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Author Topic: [WIP] ChBgt909 Unnamed map 01 (682 messages, Page 6 of 20)
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ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Mar 21, 2013 06:43 PM    Msg. 176 of 682       
Quote: --- Original message by: DSalimander
The only crit that comes to mind is that since the terrain is so smooth, perhaps it doesn't need as much tessellation? There seem to be many specific areas where there is a higher poly count than is probably needed (notably, flat areas), the surfaces seem so planar that they might as well just be one polygon. Not really crit, just a general tip.

Although if you fancy really really smooth terrain ingame (notably, for vehicles), feel free to ignore me.


oh yeah, there are areas with unnecessary polies, and i will optimize the model, i just want to complete certain things before i start with the cleaning.

For example, i still have to add two more structures, one on each "team area" of the map. and i will also add more things to the terrain (not sure what tho), to not leave it just flat, so as soon as i'm done with all that, right before i start mapping the terrain, i will remove a lot of faces, on the bridge/tunnel in the middle, the some cliff walls, ground and the top of the map (no point having many faces up there if no one will be there anyways right? lol), so yeah, i will do what you said, thanks :)


SlenderMan
Joined: May 3, 2012

01000100 01000101 01000001 01010100 01001000


Posted: Mar 21, 2013 10:30 PM    Msg. 177 of 682       
wow dude i really love what you're doing, can't wait to see more updates! :)


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Mar 21, 2013 10:51 PM    Msg. 178 of 682       
Im loving the progress here, i must admit your modeling is getting better. I like the whole beam concept, but i think the texture on the peice that actually shoots the beam should be different, it looks out of place


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Mar 21, 2013 11:06 PM    Msg. 179 of 682       
Quote: --- Original message by: R93_Sniper
Im loving the progress here, i must admit your modeling is getting better. I like the whole beam concept, but i think the texture on the peice that actually shoots the beam should be different, it looks out of place



well yeah i improved my modeling skills a bit, but that wasn't the problem, the problem before was the lack of imagination and planning on what i wanted to do (proof is the blue base from "imposing" i actually had a clear idea of what i wanted to do and well, that was the result).

Right now i have a better idea in my mind on how to create forerunner structures, i find it easier to create shapes, and when i can't think of something i watch halo pics and i even take an screenshot of the terrain, move it to photoshop and draw shapes to see what might fit to the terrain and map in particular.

In the past i used to just create a box and then i moved vertices, extruded, chamfered, and used inset around, sometimes even randomly, so in other words, i always improvised in previous maps, and well... that's not the way to do it, is it? lol


Edited by ChBgt909 on Mar 21, 2013 at 11:06 PM


SlenderMan
Joined: May 3, 2012

01000100 01000101 01000001 01010100 01001000


Posted: Mar 21, 2013 11:21 PM    Msg. 180 of 682       
Quote: --- Original message by: ChBgt909

Quote: --- Original message by: R93_Sniper
Im loving the progress here, i must admit your modeling is getting better. I like the whole beam concept, but i think the texture on the peice that actually shoots the beam should be different, it looks out of place



well yeah i improved my modeling skills a bit, but that wasn't the problem, the problem before was the lack of imagination and planning on what i wanted to do (proof is the blue base from "imposing" i actually had a clear idea of what i wanted to do and well, that was the result).

Right now i have a better idea in my mind on how to create forerunner structures, i find it easier to create shapes, and when i can't think of something i watch halo pics and i even take an screenshot of the terrain, move it to photoshop and draw shapes to see what might fit to the terrain and map in particular.

In the past i used to just create a box and then i moved vertices, extruded, chamfered, and used inset around, sometimes even randomly, so in other words, i always improvised in previous maps, and well... that's not the way to do it, is it? lol


Edited by ChBgt909 on Mar 21, 2013 at 11:06 PM



Well i'm glad you have improved on that :)
may i suggest you get a notebook or just a piece of paper and draw concept art of the map, that way you get an even better idea of what you want to create on both terrain and architecture ;)


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Mar 22, 2013 10:13 AM    Msg. 181 of 682       
Adding on to what Dsali said, in the last couple pictures I can see a terrain ramp that has far to many polygons and also is on too much of an angle.


