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 Post subject: Re: Submit Maps and Gametypes Here
PostPosted: Sat Feb 04, 2012 12:45 am 
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Delirium is pretty nice. Deathball Cage is great! It should be in Matchmaking..

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 Post subject: Re: Submit Maps and Gametypes Here
PostPosted: Wed Feb 08, 2012 11:12 pm 
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Name: Grif's Paradise
Creator: Halo Skillz FTW
Description: A very well developed Grifball map that is pleasing to the eye and is symmetrical in every way. Features a waterfall when on the red's side of the map. This map also prevents spawn killing and can be played in Grifball or Grifball Dash. There are lots of colors... 8-)
File Share Link:
http://www.bungie.net/Stats/Reach/FileD ... layer=Halo Skillz FTW


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 Post subject: Re: Submit Maps and Gametypes Here
PostPosted: Thu Feb 09, 2012 1:39 am 
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Two things: you can't make a legal map for both Vanilla and Dash.
How did you "prevent" spawn killing?

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 Post subject: Re: Submit Maps and Gametypes Here
PostPosted: Thu Feb 09, 2012 4:02 am 
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HaloSkillzFTW wrote:
Name: Grif's Paradise
Creator: Halo Skillz FTW
Description: A very well developed Grifball map that is pleasing to the eye and is symmetrical in every way. Features a waterfall when on the red's side of the map. This map also prevents spawn killing and can be played in Grifball or Grifball Dash. There are lots of colors... 8-)


I don't want to discourage you from making any future maps, or come off as sounding like a monumental douche, but here goes:
    The map is way too bumpy to be used for dash, and too long to be used for vanilla.
    If I drop the bomb where the shield doors in the centre are, they stop me from picking it up and I have to wait for it to reset.
    Spawn killing is a legitimate strategy. Adding in extra spawn points won't stop it either, it just moves where your dead bodies are going to be.
    The kill boundary is going to take someone out accidentally.
    The bomb spawn, plants, and health packs have incorrect properties. I don't know them off the top of my head.
    The 1x1 tall piece can interrupt with spooning the wall, and you can get stuck on it.
    Glass and water together can cause problems.
    The Juicy FX isn't good for grifball maps.

XeroZebra wrote:
Two things: you can't make a legal map for both Vanilla and Dash.
How did you "prevent" spawn killing?

Overall there's 12 spawn points on the map, spaced 3.5 apart.

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 Post subject: Re: Submit Maps and Gametypes Here
PostPosted: Thu Feb 09, 2012 7:01 pm 
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@XeroZebra and @Ben I thank you for your replies because I never get a comment back on any of my maps that are on my fileshare on Bungie.net. I respect your comments however know this before you laugh at my map: this was my first Grifball map I have ever made which I uploaded to my fileshare not too long ago. I've played a lot of Grifball in Halo 3 and Halo: Reach so I am familiar with the general size of a grifball map and how it should look. Yes, I recognize that the dimensions for the map are not "offical size", I didn't even think of getting an exact size of a grifball map. Therefore, this map was intended for fun only and if you think this could be a matchmaking map, I will overhaul this map and take out everthing that makes it unique... I spent a lot of time on this map and I do that for every map I make to go beyond the usual map. I hate having to line up objects by hand and not use edit coordinates but as aggrevating as it is I do it to impress people who download my maps. I usually make obstacle courses and slayer based maps and I am an excellent and creative forger.

Going back to my Grifball map, it is a decent size for both vanilla and dash. So what if the size is not like every Grifball map that you see in matchmaking. If you get enough people and you don't complain about it's imperfections it is an awesome map. How did I prevent spawn killing? Well, I placed respawn points at mid equal distance away from each other and even if there is some spawn killing they can only kill a few players knowing that some of them will spawn near the walls. @Ben as much as you think spawn killing is a "legitimate strategy" to most players it's called being a dousche and ruining a what would have been a fun game, not fun any more. Yes, the occasional spawn killing is understandable but intenionally doing it is not right. I am sorry that there are "bumps" on the map and that I can't make objects line up perfectly but consider it pretty freakin good because trying to get objects to phase barely through the floor is asking for a lot and I probably did it a lot better than most people. I made it as flat as I could while still maintaining style for the map and the particular look I wanted. As far as dropping the bomb in the shield door area, you can't pick the bomb back up? lol You should be able to they are not one-way shields. I'll check that out. Still @Ben, How is the kill boundary "going to take someone out"? First of all, it is way above the area and the only way a player could get killed from it would be from a jetpack and I even tested that and I don't even come close to the kill boundary. Also, the map is not even for JumpPack gametype for jetpack. How can the bomb and plant properties be incorrect? I didn't even think they had a specific property, the only property that you need to be concerned with is "HB Goal", which I have for both plants. I do agree with you that the healthpack properties are probably wrong, I figured that changing that would be a simple fix. The 1x1 tall blocks on the sides are "sticking out" because it was either that or the health packs sticking out and I think I found the happy medium between them. How can glass and water cause problems? Please explain becuase I am sooo interested. If it is because they are not perfectly flat, I did my best. Finally, sorry for trying to differentiate myself from others and include a FX to a map. I only figured that deeper/richer colors would add to the overall effect to the map and it's style. If it will make you happy, I will take out the Juicy FX so that you won't complain anymore.

