Well, I was going to post a copy of the full preview thread I did up for my new puzzle map Poseidon's Lair, but all the pictures would be sure to make a mess of things here. So I came up with a much easier solution and made a preview video of it, the first video I've done in over a year I believe. I purchased a few new cables to make the capturing process much easier, so you may notice an extra layer of quality this time, such as smoother panoramic shots and more precise camera navigation. So without further ado, here is the link to the video:
Poseidon's Lair- A Halo: Reach Puzzle
The map will be released in just a couple days, I'm just running a few more tests on it to make sure there's no breaks.
I also have a couple of reviews on the way that should be up soon, and will do one for Red Dead Redemption's Undead Nightmare DLC, so keep an eye out for those.
-Mander
The official blog of SavageShore Creations. Here you will find updates about news in gaming, reliable reviews ranging from new game releases to a number of TV shows, videos which will primarily consist of machinimas, and maps and games that I've created in either Halo 3 or Halo: Reach. You will find that the majority of my work will be oriented around the Xbox 360 as that is the console of my choice. This site will also be serving as my online portfolio, so everything I post here will contribute to that, and I don't frankly care whether any of it gets views or not. For those who are tuning in for entertainment, I hope you enjoy what I have to offer.
Friday, October 29, 2010
Sunday, October 17, 2010
Renovated
General Info
So you may have noticed many things have changed around here. I'm giving the blog a face-lift, and many more changes are still on the way, but this is a good start for now. First off, one of the more obvious changes is the new header (aka "picture at the top") which is much sexier than the previous one, and denotes the four main things I'll be posting: updates, reviews, videos, and maps. This site is also now serving as my online portfolio, a place where I can gather all of my work that may showcase talents relevant to careers I'm interested in. So now when I'm writing reviews, articles and what not, I'm doing them to show that I'm capable of professional writing, as well as building my experience in that field. Whether any of it gets views or not is irrelevant. Anyways, now you can expect to get updates here on a consistent basis. Here's some of the things you'll likely see:
-Halo: Reach review
-Regular reviews of TV's The Office
-Regular reviews of TV's South Park
-Halo: Reach content, such as games and maps
And that's just to start. Speaking of Halo: Reach, let's get some info about what exactly I'm doing on it, shall we?
Halo: Reach
So Bungie released Halo Reach on September 14th, and the world hasn't been the same since. Okay, well it kinda has, but my personal one hasn't. I first burned through the campaign, and then hit up matchmaking, loving every bit of it, except for the fact that Bungie clearly needs to tone down the grenades, or have players only start with one. But that is neither here nor there, and so I'll begin on my plans for the game.
Right now I'm working on the first puzzle map of a new series I'm doing. No more "Mind" maps, I've now incorporated a large backstory into the maps, hoping to make it feel more like an actual campaign this time around. The stories a bit too intricate to sum up here, but basically it revolves around Greek Mythology. The first map will be called "Poseidon's Lair" and will be primarily water-based (get it?). This time around I'm focusing much more on the gameplay factor. I want the map to be fun, and possible for beginners to puzzles to do. I'm providing a clear sense of direction throughout the entire map, so that you always know where you need to go, and just need to use the tools available to get there. There will be no hidden items either, so you don't need to worry about hidden fusion coils, or random turrets and what not. Also, my primary focus with this new map was the layout. I wanted to make one that would feel epic and satisfying. Level-design is a huge part of what makes maps fun to play, and it's often under-valued, so I'm really trying to take advantage of that. It's currently about 80% done and should be out within a week or two.
In the meantime, if you still need those pesky firefight achievements on Reach, then you can use this handy gametype I've crafted for it:
Fastest FireFight Achievments
I did some testing around with some friends, and this gametype carefully set up to be your ticket to the fastest possible way of grabbing all that gamerscore.
Now back to my plans for Reach. Shifting our attention from maps to the video department, I'm actually planning to do a large amount of Reach machinimas. Right now I'm looking into buying some supplies to make capturing easier (thankfully they're dirt-cheap), and may also get some new sound-recording equipment as my current collection is pretty lousy. I've already got lots of ideas, and will be doing a variety of different videos. I have a new series planned, some random stand-alone videos (which I'll probably be doing on a regular basis), and then videos that will showcase any maps I make. This is currently one of the easiest ways to get recognized in today's society, and while I see a lot of people attempting this, I rarely find any truly dedicated efforts that capitilize on the potential of starting a career that way.
Anyways, that's about all I wanted to talk about for now. Keep an eye out for those reviews, which will be coming soon, and maybe even a preview of Poseidon's Lair.
Thanks,
-Mander
Friday, April 2, 2010
Mega Update
So I'm well aware I haven't updated this thing in ages. I've been busy with the website http://www.paradoxforums.com/, which is the perfect place for Halo 3 puzzle players, and has become extremely active. But here are some important things for viewers to know:
The Paradox Forgers have finally released Paradox Origins, the prequel to Paratroxity. It's awesome but don't take my word. Check it out for yourself.