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Mar 22, 2013 10:45 AM    Msg. 182 of 682       
Quote: --- Original message by: Higuy
Adding on to what Dsali said, in the last couple pictures I can see a terrain ramp that has far to many polygons and also is on too much of an angle.



Quote: --- Original message by: ChBgt909
Quote: --- Original message by: DSalimander
The only crit that comes to mind is that since the terrain is so smooth, perhaps it doesn't need as much tessellation? There seem to be many specific areas where there is a higher poly count than is probably needed (notably, flat areas), the surfaces seem so planar that they might as well just be one polygon. Not really crit, just a general tip.

Although if you fancy really really smooth terrain ingame (notably, for vehicles), feel free to ignore me.


oh yeah, there are areas with unnecessary polies, and i will optimize the model, i just want to complete certain things before i start with the cleaning.

For example, i still have to add two more structures, one on each "team area" of the map. and i will also add more things to the terrain (not sure what tho), to not leave it just flat, so as soon as i'm done with all that, right before i start mapping the terrain, i will remove a lot of faces, on the bridge/tunnel in the middle, the some cliff walls, ground and the top of the map (no point having many faces up there if no one will be there anyways right? lol), so yeah, i will do what you said, thanks :)



haha yeah i will xP

oh and you mean this ramp? (if so, well i don't really care about it's angle since it won't be used for anything but decoration



Edited by ChBgt909 on Mar 22, 2013 at 10:46 AM


Ubergoober
Joined: Oct 11, 2010


Posted: Mar 22, 2013 10:59 AM    Msg. 183 of 682       
full credit to u ChBgt909 for ur handling of criticism and for ur map progression. keep up the good work, and although u may consider the opinions of others please dont b swayed from ur own style :)


LegionofShadows
Joined: Jul 10, 2011

The Red Pill is strong in this one.


Posted: Mar 22, 2013 11:05 AM    Msg. 184 of 682       
Hmm, mayhaps an idea for the skybox is to use the 'Reclamation' sky tag.

I swear by the good-golliness-gracious of BIS that that tag is the sexiest sky I have ever seen.

Or an idea I suggested for your previous map, was to have a forerunner 'spire' going up, which may connect to the 'ceiling' of a shield world and serve as a structure of some sort; maybe a support spire, maybe a power plant.

Or one of those forerunner sentry-towers from Halo 4, in the misison where you fly the pelican.


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Mar 22, 2013 11:10 AM    Msg. 185 of 682       
Quote: --- Original message by: Ubergoober
full credit to u ChBgt909 for ur handling of criticism and for ur map progression. keep up the good work, and although u may consider the opinions of others please dont b swayed from ur own style :)


oh i'm glad you like it :)
and yeah i am taking other's opinions, but there were a couple of things that i really didn't want to do (adding ramps in red base leading to the banshee room and making an observatory from the top of the map like silent jacket said), but there were others that i did (improving cliff walls, adding light effects and adding details to blue base, like higuy and maniac1000 suggested)


Quote: --- Original message by: LegionofShadows
Hmm, mayhaps an idea for the skybox is to use the 'Reclamation' sky tag.

I swear by the good-golliness-gracious of BIS that that tag is the sexiest sky I have ever seen.

Or an idea I suggested for your previous map, was to have a forerunner 'spire' going up, which may connect to the 'ceiling' of a shield world and serve as a structure of some sort; maybe a support spire, maybe a power plant.

Or one of those forerunner sentry-towers from Halo 4, in the misison where you fly the pelican.


Hmm, how this "Reclamation" sky tag looks like?, i haven't seen it (i think)
oh and i was actually planning to add the sentry towers from halo 4 or maybe the forerunner ships from Halo wars, floating nearby


And now, well i found this structure i made a while back and i though it'd look good on this map, what do you guys think?