Lastly, Stop trolling the comments and replying to new user created maps with nothing but complaints. I did not even hear one good thing about my map and trust me my map is a hell of a lot better than most forge maps that are submitted to fileshare in a couple of hours. If you don't like my map then find something better to do with your time other than to be a complete dousche to a new Grifball map creator.

Cya!


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 Post subject: Re: Submit Maps and Gametypes Here
PostPosted: Thu Feb 09, 2012 7:56 pm 
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@HaloSkill here on the hub we ask for regulation sized maps for the reason that we can use them for GGL matches and potentially be submitted into matchmaking, if you look at Nokyards template maps for vanilla, dash and blargball variants you can get the sizes for them; also criticism is a good thing, that way you can make the map better for use so there is no need to have a go at other members

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 Post subject: Re: Submit Maps and Gametypes Here
PostPosted: Thu Feb 09, 2012 8:34 pm 
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@germanicus1994 Yes I understand that there is a template for vanilla, dash, and blargball size maps. When I submitted my map I didn't see that there was templates for vanilla, dash, and blargball maps and I realize that criticism is good to make the map better. But if you mind me asking, why do all grifball maps have to always be exact size and it is impossible to upload a map that is close to the size of a grifball map and differeniates by a small degree. If you guys are so alerted by the fact that it is not a perfect map and I don't use a preset template to make a grifball map then I am surprised how maps get into matchmaking in the first place. Finally, as you would put it "there is no need to have a go at other players", I am simply defending my map in the fact that it is a well-developed map with careful precision of object placement. Also, criticism being a good thing, I would also appreciate some positive feedback from it regardless of "OMG there is some bumps in the map or health pack properties are off". Seriously, take my map as a fun map for people to play a map were they aren't fully focused during the match that "this object is off by 0.00001 of a meter". Obviously, not to this degree but play the game and stop focusing on the little things and have fun. That is all.


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 Post subject: Re: Submit Maps and Gametypes Here
PostPosted: Fri Feb 10, 2012 4:18 am 
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Can I just point out this is the Submit Maps and Gametypes thread? But I'll say something anyway.

Please understand Mr.Halo that the main point of a Grifball map is that it works correctly. Design comes second. If your map is well designed and aesthetically strong that means little if the map is flawed in some way. The reasons there are guidelines and specifications for Grifball maps are because they're what work, what makes the game fair and makes people want to play on them. Even if a map looks good it means little if the map is faulty. My own map, Straight-Edge, had to be edited because the design caused frame rate problems.

If you wish then now that you have experience you can work your craft a map using your own talents that is more suitable for use. I would like to add in thought I have not played on the map, I am just going off everything I have read.

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 Post subject: Re: Submit Maps and Gametypes Here
PostPosted: Fri Feb 10, 2012 4:33 am 
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Muffin wrote:
Can I just point out this is the Submit Maps and Gametypes thread?

Yes, yes it is. :evil:

To everyone taking part in this discussion:
I appreciate those of you who showed the enthusiasm to critique a map before it had been posted, but please next time take it to PMs. Rather than reply in this thread (where I would prefer no discussion take place), click the little PM button on the bottom left hand corner of the post and discuss it with that person in private. That way this thread doesn't get bogged down with discussion and keeps its intend course of being a map submission thread and nothing else.

Please no more discussions in this thread. Hold your comments until a thread is posted for the map and if one doesn't get posted or you just can't wait, take it to PMs and leave the discussion out of this thread please.
Thank you. :)

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 Post subject: Re: Submit Maps and Gametypes Here
PostPosted: Fri Feb 10, 2012 6:34 pm 
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Gamertag: Squirrel Jetz
Name: Vortex
Created by: Squirrel Jetz
Description: A grifball map with slightly ramped sides best suited for the standard grifball gametype.
Fileshare: http://halo.xbox.com/en-us/haloreach/filebrowser/details/29255295


Last edited by SquirrelJetz on Tue Jul 03, 2012 6:27 am, edited 2 times in total.

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 Post subject: Re: Submit Maps and Gametypes Here
PostPosted: Sun Feb 12, 2012 5:53 pm 
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Name: Shaded
Creator: Crusader Vl
Description: Grifball in the shade doesn't make the hammer any less dangerous.
Fileshare: http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=26626207&player=Crusader%20Vl


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 Post subject: Re: Submit Maps and Gametypes Here
PostPosted: Wed Feb 15, 2012 1:20 pm 
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Name: Zig Zag Arena
Creator: bennyflop
Description: Vanilla Grifball map, made from the template. Asymmetrical Zig Zags on the front and back walls. Home Court for Matt and The Amazing Technicolour Dream Team.
File Share Link: http://www.bungie.net/Stats/Reach/FileD ... =bennyflop

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 Post subject: Re: Submit Maps and Gametypes Here
PostPosted: Wed Feb 15, 2012 8:33 pm 
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Name: X-calabur
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Description: A Grifball map with a big X on the floor.
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 Post subject: Re: Submit Maps and Gametypes Here
PostPosted: Thu Feb 16, 2012 6:22 pm 
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 Post subject: Re: Submit Maps and Gametypes Here
PostPosted: Fri Feb 17, 2012 9:17 pm 
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Gamertag: SN068237264910
Name: Inclement
Creator: SN068237264910
Description: Medieval style build. Created with a Utopian experience in mind, Optimized for Vanilla Grifball.
Fileshare: http://www.bungie.net/stats/reach/fileshare.aspx?player=SN068237264910


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