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 Post subject: MAP: High Time
PostPosted: Mon Nov 21, 2011 5:40 pm 
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Joined: Sun Nov 08, 2009 11:52 pm
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Location: Valrico, FL
Gamertag: Nuclear Taco 42
GGL Team: Green Army Jr.
Twitter: nuketaco42
Name: High Time
Creator: runNOKYARDrun
Description: If you are looking to get your Grifball fix on the new Anniversary maps, you are in luck. High Time is set in the upper half of High Noon, which happens to be the perfect size for a Grifball court.
Fileshare: http://www.bungie.net/Stats/Reach/FileSets.aspx?player=runNOKYARDrun&set=44943

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 Post subject: Re: MAP: High Time
PostPosted: Mon Nov 21, 2011 7:24 pm 
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Joined: Wed Mar 09, 2011 11:41 am
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Location: Stewartstown,PA
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GGL Team: Sarge's Squad
Twitter: Vetteking95
I love it! The Lighting from the map makes it look cool!

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 Post subject: Re: MAP: High Time
PostPosted: Tue Nov 22, 2011 6:05 am 
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Joined: Sun Dec 20, 2009 8:56 pm
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Location: Tim Hortons
Gamertag: runNOKYARDrun
GGL Team: Red Ray
Twitter: NOKYARD
First time i used a bump map as decoration.

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 Post subject: Re: MAP: High Time
PostPosted: Tue Nov 22, 2011 1:39 pm 
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Joined: Sun Dec 20, 2009 8:56 pm
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Location: Tim Hortons
Gamertag: runNOKYARDrun
GGL Team: Red Ray
Twitter: NOKYARD
Featured at Halo Waypoint.

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 Post subject: Re: MAP: High Time
PostPosted: Tue Nov 22, 2011 2:48 pm 
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How come the side walls are different? They look the same (in concept) but have a different design flow entirely. Also, HP's on the floor? And what's with the weird spacing in the back walls (which is evident looking at the wall from off of the back wall hop?) Are you not worried about the shifting of forge pieces during host migrations and reloading the map (especially using the brace larges as a floor?)

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 Post subject: Re: MAP: High Time
PostPosted: Tue Nov 22, 2011 6:48 pm 
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I don't know if you have noticed but i am trying to move away from standard 'box' designs. There is no rule which says both side walls have to be exactly the same, especially since the map follows the local aesthetics.

The back walls looked horrible when merged, with flickering white lines everywhere. I also wanted as much of the original map to show through as possible.

Brace Large do not shift when in their natural spawn position.

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 Post subject: Re: MAP: High Time
PostPosted: Wed Nov 23, 2011 1:34 am 
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runNOKYARDrun wrote:
I don't know if you have noticed but i am trying to move away from standard 'box' designs. There is no rule which says both side walls have to be exactly the same, especially since the map follows the local aesthetics.

The back walls looked horrible when merged, with flickering white lines everywhere. I also wanted as much of the original map to show through as possible.

Brace Large do not shift when in their natural spawn position.


Fair enough. Odd, mine always do. hmm...

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 Post subject: Re: MAP: High Time
PostPosted: Wed Nov 23, 2011 2:17 am 
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Location: Tim Hortons
Gamertag: runNOKYARDrun
GGL Team: Red Ray
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IamMrSundown wrote:
Odd, mine always do. hmm...
With snap turned on, spawn the Brace Large and use the coordinate system to position it. If you do not let go, rotate, or hand place, it will stay exactly where you left it.

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 Post subject: Re: MAP: High Time
PostPosted: Wed Nov 23, 2011 3:01 pm 
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Joined: Thu May 19, 2011 6:24 pm
Posts: 508
Location: San Diego, CA
Gamertag: Defiledpantheon
GGL Team: HeXXeD
Twitter: stichboy
Great map. I love the wall hops and how simple they are, I didn't even notice them until I went looking. Can't wait to start seeing others. Maybe you could give us a template? :p

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 Post subject: Re: MAP: High Time
PostPosted: Thu Nov 24, 2011 1:10 am 
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Location: Tim Hortons
Gamertag: runNOKYARDrun
GGL Team: Red Ray
Twitter: NOKYARD
If i had open file share slots i would. You can delete the walls from my map to build your own. Just make sure the walls are as high as mine.

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 Post subject: Re: MAP: High Time
PostPosted: Thu Nov 24, 2011 2:25 am 
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sorry i meant other maps :] A template for other maps not wall hops :p

edit: scratch that ill just look at high time for any measurements i need.

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 Post subject: Re: MAP: High Time
PostPosted: Thu Nov 24, 2011 7:17 am 
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Joined: Sun Dec 20, 2009 8:56 pm
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Location: Tim Hortons
Gamertag: runNOKYARDrun
GGL Team: Red Ray
Twitter: NOKYARD
Just so everyone knows. High Noon is too small for Dash. Blargball barely fits but i do have a map for it as well.

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 Post subject: Re: MAP: High Time
PostPosted: Thu Nov 24, 2011 11:36 am 
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Joined: Tue Mar 29, 2011 4:33 pm
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Gamertag: Crusader0102
GGL Team: Four Guys One Ball
But... Dash on this map is so fun. Especially with insta roll!

I like the side walls but not the back walls as much. I wish they lined up on the coordinate plane. :/

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 Post subject: Re: MAP: High Time
PostPosted: Sat Nov 26, 2011 7:27 am 
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Joined: Thu Nov 17, 2011 12:26 pm
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Location: Buxton, Uk
Gamertag: BennyBedStain
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Twitter: bennyflop
It's good to see Grifball on Anniversary.

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