I am currently working on two more forge projects- an insanely inventive basketball map with BuddhaCrane, that should be finished in a couple of weeks, and another collaborative puzzle titled Encore, with a number of Paradox Forgers.
I will be making about 4 videos within the month see stay alert for those.
-Mind Crypt Guide
-Necrubis showcase
-Origins Preview
-Basketball map preview
This blog will be completely torn down and redone this summer, as I'm turning it into my online portfolio. It will be neatly organized into sections with showcase my different talents. There will be my maps, my artwork, my stories/scripts (to be uploaded in future), and reviews on games and movies which I will start doing on a regular basis. So things are going to get sweet around here soon.
So yeah, that's about it. I'm just finishing up a semester at the university, and then I can concentrate on sprucing this place up and getting more projects done. Thanks for tuning in!
-Mander
The Paradox Forgers have finally released Paradox Origins, the prequel to Paratroxity. It's awesome but don't take my word. Check it out for yourself.
I am currently working on two more forge projects- an insanely inventive basketball map with BuddhaCrane, that should be finished in a couple of weeks, and another collaborative puzzle titled Encore, with a number of Paradox Forgers.
I will be making about 4 videos within the month see stay alert for those.
-Mind Crypt Guide
-Necrubis showcase
-Origins Preview
-Basketball map preview
This blog will be completely torn down and redone this summer, as I'm turning it into my online portfolio. It will be neatly organized into sections with showcase my different talents. There will be my maps, my artwork, my stories/scripts (to be uploaded in future), and reviews on games and movies which I will start doing on a regular basis. So things are going to get sweet around here soon.
So yeah, that's about it. I'm just finishing up a semester at the university, and then I can concentrate on sprucing this place up and getting more projects done. Thanks for tuning in!
-Mander
Sunday, October 4, 2009
Mind Crypt
The fourth and final installment of my "Mind" puzzle series has finally arrived. Even though my "Mind" series was quite good and popular (Mind Snare having over 8000 downloads), I always felt that that my maps never properly represented my potential. There was always a couple of challenges in them that I thought "I can do better than that". Then when I did my part on Paratroxity and really took the time to carefully map out my challenges, the result was something that I could proudly stand behind. So I thought, I really need to make my own puzzle map for Sandbox, as all my individual maps were on Foundry, and Paratroxity was a collaborative map so I couldn't call it my own. That's when I decided to do the fourth "Mind" map, my final individual puzzle map (puzzles are just too hard and time-consuming to make). And since it was going to be my final map I decided to really take my time with this one to make sure that every challenge is top-notch. I wanted to make sure that my challenges were not only unique and difficult, but also very enjoyable. Well the result is that this map took a whopping four months to make, much longer than I ever expected. But it was worth it because now I have a map that I will gladly allow to represent my skill as a puzzle maker.
The Facts
-Because I planned out the entire map before I took it to forge, I was really able to drastically increase the length of the map by building most challenges off of eachother. This map is HUGE, it contains over 30 challenges and is quite possibly the biggest solo puzzle map of all time.
-Every single one of the challenges is new and original. This is the main reason this map took four months to make, I spent much of that time coming up with completely unique puzzles, and figured out how I could connect them together. I also scraped a lot of ideas that just weren't as fun as the others. (BTW there isn't a single bubblesheild/kill ball combination in the map)
-This map is designed to be beat by one person, but it's also a lot of fun to do with some friends (up to four). Although having friends may make some challenges slightly easier to pass.
-The proper game varient is absolutely required.
-I really concentrated on making the map fun to play. I did my best to make the challenges as epic and enjoyable as possible.
-The checkpoint system is both unique and very handy. Most checkpoints do not involve unblocking teleporters, and the checkpoints are well spaced-out between challenges. I also made sure to put checkpoints directly after difficult challenges, so that once you pass them you won't have to do them again.
-There are no ghost jumps, or any really difficult moves incorporated into this map. The challenges are harder to figure out than they are to do. This is my personal preference to puzzles as I find it very frustrating when you know what to do, but just can't do it.
-There is a bonus: find and get to the flare. (I was going to have a prize, but the answer got leaked out). I will still put up a reserved spot for the first person to get it legitly.
The first person to find the flare is:
-Forging 101:
>Interlocking
>Geomerging
>Pressure switches
There is a huge amount of interlocking on this map, the most extreme example being a single object that is interlocked with 18 other items!
-Ironically even though it's name is "Mind Crypt" none of the map takes place in the crypt. I named it that for 2 reasons: 1) For it's association with Sandbox and 2) The majority of the map looks like it's taking place in a crypt as there are numerous small passages and confined rooms.
