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Re: Customs Night (remapped edition)
By:SEspider
Date: 1/7/16 11:34 pm
In Response To: Customs Night (remapped edition) (General Vagueness)

The Spider Pit and Stomp have not been updated since last week. Didn't see the needs since they weren't tested.

My changes to Lockout has gotten a lot of support from players. I've resaved the map under the new name of "Lockdown". I've received a good junk of feedback via Xbox messages and Chat. All of which I've touched on. Folks are loving the new paths and requested more clamber options. So I've added/adjusted some. There's a new clamber option on the opposite end of the new Sword bridge. It leads up to Top Mid.

For the most part, players seem to enjoy the addition of the teleporter. Players don't like that it's so easy to take with little risk. To help counter this, I've moved the teleporter exit to a more logical position (about 10 feet to the left). But I've also updated it to represent a fireplace more. Doing so, required placing a actual fire at the exit. Now, when a player exits the teleporter, their shields takes a small bit of damage. About 10% or less. If a player tries to camp the exit, then they also may take damage as well. This is because the fire FX has a surprisingly large kill radius, that I have no control over.

I've also made a number of adjustments to the look of the map. I've switched it to a Sunrise setting and given it a bit more of a chilly feel. I've also slowed the snow fall. I've changed the intro cameras and the neutral outro camera. I've added a little Cafe Room behind the sword spawn. You can enter it, if you wish, but there is no reason to. Unless you need to get to cover fast. Speaking of the Sword base; both floors have been enlarged.

I've replaced the instant kill zone, above the gravity lift tower, with invisible walls. I've also adjusted some of the cover and lights. At this time, the item count is maxed out. This is not by choice. I could easily remove about 50+ Bridge Trims. However, I've discovered that the short trims effect the lightmap a lot less then their longer counterparts. This may be a glitch, as it makes zero sense. I've also discovered that Accent Blocks effect the lightmap almost none. So you may notice a lot more of these blocks on the map. Sadly, these objects are way too large to be used for trims and bridges. Which is a shame because they are also prettier.

I hope to have a new (but classic) map for next week. It'll require some scripted moving objects. If I can get it to work correctly, it'll help make the map nostalgic. It'll also be a dark map with very long sight lines.


Messages In This Thread

Customs Night (remapped edition)General Vagueness1/7/16 6:51 pm
     Re: Customs Night (remapped edition)SEspider1/7/16 11:34 pm
           Re: Customs Night (remapped edition)General Vagueness1/8/16 7:18 pm
     Re: Customs Night (remapped edition)ChrisTheeCrappy1/8/16 9:30 am
     Re: Customs Night (remapped edition)asa1/8/16 1:24 pm

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