Edited by ChBgt909 on Mar 22, 2013 at 11:13 AM
Edited by ChBgt909 on Mar 22, 2013 at 11:18 AM


xnx
Joined: Feb 12, 2013

h2 marine anims or i detonate the vest


Posted: Mar 22, 2013 02:36 PM    Msg. 186 of 682       
I like it, but it seems pretty constrained. I wonder if putting an opening at the top (like in blood gulch) would even things up a bit. Keep in mind that snipers can camp on the outside, but players can also camp on the inside if there are only two openings. Also, adding in two mini-bases is pushing it. Perhaps moving one to the middle and making it a king of the hill objective would allow for more gameplay options. rather than have the map wholly devoted to CTF.


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Mar 22, 2013 04:12 PM    Msg. 187 of 682       
Guys, take your time to read the whole post to avoid asking things i already mentioned.


Quote: --- Original message by: DSalimander

From a gameplay standpoint, the top seems very exposed and could get hairy if snipers are camping. I can imagine somebody using it to park vehicles on and just spray bullets/rounds/shells into the fronts of the bases. Keep in mind what kind of vehicles you may want to use in the map and have a plan for how to keep them out of places they shouldn't be like the insides/tops of the bases/structures.
Edited by DSalimander on Mar 22, 2013 at 01:58 PM


Well, tbh, i want to add those structure, not because i want move cover for players or camping spots, but for decoration and maybe a couple of weapons to spawn, and yeah i think i know what vehicles i want to use and i have a good idea of what i'm gonna give each team to counter attack


Quote: --- Original message by: a bullet
I like it, but it seems pretty constrained. I wonder if putting an opening at the top (like in blood gulch) would even things up a bit. Keep in mind that snipers can camp on the outside, but players can also camp on the inside if there are only two openings. Also, adding in two mini-bases is pushing it. Perhaps moving one to the middle and making it a king of the hill objective would allow for more gameplay options. rather than have the map wholly devoted to CTF.



yes, camping can go both ways, from either in or out of the bases, that's why each team will have their own stuff.

red team for example, will have a human turret and a wider area to respawn, to make it up for their lack of space in the base, and of course, i still have to add cover, like rocks, trees, etc.

blue team wont have any turrets as they have plenty of cover.

i haven't finished with this map, i still have to add many things to even things up for each gameplay.

besides, i still have to add two more structures, tunnels that will be like shortcuts, they can either help you flee from an attack, or flank the enemy





master noob
Joined: Aug 10, 2012

343Industries Advocate


Posted: Mar 22, 2013 06:28 PM    Msg. 188 of 682       
in that case, blue team will always have an advantage since they can use the turret against the red, while the red can't use the blue's cover any better than the blues themselves.


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Mar 22, 2013 06:33 PM    Msg. 189 of 682       


get rid of the tiering, it just creates a choke point


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Mar 22, 2013 07:11 PM    Msg. 190 of 682       
Quote: --- Original message by: master noob
in that case, blue team will always have an advantage since they can use the turret against the red, while the red can't use the blue's cover any better than the blues themselves.


the turret will be on red team area, so red team can take it faster and get rid of whoever takes it
reds can use blue structure's cover in their advantage to take out blues

there will be balance, i still have to add cover, weapons, vehicles, and player clips, all that combined will give balance to both teams, i have everything in order and figured out

dude, don't worry i'm not even finished... i haven't even get this map into sapien, everything will be fine i promise ;-)

Edited by ChBgt909 on Mar 22, 2013 at 07:17 PM


SlenderMan
Joined: May 3, 2012

01000100 01000101 01000001 01010100 01001000


Posted: Mar 22, 2013 08:41 PM    Msg. 191 of 682       
Quote: --- Original message by: ChBgt909

Quote: --- Original message by: master noob
in that case, blue team will always have an advantage since they can use the turret against the red, while the red can't use the blue's cover any better than the blues themselves.


