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Forsaken Island
Posted: Sat Nov 29, 2008 5:50 pm
by JK-47
The whole level was moved to the top of Death Island.
There is a base in the middle which is used for more focused combat. On the roof there is an area for snipers\combat to get to enemy's teleporter.
There is a bridge linking two sections of the top together.
It supports:
Slayer
Team Slayer
CTF
Oddball
King of the Hill
There are weather effects.
There's a couple of easter eggs as well.
It's solely a PMI mod with the exception of a few weapon edits and effects. That means no skins, and no CE content. (I made this for DeadHamsters competition)
Video:
http://www.youtube.com/watch?v=NzVzX17nkYA
Pictures:
If there are any bugs and such, it would be appreciated if you post them, and I'll fix them as soon as I can.
Posted: Sat Nov 29, 2008 5:54 pm
by Pepsi
o.0
NICE?
I CAN HAS DOWNLOAD?
Posted: Sat Nov 29, 2008 5:55 pm
by JK-47
You can has.
Posted: Sat Nov 29, 2008 5:56 pm
by NotZachary82
Awesome job JK-47. I don't mod Halo PC that much, but this looks pretty sweet. Very nice

.
Posted: Sat Nov 29, 2008 5:57 pm
by JK-47
Pepsi wrote:o.0
NICE?
I CAN HAS DOWNLOAD?
You can has.
NotZachary82 wrote:Awesome job JK-47. I don't mod Halo PC that much, but this looks pretty sweet. Very nice

.
Thanks

Posted: Sat Nov 29, 2008 5:58 pm
by bcnipod
Looks pretty fun. I think I am going to give it a spin later tonight.
Posted: Sat Nov 29, 2008 6:09 pm
by Pepsi
JK-47 wrote:Pepsi wrote:o.0
NICE?
I CAN HAS DOWNLOAD?
You can has.
I iz all in ur map playings ur modz!
Posted: Sat Nov 29, 2008 6:23 pm
by tucker933
It's nicely done but it doesn't really strike me as amazing...
It just looks like you made a few structures out of PMI'd objects.
I like it but it could use more work. There much more you can do to mix up gameplay.
I give it a 7/10
Also, what's with the early draw distance?
Posted: Sat Nov 29, 2008 6:31 pm
by guysullavin
this is what i'd call an advanced log mod.
Posted: Sat Nov 29, 2008 6:37 pm
by JK-47
tucker933 wrote:
I like it but it could use more work. There much more you can do to mix up gameplay.
How so? I'd be willing to go in and change a few things.
guysullavin wrote:this is what i'd call an advanced log mod.
Alright?
Posted: Sat Nov 29, 2008 6:48 pm
by tucker933
JK-47 wrote:tucker933 wrote:
I like it but it could use more work. There much more you can do to mix up gameplay.
How so? I'd be willing to go in and change a few things.
guysullavin wrote:this is what i'd call an advanced log mod.
Alright?
Weaponry changes, you can make realistic improvements to weapons projectiles, effects and other things among those lines which wont kill the gameplay, or if you feel more confident reinvent the gameplay as I did. you can add new effects to make the gameplay more realistic, look nicer without going into really advanced stuff.
You can do quite a bit of more tag work, while you got the layout of the map down very nicely, that's not all I look for in a mod.
Mix up the gameplay a bit, think outside the box. Your on the right track, but the mod doesn't feel finished to me.
I don't know if you played my latest mod, but if you noticed there was ALOT of tag work. Particle effects, projectiles that behave differently under different circumstances, weapons means for support which could brutally disorient and damage for a set amount of time, but not kill. They don't directly contribute, yet indirectly contribute, it mixes up the gameplay, while having spectacular effects immerse the player in the gameplay.
Posted: Sat Nov 29, 2008 6:55 pm
by Andrew_b
Looking Good JK.
I'll test the map when I get home.
Posted: Sat Nov 29, 2008 7:12 pm
by JK-47
tucker933 wrote:
Weaponry changes, you can make realistic improvements to weapons projectiles, effects and other things among those lines which wont kill the gameplay, or if you feel more confident reinvent the gameplay as I did. you can add new effects to make the gameplay more realistic, look nicer without going into really advanced stuff.
You can do quite a bit of more tag work, while you got the layout of the map down very nicely, that's not all I look for in a mod.
Mix up the gameplay a bit, think outside the box. Your on the right track, but the mod doesn't feel finished to me.
I don't know if you played my latest mod, but if you noticed there was ALOT of tag work. Particle effects, projectiles that behave differently under different circumstances, weapons means for support which could brutally disorient and damage for a set amount of time, but not kill. They don't directly contribute, yet indirectly contribute, it mixes up the gameplay, while having spectacular effects immerse the player in the gameplay.
Much appreciated.
I'll do that when I get the time.
Posted: Sat Nov 29, 2008 7:17 pm
by WaeV
Very cool. I'd have never thought of converting the TOP of DI to a new map...
Posted: Sat Nov 29, 2008 7:37 pm
by tucker933
JK-47 wrote:tucker933 wrote:
Weaponry changes, you can make realistic improvements to weapons projectiles, effects and other things among those lines which wont kill the gameplay, or if you feel more confident reinvent the gameplay as I did. you can add new effects to make the gameplay more realistic, look nicer without going into really advanced stuff.
You can do quite a bit of more tag work, while you got the layout of the map down very nicely, that's not all I look for in a mod.
Mix up the gameplay a bit, think outside the box. Your on the right track, but the mod doesn't feel finished to me.
I don't know if you played my latest mod, but if you noticed there was ALOT of tag work. Particle effects, projectiles that behave differently under different circumstances, weapons means for support which could brutally disorient and damage for a set amount of time, but not kill. They don't directly contribute, yet indirectly contribute, it mixes up the gameplay, while having spectacular effects immerse the player in the gameplay.
Much appreciated.
I'll do that when I get the time.
Not a problem, good luck

Posted: Sat Nov 29, 2008 8:44 pm
by DeadHamster
Very nice JK. I didnt think of many of those things being machines, I thought it was CE. Very nice looking map.
8.75/10
Posted: Sat Nov 29, 2008 9:45 pm
by WaeV
Was this the mod you were planning on releasing for the contest?
Posted: Sat Nov 29, 2008 9:51 pm
by MoDFox
Thats pretty awesome JK. I like it, good job.
Posted: Sat Nov 29, 2008 9:57 pm
by JK-47
WaeV wrote:Was this the mod you were planning on releasing for the contest?
I had a few before, but this was the final.
Posted: Sat Nov 29, 2008 10:08 pm
by HPDarkness
First Halo PC mod I've downloaded in a while =D
Very nice job!