
    10. REMkings
      REMkings
      That's what I'm here for, son. Giving my honest opinion, and trying to help people out whenever they need opinions on their maps. :)
    11. REMkings
      REMkings
      Overall, this is just some really hair-splitting feedback, because your map is already awesome anyway. I just think this could make it even better, and more intense. :)
      Try it some time if you want, and I'd love to check it out again in our next BIOC lobby, to see if things are improved. If you don't want to use it, then that's totally fine with me: I'm just trying to help and I won't feel insulted in any way if you want to forget about my feedback. Just tell me, I'm open to any kind of answer :D
    12. REMkings
      REMkings
      So.. what I would do, is to try and make the second holdout a little easier, and the third one much harder. The way to do this? Change the times of your teleporters! Have the teleporters for the second holdout spot spawn in a little later, and the teleporters for the third location much earlier. This way, when the humans reach that final place, they might even already find a zombie or two on their path before they can set up their defences. If you have the money, perhaps you could even add some more sightline breakers in the sewers, so zombies have more opportunities to sneak up and get close. Or add another teleporter, somewhere between the holdout spot and the end of the sewers. Maybe it could also be neat to get rid of the DMR, or to move it to the second holdout location to make that one a little easier. But, if you would add more sightline blockers, I don't think you have to do this one.
    13. REMkings
      REMkings
      Now of course this is just me exaggerating, but what I'm trying to say is that this final hold out location is a little too easy, compared to the second one. What you should try to do is to make things really, really difficult in the end. At this exact place, these poor humans have a final chance of keeping off the horde. They have to ultimately fight for their lives. Things should get REALLY crazy now.
      Again, I've only played your map a couple of times so it can also just be due to the lacking skill of the zombies to work together, but the ending of your map just didn't seem to hard compared to the 2nd one, which was really hard.
    14. REMkings
      REMkings
      3. Finally, when you reach the final and third big hold out spot in the sewers, things should get really tricky. After all, there aren't that many humans left as there were in the beginning. On top of that, you're running out of luck because there are a lot more ways for zombies to come at you this time.
      But.. in my experience it didn't really get harder at all.
      Now it's a little precarious to be harsh with my conclusions since I didn't play your map enough times to be able to tell this without having any doubts, but it seemed that by the time the surviving humans reached the final spot, they didn't really have to bother about fighting for their lifes too much anymore. They have some DMRs and rockets to pick up, they can just go stand in the middle and quickly switch between all 3 entrances; basically the fight is over, it's been done and they will make it.
    15. REMkings
      REMkings
      .. Overall, I'd say this hold out position has a medium difficulty, depending on how much risk a human is willing to take. In other words: very, very good for a first hold out spot and definitely a great thing you pulled off. This first spot is just very sexy.

      2. The second spot, however, is a little too difficult in my opinion. That isn't really due to the spot itself too much, it has more to do with the route to this spot, which you have to follow in order to get there. On the way to this spot you walk by various tunnels and broken entrances, when you reach a narrow and high corridor, and after you walked by the corner you end up at the hold out spot. However, the zombies can jump at you right from above while you're walking this road. This way a lot of human get picked off when trying to reach the hold out spot, which can be annoying and confusing. This makes me say that this hold out spot, together with the high corridor, might be a little too difficult.
    16. REMkings
      REMkings
      Please allow me to be very critical and a real bugger and please don't be offended, because I'm just trying to help you out the best I can, even with the tiniest details as I will do right now. I think it could make your map even better if you take it into consideration.

      1. The first one is decently hard: with the shield door to your right and your back against the wall, you keep shooting at the incoming zombies in front of you. The ramp ensures that the zombies have enough time to get close without losing too much of their health, and the incline sticking up adds some more cover too, yet after that point all they can do is just run at the humans hoping to infect one or more of them. This makes it easier for the humans to shoot the zombies, but if they want some more kills they have to take a bigger risk and get closer to the ramp/incline, which brings them dangerously close to the ramp/corner, but at the same time can provide them more kills. ...
    17. REMkings
      REMkings
      Hey man, I realized I've never really written down any feedback for Inf_11 (Act 1). So I thought I might go ahead and do it right now after all!
      (It's just some feedback for Inf_11 only, I hope to give you some feedback of Act 2 next time we play it, which will probably be next time in BIOC.)

      Anyway, as you know I really like the map: it's very colorful, there are interesting and original hold out spots, the teleporting system for the zombies works great and the two hits seem to work, even though I'm usually not a big fan of just two hits (rather have only 1 or at least 3, but that's just me. In your maps, it works great).
      But, what came to my mind is that there's quite a big difference between the difficulty of the hold out positions. I'd like to go in some more detail about that now, by defining each one of the three spots first and then conclude from that. ...
    18. REMkings
      REMkings
      Hey oomish, do you have Skype?
      I think it would be cool to add you :)
    19. SawtoothMoney86
      SawtoothMoney86
      link? sure
      Heretic Teaser (Reach Machinima) - YouTube
    20. SawtoothMoney86
      SawtoothMoney86
      also got to youtube and type in ProductiveForges and watch the Heretic Teaser (reach machinima) it is a trailer for my machinima
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  • About

    Location:
    Kentucky
    Gamertag:
    oomishday3
    I'm oomishday3. I make mongoose races and many other things in forge. I have some halo skill and I've been with the franchise since halo 1. I'm 20 as of 4/7.

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