Sunday, May 29, 2011

AUTHOR:DEZARATH. MAP: DISMAY

DISMAY by Dezarath: At the Gates you will find Dismay..


Okay a little to the left...I said left. Screw it just leave it there.


It's funny how Bungie's game can screw you up sometimes for no reason. I chalk that up to just the normal bs in life you deal with on a everyday basis or being a dumbass. I was originally working on a map called Godzilla. It was a massive tower with a air tight elevator system that would shoot Kill balls to the top of what had to be at least several colosseum walls straight up. They would then chase the player down a series of flights to a waiting bowl that funneled them up again and again.

I know better to let friends in when I'm working on something, but I really like the kid. So in he came and I saved the map after showing it off. Somehow it saved over another map and was erased and replaced by Panic. I guess Panic was pissed I wasn't returning her calls.


Panic in all her fat glory.

As you can see Dismay is Panic with a excellent boob job and some months in the gym. Now she's hot and I'm stuck with some memories of some bad nights at Denny's. All joking aside Panic taught me a lot about how to use Kill Balls and Man Cannons. Tiamat and Gehenna owe much to this first forging attempt. And Dismay owes the doomed Godzilla for it's restoration.

C'mon in and basically scream a...lot.


So lets talk about Dismay. Dismay takes some core elements from Tiamat in the jump and use of the Hangar again. I reworked the elevators using elements from Godzilla. Stacking x-large bridges and sandwiching the Man Cannon proved a success in floating the player and Kill Ball quickly and without breaks in the inertia. I did away with Panic's 50/50 chance of survival of dropping in from it's original top entrance. Instead I moved that entrance to the half way mark, so the player would survive the initial drop

You know what's happening here? You're not dying by gravity and flooring.

With Panic I had Red and Blue Team both on one side separated by a wall. They would then jump through a portal to the top and not see the other till they reached the far end near the original top entrance. With Dismay they are across from each other on far ends of the structure. They still use a portal to reach the top and it's a free for all once there.

Let's see blood thirsty opponents and Kill Balls trying to fry my ass off. YAY!


More to come..... 

Tuesday, April 12, 2011

AUTHOR:DEZARATH. MAP: TIAMAT BACKSTORY

TIAMAT by Dezarath: An ancient Forerunner carnival ride has returned home.


BACKSTORY. 


Perpetual Indiana Jones Machine included. Just no whip.


My fifth map is a special one to me. It's my first competent multi-game map. All built in game variants on Halo Reach are present. You want Rally? You got Rally. You want Territories... it's included, so on and so on. They're not overly extensive games with flag posts on every corner, but it enough to host a match.
Tiamat though is specialized for the Assault variants and Race surprisingly.

A whole future generation of old men and a few women will instantly get " wort, wort, wort!"
Please Note  There will be two parts to this review due to its slightly extensive nature. 


This map is the child of an earlier map named Panic in that both are Indiana Jones type maps ( That means a giant ball of death is trying to run you over). With Panic It was a trial an error trying to get the Kill Balls to work with the Man Cannons and gravity. Panic is a crammed with incline ramps to keep the player alive while being thrown with such force by the heavy man cannons within a confined space. With Tiamat it was a simpler use of the stunt ramps and one way shielding and they worked easily together on this round of forging.  


"RUN! RUN! RUN!"- Indy 1981


This map is broken down into into six sections that I will cover in two parts. 


1. The Fortresses.
2. The Race Track.
3. Indiana Jones.
4. Evil Kenevil.
5. The Elevator.
6. The Hangar.
Fortress? More like concession stands.
The back story on Tiamat is that it's an ancient Forerunner Children's Ride. Unlike the military Sentinels, Tiamat was an Ai construct only designed for peace and entertainment. Like the old timey carnivals and roller coasters of Earth, it wandered from Forerunner city, town, and planetary colonies in order to bring joy to the many Forerunner younglings it encountered.

After the extinction event of all organic life in the Universe to halt the Flood, the Tiamat wandered listlessly searching in vain for the children that would never return. Finally on reaching the Forge World outside the Galaxy the ancient Ai in its despair released one of its cores and now it tumbles haphazardly within the derelict ride it's self.

Pixar called... it wants it's sadness factor back. 