the turret will be on red team area, so red team can take it faster and get rid of whoever takes it
reds can use blue structure's cover in their advantage to take out blues

there will be balance, i still have to add cover, weapons, vehicles, and player clips, all that combined will give balance to both teams, i have everything in order and figured out

dude, don't worry i'm not even finished... i haven't even get this map into sapien, everything will be fine i promise ;-)

Edited by ChBgt909 on Mar 22, 2013 at 07:17 PM


how about adding a giant boulder on the bsp, to block a direct view to red base?
that'd even things up


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Mar 22, 2013 11:51 PM    Msg. 192 of 682       


Something I quickly noticed.

Position 1 has an advantage over position 2. One base gets secluded, the other, not so much.


New001
Joined: May 12, 2011

Default Profile


Posted: Mar 23, 2013 03:27 AM    Msg. 193 of 682       
Quote: --- Original message by: Higuy
http://img41.imageshack.us/img41/111/basesn.png

Something I quickly noticed.

Position 1 has an advantage over position 2. One base gets secluded, the other, not so much.


very good. can be used for Project Lumoria Episode 2 BSP?


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Mar 23, 2013 10:30 AM    Msg. 194 of 682       
Quote: --- Original message by: Higuy
http://img41.imageshack.us/img41/111/basesn.png

Something I quickly noticed.

Position 1 has an advantage over position 2. One base gets secluded, the other, not so much.


Hmm, in position 2, remember that cliff wall is a cave, so in position 2 red base is also exposed from that area, hmm, i can cover red base from attacks coming from that position with the things i still have to add, and i think with blue, the structure, rocks and trees will suffice...
both teams got cover and can counterattack snipers, but snipers can be really sneaky...
i think i will leave it like that, both teams will have sniper rifles, vehicles so yeah, and that natural bridge won't have as much cover



Quote: --- Original message by: New001
Quote: --- Original message by: Higuy
http://img41.imageshack.us/img41/111/basesn.png

Something I quickly noticed.

Position 1 has an advantage over position 2. One base gets secluded, the other, not so much.


very good. can be used for Project Lumoria Episode 2 BSP?



WAT?
Edited by ChBgt909 on Mar 23, 2013 at 10:35 AM
Edited by ChBgt909 on Mar 23, 2013 at 10:47 AM


SlenderMan
Joined: May 3, 2012

01000100 01000101 01000001 01010100 01001000


Posted: Mar 23, 2013 11:15 AM    Msg. 195 of 682       
hmm, well i think you should leave it like that, adding too many stuff in order to just cover the bases wouldn't be a good idea


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Mar 23, 2013 11:18 AM    Msg. 196 of 682       
Quote: --- Original message by: SlenderMan
hmm, well i think you should leave it like that, adding too many stuff in order to just cover the bases wouldn't be a good idea


Read this part, it's a bit important

Yeah i know, and to be honest, when i was building the map i wasn't really thinking about sniper combat, but vehicle, short range, mid range and heavy weaponry...
i think the best way to go is either scrap sniper rifles from this map, but i don't know if people will like that idea lol, or limit it's availability by putting just one rifle in each base and no more

Edited by ChBgt909 on Mar 23, 2013 at 11:26 AM


SlenderMan
Joined: May 3, 2012

01000100 01000101 01000001 01010100 01001000


Posted: Mar 23, 2013 07:38 PM    Msg. 197 of 682       
Quote: --- Original message by: ChBgt909

Quote: --- Original message by: SlenderMan
hmm, well i think you should leave it like that, adding too many stuff in order to just cover the bases wouldn't be a good idea


Read this part, it's a bit important

Yeah i know, and to be honest, when i was building the map i wasn't really thinking about sniper combat, but vehicle, short range, mid range and heavy weaponry...
i think the best way to go is either scrap sniper rifles from this map, but i don't know if people will like that idea lol, or limit it's availability by putting just one rifle in each base and no more

Edited by ChBgt909 on Mar 23, 2013 at 11:26 AM


i agree with you second option, limit the amount of sniper rifles in the map, just put one on each base, and that's it, that way, player's sniper ammo will be limited and the distance between the bases and the middle area is long so not many people will even bother on using it, and the enemy has time to reach the mid area and kill potential snipers camping there


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Mar 23, 2013 09:11 PM    Msg. 198 of 682       
Give the sniper rifles a very long spawn time, i think all maps spawn sniper rifles too quickly.


