Incompetent Cartographer 3
Posted by urk at 7/29/2010 2:09 PM PDT
I thought I'd be slapping in spawns today, but I caught Cotton checking out someone other lucky employee's Forge creation, got jealous, and asked him to come over and inspect my work. His diagnosis was far from positive, but it's all good. I'll take all the advice I can get.

"People are going to get murdered at spawn down here."

Well, I haven't added Carney's recommended columns yet! But crap, he's right. My low base is wide open (that's what she said!) and I need to add in some cover. Forge to the rescue.



To get a good look at a the sight lines a player up top would have on a player spawning down below near the water, I added in some initial spawns. I'm a visual learner. Helps me conceptualize the imaginary action. Plus, they're like little kick ass army men.



Along with some expert level crate repositioning, I deftly added some cover at the front of the main platform and along the side routes. Cotton suggested I think about where I'd want the low team to have to expose themselves to the players up top. And he wasn't talking about doing anything illegal, either.



From the opposite point of view, you can see my three new additions to the side routes. I topped off the dance floor, added some small archways over the watery walkway, and roughed in a completely custom barricade door thingy along the side of the main base and another over the nearby platform. Hopefully, these will all conspire to give the low team some cover as they make their way towards the sweet ordnance I've yet to sprinkle around the map. (Another problem I'm not going to think about just yet.)



Oh, and while I was thinking about the red team's perspective, I decided to think about their actual perspective. This is a loadout cam. You can choose each team's point of view at the opening of the game with this little gadget. Nifty, eh?



Up top, I've decided to make the roof off limits, but instead of going with immediate evisceration via a Kill Boundary, I'm keeping it nice a soft. It's a steal at zero dollars! 10 seconds in the roost and you've overstayed your welcome.



What's in the box? Skull and Bones. The universal sign for pirates. Yar, I mean death!



Okay, went a little overboard. Don't want the blues to eat it at spawn. You have 10 seconds to comply! Good thing I have control over the size and shape of this death dealing delimiter. Now I just need to get it into shape.



I only had about an hour to fiddle before the workday kicked off proper. Unfortunately, Jurkout will need to wait for a while. The good news is that I totally got promoted for my Forging efforts. I'm investing in my future!

Next stop: spawns. After that, playtest. Cotton tells me I won't learn a thing about my map by staring at it. Sooner or later, I gotta get some feedback. It just won't be today. But soon.

Stay tuned.
More Crimson: Steam Pirates Reviews 

Posted by urk at 9/16/2011 4:23 PM PDT

No moneyhats necessary.

If you're one of the few iPad owners who has yet to set sail on Harebrained-Schemes latest adventures with Crimson: Steam Pirates, here's a few more reasons to give it a go.

http://harebrained-schemes.com/post/some-more-reviews-for-the-mix/

Tags: Game Guide

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Link Up with the B.net! 

Posted by urk at 11/1/2010 9:35 AM PDT

Free Credits!

Earn some easy money this morning by linking your Xbox LIVE gamertag to a Bungie.net profile. Click here to create a profile if you don't have one already, and use your current Xbox LIVE credentials to complete the hook up.

Once you're ready to go, click here, then jump into Halo: Reach matchmaking and play some games to earn an amazingly easy 3,000 Credits.

Tags: Game Guide

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Welcome to the Arena 

Posted by urk at 9/20/2010 4:59 PM PDT

Spartans...prepare for glory!

Read Full Top Story

Tags: Game GuideHalo: Reach

   

Invasion + Forge! 

Posted by urk at 9/16/2010 9:09 AM PDT

A communications disruption can only mean one thing...

Read Full Top Story

Tags: Game GuideHalo: Reach

   

Networking 101 

Posted by urk at 9/14/2010 2:17 PM PDT

Come on over here and sniff this packet.

It's been up for a few days already, but just in case you didn't notice, we've updated our Halo: Reach Project Page to include some information about the Network Status section you'll find in the main menu of Halo: Reach. If you're experiencing technical issues, or you just want to make sure you're rockin' the fattest pipe in the neighborhood, hit the link below to get your nerd on.

Halo: Reach - Networking 101

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