Tiamat was created for the game type Assault, but Race soon took second place on the core influences of Tiamat's design. Teleporters are set to keep you in constant motion while scooting around with one of the numerous Mongooses available. Though some care should be observed when trying to go break neck through them or you risk the inertia carrying you over a metal cliff and out into the sea. ( Strangely a futuristic military Space Armor that can survive the vacuum of the void can't handle falling into a jacuzzi. Someone needs to be fired at the UNSC's ONI research and development center) 

Speaking of Inertia..WEEEEE!

TIAMAT REVIEW PART 1.

Only face a mother could love? Or... hungry, hungry Hippo!
Sleek and sexy, but like with all girls and classic cars its going to break your spine.


1. The Fortresses.

Tiamat consists of four fortresses. One's in the ass which is the area with the Kill Ball that's fixed at the end of the Jump. There's one hanging under the Conveyor's belly, and two of the bunker like triple rooms across from the other will serve as the main bases for both Red and Blue teams.

 RvB only sadly without Caboose.
There's a handy exit under each one if you're a Orangoutang.
These Red and Blue bases are the standard affair with enough cover to keep the players alive if they get pinned down. Both sides can drop out the back and hit a ramp that will lead them to the upper walkways. On the top of each one is a single Mongoose just incase someone gets smart and blows the two on the top of the race track above. Inside you'll find a Plasma Launcher and some close quarter combat weapons.

Also they have some choice property value with the all the great seaside views.
Above them is a true threat. The Central Fortress is a double decker affair that Green and Yellow Teams will spawn in on the very top of it's roof in a multi team game. Expect Snipers to be vying for this prime location. Without Jet Packs you can only access it from one of the Elevator's Teleporters on the island below or getting lucky from jumping off the start of the Evil Kenevil's teleporter run.

You can almost hear the drool falling from the snipers. Dicks.

Lastly there is the Fortress in the back, it could actually be two considering the open area with the Teleporter and Armor Lock Ability adjacent from the other. For right now I just consider it one. Purple team will spawn in here. This team will have some options of escape and if they have to fight it out. They'll have some quick spawn weapons within and a back door escape leading to the Evil Kenevil teleporter.

Look close and you'll see some quick exit walkways at the bottom.
Tiamat as a overall has some small hardened spots along it depending on the player, but these four main areas should provide enough protection and an escape routes that should serve a competent team. Now lets move on.

2. The Race Track.


Tiamat was originally designed as a Assault variant with cover obstacles cluttering the Walkways. Race just manifested itself by me driving around the map while under construction when testing out the jump and Elevator's placement. Soon enough anything impeding the Mongoose was removed. The race track consists basically of the walkways and WalkWay teleporter placing you at the top of the map and the ramps back down.


Indy 500 it's not.

 You'll start at the top if you pick Rally or Race. Just drive down ramp to the bottom where you can take a side ramp to the walkways or the teleporter to the start of the Evil Kenevil Jump. You'll make some standard circuits, but the track is geared to slow you down with it's tight corners.

When I say drive I really mean defy common sense.
Hmm, safety or screaming in fear. Decisions.
... Also one more reason to hate Armor Lockers.

 Rally will have you scooting all over the main map and having to use the Jump and the Elevator to get to the Hangar. So trust in those Teleporters to get you there in the right direction. Just don't trust the Mongoose to actually drive with any sense of stability once going through them.



3. Indiana Jones.


For everyone who doesn't know what I'm talking about ( Most likely space aliens and even they probably know thanks to our transmissions.) there is a game type in Forge that is a whole lot of fun. Indiana Jones Maps are basically named after the famous scene in the 1981 movie Indiana Jones starring Harrison Ford. In one scene he steals a treasure off of a pressure plate. This releases a giant round polished boulder meant to seal the entrance dooming our hero. He escapes while running in front of it and nose diving into the plot's main antagonist.

Like this only with Han Solo and not some alien lizard in Armor
You'll find the entrance to this part of the game at the back end of the map following the walkways. The Kill Ball will phase out and is on a timer of 25 seconds before it starts its run again. So you have a gap but you run the risk of it appearing in front of you out of no where. Cue the Jaws music when you don't see it.

You want me to what?
Time your entrance letting the Kill Ball pass, try to give it a few seconds if you can just incase the Ball slides back. You can find yourself being thrown into it if it fails to hit the next Man Cannon.