ZOBI3KING
Joined: Dec 25, 2012

Look at me, I'm the captain now.


Posted: Mar 23, 2013 10:43 PM    Msg. 199 of 682       
How about snipers with limited ammo.


master noob
Joined: Aug 10, 2012

343Industries Advocate


Posted: Mar 24, 2013 11:43 AM    Msg. 200 of 682       
Quote: --- Original message by: ZOBI3KING
How about snipers with limited ammo.

all snipers have limited ammo.


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Mar 24, 2013 06:56 PM    Msg. 201 of 682       
UPDATES (Please read)

Well i can reduce the max amount of ammo the sniper rifle has to half, and the halo reach magnum now has zoom!!

Well guys, i took the whole morning doing these changes, since i'm gonna be on vacation the next week, i hope you like what i did:

Mapped and attached structures to ground:









Optimized terrain a bit (not finished tho):





Mapped structure exposed on wall, it doesn't have any purpose, it's just for decoration




ZOBI3KING
Joined: Dec 25, 2012

Look at me, I'm the captain now.


Posted: Mar 24, 2013 07:33 PM    Msg. 202 of 682       
I meant something like a sniper with no spare clips. Also the new changes look great.


SlenderMan
Joined: May 3, 2012

01000100 01000101 01000001 01010100 01001000


Posted: Mar 25, 2013 10:12 AM    Msg. 203 of 682       
hmm well i like the idea of reducing the max amount of ammo, instead of 24
clips, use just 10


xnx
Joined: Feb 12, 2013

h2 marine anims or i detonate the vest


Posted: Mar 25, 2013 12:44 PM    Msg. 204 of 682       
I don't really think it's that big of a deal. Sure, the sniper could really do some damage, but then again you also have to be GOOD with it to actually rack up some kills. Put it at the main bases on either end of the map, that way you have to walk pretty far before you can get a clear shot, and travel back to your base if you need to get more ammo. This way any players pinned down have several seconds to run somewhere else on the map and the sniper isn't so easy to get.


SlenderMan
Joined: May 3, 2012

01000100 01000101 01000001 01010100 01001000


Posted: Mar 25, 2013 12:57 PM    Msg. 205 of 682       
Quote: --- Original message by: a bullet
I don't really think it's that big of a deal. Sure, the sniper could really do some damage, but then again you also have to be GOOD with it to actually rack up some kills. Put it at the main bases on either end of the map, that way you have to walk pretty far before you can get a clear shot, and travel back to your base if you need to get more ammo. This way any players pinned down have several seconds to run somewhere else on the map and the sniper isn't so easy to get.


Quote: --- Original message by: ChBgt909

Quote: --- Original message by: SlenderMan
hmm, well i think you should leave it like that, adding too many stuff in order to just cover the bases wouldn't be a good idea


Read this part, it's a bit important

Yeah i know, and to be honest, when i was building the map i wasn't really thinking about sniper combat, but vehicle, short range, mid range and heavy weaponry...
i think the best way to go is either scrap sniper rifles from this map, but i don't know if people will like that idea lol, or limit it's availability by putting just one rifle in each base and no more

Edited by ChBgt909 on Mar 23, 2013 at 11:26 AM


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Mar 26, 2013 03:00 AM    Msg. 206 of 682       
Hay man can i use you beem in my map i have proper use for it! on a base im making,
will be happy to show you some pictures of it!

