Well, maybe you could put a grav lift in place of where the blue laser thing is, maybe have it activate when you hit a switch. Keep it so that there are no vehicles,less teleporters, and maybe get rid of those Spirits that are in space. Maybe you could also make it (if possible) that teleporters can go to random places on the map. Which means less teleporters= less lag.
Your mod get's a 5/5.
[Mod] Elite Station 666 (being re done) what needs to be fix
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Re: [Mod] Elite Station 666 (being re done) what needs to be fix
Last edited by Spartan-006 on Thu Aug 13, 2009 1:35 pm, edited 1 time in total.
Re: [Mod] Elite Station 666 (being re done) what needs to be fix
I thought it was quite fun actually, the ideas he came up with were superior to most. For example the elite prison. it did have one too many teleporters, but without them you couldn't really get around, for the most part anyway. The only problem I personally found with the mod was a spawn point was incorrect. I think with some organization it would have been something bungie would have made. I'll teach him about organization part of it. Btw, Moxus, can you send me the meta's you promised? Thanks.
All in all for your first mod completed
4/5
All in all for your first mod completed
4/5
Re: [Mod] Elite Station 666 (being re done) what needs to be fix
That's the point. As much as one might like aesthetics, map flow and functionality must come first.System Reboot Active wrote:it did have one too many teleporters, but without them you couldn't really get around, for the most part anyway.
I did, remember? The injection didn't go properly, and I offered to do it?System Reboot Active wrote:Btw, Moxus, can you send me the meta's you promised? Thanks.
-=Moxus=-
Re: [Mod] Elite Station 666 (being re done) what needs to be fix
o.o Yeah. That's why I asked if you could
Re: [Mod] Elite Station 666 (being re done) what needs to be fix
insted of 4 teleporters in one floor i will take away 2
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