Yugnoswam's Profile
Reputation: -22
Bad
- Group:
- Members
- Active Posts:
- 2,526 (2.47 per day)
- HT Points:
- 600.00 (#27)
- Joined:
- 02-August 10
- Profile Views:
- 8,970
- Last Active:
Apr 12 2013 12:16 PM- Currently:
- Offline
My Information
- Member Title:
- Dysfunctional as usual.
- Age:
- 18 years old
- Birthday:
- April 12, 1995
- Gender:
-
Male
- Location:
- United Kingdom
- Interests:
- Climbing, gaming, graphics design, video editing.
Contact Information
- E-mail:
- Click here to e-mail me
- Gamertag:
- yugnoswam
- MSN:
-
yugnoswam@hotmail.com
- Skype:
-
Yugnoswam
Latest Visitors
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CoookkieMonster 
12 Apr 2013 - 10:38 -
Bean05 
06 Apr 2013 - 18:38 -
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02 Apr 2013 - 22:08 -
Nugget 
02 Apr 2013 - 07:24 -
Anopisthograph 
31 Mar 2013 - 20:09 -
The ZeKiiTo 
24 Mar 2013 - 13:55 -
ImpROBable 
18 Mar 2013 - 16:43 -
WhiskeyWarm 
19 Feb 2013 - 17:34 -
Edward 
04 Feb 2013 - 00:08 -
gogetarulez 
19 Jan 2013 - 11:42
Issues I've Posted
-
Yugnoswam's Tester Application
Posted 23 Feb 2011
Alpinestar SX on Forge World by v Ionized.
First Impressions:
My first impressions of the track were that it looked like a very tightly designed track with a well thought out layout. From the overview given, it looked like the jumps all corresponded well to each other and that it could potentially be a very fun and competitive track. The aesthetics matched the track quite well although there were not many, the overall design is very impressive.
Minor Errors:
-- The first minor error I have found is to do with the starting gate, most of the time you will spawn on top of another player which could cause you to fall over the starting gate early and gain an unfair lead.
-- The second minor error I found was to do with the frame rate of the track, this is mainly after the jump with a natural landing, the upside down bridges are causing this and could cause someone to lag badly and crash.
-- The final minor error I found was with the final rhythm section, if you take the left path and then stay close to the wall at the end, you can hit the dish edge which is used for a burm and flip which could make you lose the lead.
Positive Feedback:
Write at least 3 well-written bullet-pointed sentences on the good things of the map.
-- The layout of the map struck me instantly as being almost perfect, almost all of it worked, the burms rarely came through at the other side of a section and the different angles used worked extremely well.
-- The uniqueness of your jumps was very impressive, instead of just having jumps from the flat, you used jumps going up a bigger jump to make you take a different route such as one person does the big jump while the other goes on the top of the table-top to land a mini jump at the other side.
-- The final thing I found very good was your consistency, pretty much the entire track drove smoothly and the same every single time, no matter what angle I took, I found it hard to land badly.
Suggestions:
Explain, using bullet-points, ways in which the map could be improved. You should address all or most of the minor or major errors that you listed above.
-- To fix the starting gate/spawning error, I would recommend that you make the starting area wider and then move the spawn points slightly further apart. If that does not work then make the starting area slightly deeper.
-- To fix the frame rate issues I would either change that area so that there are less objects interlocked or if you have spare objects other than bridges, use them instead as bridges have small lights on them which create the frame rate issues.
-- To fix the problem with the burm sticking out, I would recommend making that rhythm section slightly longer and bordering that off so you cannot even see the burm sticking out. That will make sure nobody will be able to flip there.
Final Thoughts:
My final thoughts about the map are overall that it is one of those maps which will always be famous amongst HaloTracks and people will continue to race it for a long time to come. You used the placement of jumps very well and made them all join together very successfully which made it flow extremely well. The aspect of rivalry is always very good, you have made it so once you gain the lead you can keep it as long as you don't crash or mess up, it's not too easy and it's not too hard to pass people which makes it almost perfect. You slightly lack in creativity, it's generally a standard supercross map in its design but you used some new styled jumps which was very unique. In my opinion, you have created one of the best supercross tracks we have seen so far in Halo: Reach and I hope you will continue to make more at such a high standard.
Ratings:
Difficulty: Easy
Creativity: 6/10
Flow: 9/10
Rivalry: 8/10
Overall: 8/10 -
La Grande Allee
Posted 23 Feb 2011
I've just finished my first F1 track and need it testing, I think it works pretty well and is very competitive but just want some feedback. I know that some of the corners are quite sharp/thin but that's to make it more competitive; also I decided that I would make a more effective Pit Stop. I know the rule is that you cannot pit on Lap 1 so I made it impossible to. The entrance is blocked by a large block and about 10seconds before you get back to them for your next lap the gate drops and you can enter, I have made it so even on the worlds fastest lap you cannot get to the pit stop again before it drops. So, please download below and give me some feedback:
>Download Here<
>View Here (Gallery)<
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Yugnoswam's Map Maker Application
Posted 27 Nov 2010
These are the only tracks I have ever made:
Hillside Heights
This map is a terrain track and a very competitive one at that, there are many different lines which you can take which can result in you getting a smooth run on ending up in somewhat of a barrel rolling session.
The Serpent
The serpent which is my first skytrack is very tight; it has a lot of drift corners and plenty of tight corners. You are constantly driving downwards until you reach the cave where you are teleported back to the top. I have updated this map due to a faulty checkpoint and the killzones weren't working. new link
I hope to become a map maker because I enjoy making a variety of race tracks which have a competitive aspect for people to enjoy. I can make Terrain tracks, Skytracks at the moment and I am currently learning how to make Supercross. I may learn how to make rollercoasters in the future.
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What A Forger

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CoookkieMonster
12 Apr 2013 - 10:38Jeffh3962
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