BTW this map looks epic!
Edited by jackrabbit on Mar 26, 2013 at 04:09 AM


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Mar 26, 2013 12:34 PM    Msg. 207 of 682       
Quote: --- Original message by: jackrabbit

Hay man can i use you beem in my map i have proper use for it! on a base im making,
will be happy to show you some pictures of it!

BTW this map looks epic!
Edited by jackrabbit on Mar 26, 2013 at 04:09 AM


Hi, just checking my thread hehe
Well, i agreed to send you the weapons, and some vehicles, and objects
but, when it comes to bsp i usually say no, i'm sorry but it is my time spent and effort so yeah, sorry
send me the pics of you map and i will think about sending you the raw structure (no mapping or textures version)
i will send you the map with the tags the next week, i'm not working in my map at all this week
Edited by ChBgt909 on Mar 26, 2013 at 12:49 PM


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Mar 26, 2013 02:18 PM    Msg. 208 of 682       
alrighty~thanks i sent you some previews!
sory about that last link you will have to copy pase it to see the new base.

aslo question. i see in your first picture you have white bitmap with stencle on it under your bsp.

if you could show me how you got started geting your shape of you bsp from that bitmap. I would love to learn this.

I have alredy watched all the videos on halomaps. maping tutorials But I have never seen someone draw black lines like that and get shapes from them. not sure if you used loft or displace tool's? but im intrested to see how you started this? if you get the time to show that would be sweet!

If you so happen to start a new bsp or something maby you could make a small video. of it just the start from the bitmap to the bsp start.

I know I ask for alot but you have imresed me! lol!
I am always looking to improve my modling skills. and you deffenetly have skill!

Edit:Hear are some better pictures updated with the work I got done today!

Edited by jackrabbit on Mar 27, 2013 at 05:27 AM


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Mar 27, 2013 12:03 PM    Msg. 209 of 682       
Quote: --- Original message by: jackrabbit

alrighty~thanks i sent you some previews!
sory about that last link you will have to copy pase it to see the new base.

aslo question. i see in your first picture you have white bitmap with stencle on it under your bsp.

if you could show me how you got started geting your shape of you bsp from that bitmap. I would love to learn this.

I have alredy watched all the videos on halomaps. maping tutorials But I have never seen someone draw black lines like that and get shapes from them. not sure if you used loft or displace tool's? but im intrested to see how you started this? if you get the time to show that would be sweet!

If you so happen to start a new bsp or something maby you could make a small video. of it just the start from the bitmap to the bsp start.

I know I ask for alot but you have imresed me! lol!
I am always looking to improve my modling skills. and you deffenetly have skill!

Edit:Hear are some better pictures updated with the work I got done today!
http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=42687
Edited by jackrabbit on Mar 27, 2013 at 05:27 AM


Read the whole thing


hmm, i will have to think about it, as i said, right now i'm not working on my map until next week, and i think this will be the last map i will create, i'm doing this map because i had this map concept in my head for years, and now that i can create it as i want it i will do it before i leave hehe, many people told me to create a tutorial, so i might do it before i leave, but not for sure

i'm not that good making maps anyways haha, but i sure can give you the link to the tutorials, that helped me know what i know


and now, about the grey picture under the map, it is a reference picture, to know where are going to be all the things i want i my map, and also have an idea of it's size
i create an small plane, turn it into an editable mesh, with face selection on, i delete the plane, and then select the "create" tool and create faces fitting the shape of the reference picture below, hmm that's pretty much it lol, that might not be the best way to do it, but that's the way i do it and learned, and i'm good enough to do it fast, really fast


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Mar 28, 2013 10:59 AM    Msg. 210 of 682       
2 SRS99's per team. With 8 round ammo. That seems fair enough.

People usually clutch there power weapon and die before using it. I dont think you should make super long spawn times just a 30 seconds more than the original.

Keep the sniping rifles far apart from each-other. :D
Edited by ASCENDANTJUSTICE on Mar 28, 2013 at 11:00 AM

 
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