Into the ride you go.
Once again WEEEE!
Don't worry there's a one way shield to keep you from pushing your head through your ass.


Once you make it out of the Conveyor it will deposit you onto a incline of Colosseum Walls. In Assault you'll need to get to the bottom as fast as possible without getting crushed. Luckily I added a Stunt Ramp with a Man Cannon. I did this so you won't hunt me down to make me eat my Halo Reach disk. Use the cannon ramp and you'll have to time your follow up jump when you land. If done right you'll make it into the waiting teleporter room and safety at the bottom of the incline.



Where's my BMX when I need it.


Attempt 23 ended with me stabbing my own hand.

Once in the bottom Teleporter room you should time it's use. You'll be transported to the top bunker inside the ride. There's no safety inside there so grab your bomb and run for it.

Just standing here is asking for it.
The Objective plate is located at the bottom teleporter room so you'll have to time it again and now you're slower while carrying the bomb. So blame your host for not changing the Carrier trait when the Kill Ball flattens you. That's pretty much it for this section of the map. It's pretty fun and you'll laugh and scream in panic when the Kill Ball is breathing down your neck. Lastly I set Sprint and Evade at the openings of the Ride so grab them if you're using something else. Without them you're pretty much boned once that Kill Ball starts hitting the Man Cannons.


Here ends Part 1.

Tiamat Review Part 2. It's short.


4.Evil Kenevil.


With Rally, Race, and Territories you'll be asked to try to get to the Hangar. There's a couple of options, but lets go with next leg of the map named Evil Kenevil. Back in the 70s a stuntman named Evil Kenevil would jump on a motorcycle and then throw his body and vehicle across vast distances that would make even a Eagle go WTF. Tiamat in construction looked like one of his jumps after I sealed the Indiana Jones section. One thing led to another and more fun was added to my map's character.

Through this door young man all your dreams of starring in Jackass are answered.

You'll find the entrance to the EK ( just go with it.) jump at the bottom of the Race track across from the Armor Lock Ability. Just drive on through it with your mongoose, but be warned you'll come out smack between the belly of the Indiana Jones and the top of the Conveyor. There the Kill Ball will 50% of the time end your K/D positive streak.

Sonuva...
There is one sweet spot that about 98% percent of the time after testing this area had me coming out unscathed when the KB passed. Look for the connecting bridge railing phased overlapping the other near the top where you enter. If the Kill Balls is streaking up to you hold there and it should pass under you safely.

Radiation? I'm sure your water proof armor can protect you. 
Nothing bad can happen to me If I go faster.

Once that happens bolt for the bottom, but keep in mind you might want to slow down when entering the portal at the end. You'll go sky rocketing off the side of the map and into the sea if you're wobbling when you enter it.  Side note for the Snipers... I placed a Sniper Rifle on the back side of the Long Tunnel and it's the only one. Don't worry I set the ammo at 5 clips.


Hey Snipers this is a spot of interest. 
Once through you'll end up on the very top of the map looking straight down into a long jump over a Kill Ball at the end. You'll have to trust me, but if you keep it straight and at least from the middle of the ramp you punch it you'll make it to the Elevator Tower below placed on the island.

There's an extra Mongoose just incase you hoofed it.
That's just red paint over primer, you got nothing to worry about.

I HATE YOU DEZARATH! 
When you drop through the top of the Elevator's Portal it will take you to the Hangar. We'll cover that a little later after we cover some extras on the next stage.


5. The Elevator.

The Elevator is going to be quick. It's a tower structure with two portals attached and a Man Cannon embedded into the beach placed below in the sand . The top portal is a Two-Way variant. On one side is the Hangar and on the other is the top of the Elevator. Phased in it's side is a portal located near the top where you can jump in. If you miss the tower all together and survive your landing you can use the Man Cannon below to reach it. It will send you back to the Central Fortress above Red's and Blue's bunkers. The Central Fortress is stacked, so you'll want use it as much as possible in Slayer.

Case shut. Boring.
Not so fast Clancy before you jump on or up the Man Cannon. ( And that's what she said.) You'll find a Falcon in the tunnel  leading to the larger parts of the map. Now you'll have time it well because it's smack inside a soft kill zone. No way am I giving up such a powerful team weapon without there being some heavy risk. If you get it out then you'll dominate the skies, that is until someone lasers you with a Spartan Cannon.