Hints
Challenge 1
The key to a door
Lies in the floor.
Challenge 2
Dump your excess through a crack
And you may get something deadly back.
Challenge 3
You’re stuck in a room that seems like it can only hurt you
Here unhesitant courage is your most helpful virtue.
Challenge 4
A bigger room now that’s much more revealing,
To find a way out look to the ceiling.
Challenge 5
You passed through a deadly fire, but now your trapped in,
So you need to find a way to make the impossible happen.
Challenge 6
This next challenge consists of not one but two stunts
You can do them in any order or even both at once
For step one you must unblock
And in step two you must unlock.
Challenge 7
There is a problem for you to fix
So use your tool from challenge six
Your chances of survival may be darker
But you can improve them using the marker.
Challenge 8
If you have succeeded with unlocking
Then you can do some more unblocking
You will undoubtedly find your new toy
Which you must use twice with one deploy.
Challenge 9
You should be carrying an extra item to throw,
But you will not need it here,
Instead use what’s up above to get down below
And destroy the nuisance near.
Challenge 10
You’re back to where you were before,
But now equipped with something more,
Here knowledge of location should be applied,
So your item can benefit you on the other side.
Challenge 11
A test of time to clear the blockage,
A test of courage to cross the bridge.
Challenge 12
Is there more bark than bite? Maybe a little,
But it'd still be best if you stuck to the middle.
Challenge 13
First you must set the bubbleshield loose,
Then find a way to preserve the mongoose.
Challenge 14
To get to the freed item, a familiar path must again be tried,
Find a way to die on the ledge in the room of your first suicide.
Challenge 15
You should have protection in a new place if you didn’t make a blunder,
And now you can use it to create a path that’s safe from Heaven’s thunder.
Challenge 16
Careful listening is what this challenge is all about,
Wait for a large explosion before finding your way out.
Challenge 17
You may find the new way to go, and certainly feel free to take it,
But you’ll need to supply yourself for the future if you want to make it.
Challenge 18
This challenge does not require any sort of perk,
Only the knowledge that the physics here don’t work.
Challenge 19
Danger will be upon you before you can hardly catch your breath,
Quick reflexes and a hoarded item should save you from certain death.
Challenge 20
To find a way in look for a purple marker that’s partially fused,
And getting the checkpoint will require something you just used.
Challenge 21
Now you have to find some way to get back to the start,
Damage right after healing begins is an essential part.
Challenge 22
It won’t be long before you notice there is a new afterlife,
And that a quick reaction will help you pass the next strife.
Challenge 23
You’re up in a new place but I hope you brought a guest,
Because you’re going to need to free a bird from its nest.
Challenge 24
Now you need to find an item that will make your range greater,
And destroy something non-explosive below to help you out later.
Challenge 25
Repeat challenge twenty-one and the start of twenty-two,
But this time use your guest to get to someplace new.
Challenge 26
23 will have helped you out with the first part of this as reckoned,
And puzzle 22 will have provided your escape from the second.
Challenge 27
You have never been so free in this puzzle as you are now
But you need to get to the skybubble. The question is: How?
Challenge 28
From freedom to a cage, advancing requires the right angle,
And then you'll have to find the way out of your current tangle.
Challenge 29
Through a dangerous checkpoint to get to the next part,
Where there is beauty to behold, but where do you start?
The most important hint in this entire speech
Is that every single item has a different reach.
Challenge 30
This hint is a subtle guide:
First find something concealed,
Then use it twice to get inside,
And quickly grab that overshield.
Challenge 31
Knowing that the final path is clear should really brighten your mood,
But beware as Heaven’s wraith may have not been completely subdued.
Bonus Hint:
Not knowing where to start a quest can sometimes be quite dull,
So I’ll tell you that the hunt for the flare begins with the other skull.
Note:
Many of the hints cover multiple challenges so If it seems like you should be on the next challenge, but according to the hints you're not, don't sweat it.
Testers
aAftershock
ActualGlory
Brandon Lavoie
Merrifield69
T3CHH800
Tylyr1
YEE MAN IZ BAK
Thanks for viewing,
please tell me what you think!
Friday, July 31, 2009
What I've been working on
So, yeah, there's been a bit of a delay in my projects since I've been recently spending my free time working on a new website that I created with Gamer 720. This new site is much more advanced than this one, as it's an actual website, not a blog. We've really put a lot of time and effort into it (not to mention money) and it's really truning out well. We have a community maps section where you can post your maps, tons of forums to talk about whatever your heart desires, a shop where you can spend points you earn from posting on cool items to put on your display shelf, and even an awesome arcade where you can compete to get highscores. I must admit, it's pretty slick And while it's a gathering place for the puzzle community, we also gladly accept any new member, and have sections to post non-puzzle maps as well. So whether you're a fan of puzzles or not, this site is worth a look:
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