I'm going to make it! I'm going t.....BLAM! Respawn somewhere else.


6. The Hangar.


So here we are at the last part of the map. The Hangar.  When you jump through the top of the Elevator Tower you'll come out in the Hangar. You'll be sailing right through it and out into the sea if your not ready to dismount the minute you enter. This make for lot's of laughs, but it's best to know about it and not tell your friends.

My break lines been cut! I probably shouldn't have slept with her cousin.
There goes my deposit.
The hangar is pretty devoid of structure. A large bunker at the back hosting the two way Teleporter back to the Elevator and two small Satellite structures acting as the goals for either team. Both side will have a fuel rod cannon waiting for them and in the far corner is a single Mongoose.

Now where's that Falcon?
I'm defending this?  I'm not getting paid enough is more like it.
Well this concludes this review of Tiamat. I've given you the hidden treasures and now it's up to you and your buddies to have fun on it. It was a great map to create and using all the spawns and hill markers was a interesting learning experience. Thanks for Downloading it. If you liked it then Panic and Gehenna are for you.

Peace Dez8.


Wednesday, April 6, 2011

Author: exSTORMBRINGER MAP:ATHENA

Athena by exSTORMBRINGER War is all but certain -exSTORMBRINGER


You can read quite a bit into a person by looking at something they create.  Are they pushy, sloppy, or just a kid...? Or are they detailed, complex,  and slightly unhinged. This person likes power weapons. This one likes it up and close. This ones a sniper. This ones a rocket whore. So on and so on. Stepping into Athena told me a story about it's author and it said.


This one likes vehicles and the thought of hell falling on his head. 


It's complexity did not greet me at first. No it lurked out of sight behind a Warthog and a row of Mongooses like the intestines of some grotesque iron corpse . It would reveal its self in good time and make me pay every step of the way. The map unfolded and kept on going straight into duality.


Shotgun!

This is a map about layers. This about teams and hilltops marked in colorful territories meant to be held and invaded. This is about Warthogs that sit in pens waiting for riders and glory. This is map meant to played to heavy rock. Michael Bay would frame you inside the driver seat as a Ghost speed past you burning and a Banshees fill the screen with explosions. Will Smith and Martin Lawrence not included

In a full big team battle... this map will be glorious.

Look Ma! No guard rails.

Look both ways before crossing or expect to contribute to a splatter spree.
Water towers sit at each corner, but at the top of them is anything but h2o. Rocket Launchers are at the ready to flip any ground based vehicle.  You'll pull out and race down the concourse trying not to slide into the sea. A well placed explosive and you might have no choice in the matter as you reach the other side. It will be dominated by the other teams.

Monterey Bay Aquarium is now open.
In the center of the map lays a tangle of walkways, struts, and cruel man cannons. The lower section is slightly submerged, while above you... a dominate rock hosts a clear line of sight for the Spartan Laser to wreck vehicles.

...that's of course if the Falcons and Banshees don't get you first.

When I jumped into the Warthog and sped to the other side I was pumped. I love vehicle maps. Everything made me love this map, till I reached the other side. There I was greeted by an end to my joy ride by a wall and the other half of the Author's personality. 

Which is an amusement park specialist of awesome.


Your joyride ends here at the traffic stop. 
I made that "awww" noise that thirteen year olds are notorious for when denied anything cool. Switching pace you have a couple options all involve turning around unless you're in a Mongoose. It will navigate the bridges and with some cool flips you can get into the bottom section by rolling through the Yellow Base's roof top. 
Where Mongooses dare. 
In closing this is a great well thought out map. It's complex and the possibilities for fun are pretty high on the scale.
My only complaint is that the back end should allow for drivers to lap around the interior or a heavy man cannon can keep the flow of vehicular battle going rather than the abrupt end for the larger Warthogs.  On a side note Mongoose riders will have a field day in the upper rungs.

Map or split personality? YOU DECIDE!

This map has everything for the myriads of Reach players to glom onto. Each type of fighting style is present to some extent. Close quarter, air battle, rolling thunder. All that's missing are the tanks drivers.