Im gonna repost this here for good measures: all right heres what i can see... towards the cave a monorail system, big central building as a mall of sorts, building near the cliff as a "customs office" your idea with the waterfalls leave the idea as it is just pretty it up with a few park items, building near the forerunner base as a apartment, right of the waterfalls as a cafe of sorts, bridge on the left would work well as a "launching post" and pretty up everything else as roads and a city scape to make it flow. And thats just off the top of my head
So here's a question, what happened to schnitzel? Can't find him on here anymore and he sent me a message saying that he is quitting the forge community.
He got banned from Forge Hub for having a proxy account. One which he used to talk up his own maps, and to hide behind when he wanted to run down others' maps as well. But using a proxy for any reason at all is a bannable offense here. I'll be surprised if he's able to permanently quit.
I'm not in TCOJ, but I thought I'd mention this.. Schnitzel's moving over to PC design.. apparently "the forge community is crap.." and he's also now allowing other people to take his map projects over if they'd like. I assume that means he's not coming back. But he's already quit and come back about eight times.
Time for unrivaleds uber later review Capture the flag: i know a lot of you had trouble with capture the flag. One way to fix i fixed this is to throw down 3 respawn zones and three anti respawn zones in the area you want your players to respawn most of the time. You should also thrown down a few respawn away zones in the middle of the map so the other team can get the flag back once it is taken. this will also force the player to spawn away from the flag that is being taken or attack thus giving the attacked to take away the flag and not fight people they just killed right away Fenix Hulk= You seem to have sorta fixed my two main gripes at the time which were the mongooses were useless on the map as the bump cause them to go off course. And second the top tower was easy to land on with the banshees and attack the mantises from a distance. However you can still land on top of the tower and attack the mantis. there is no other way to get up there other then banshee or jetpack. so maybe put a soft kill up there The mantises seem to under powerful. i suggested in the lobby putting a spartan laser with 2 shots or something else. maybe you could try a immoveable gauss. or rockets in the bay. anyways i felt like two mantises were underpowered and now 1 mantis is even more underpowered. Time to capture the flag could be lowered. it felt like a long time, and the only time in the sat lobby it wasn't capture seemed to be because the attacking team was all in live banshees and was more interested in flying and killing the enemy then capturing the flag. i would say just take out the sudden death as the extra 30 seconds mean a lot. There is a railing at 103.7w 62.4d and -33.9 height that should be raise. you can't jump up it without jet pack, and yes even on a jet pack centric map some people like myself still don't use jet packs all the time The saturday game seemed a bit better but we also had 2 less people Myself. Skygarden- this didn't really work because for some reason it wouldn't give you infinite armor abilities in the hills. i also need to adjust some of the geometry in this as it seem too close. i am going to raise some parts a bit and maybe move one or two hills. and add extraction and dominion. I am going to remove a few walkways Rampant revenge- this is now finished, although i am curious if anybody has any name ideas as i don't really like mine Claymore: some of the hills felt huge and some of the spawns felt to far away from the hills. there is nothing i dislike more then run for a hill for 25 seconds only to get there to have the entire other team there and 10 second left to capture Nutduster. I think the kill of the hill worked perfectly. the oddball was pretty annoying. due to the teleporter. i would suggest blocking it off with an oddball only block. unlike audience, I wouldn't consider this your weakest map Krusade: I did not like gultchmine. first there are many area you can switch in and out of aa's the jump across the middle was annoying and i don't think i would have liked snipers either. Avalon was a different map, but i didnt find it bad. Its just a completely different type of map that i usually play. I liked a few aspects of it however most of the action seemed to be centered on the outside of the map and the center was more of a deathtrap. Juanez- it seems you you have done all you can to this map. It is really only suited to one flag as two flag didnt seem to work well TMR legend- For half this game i thought it was one flag. especially since that was headlongs main drawn in halo 2. anyways it played much better then the first time but you still need to fix you spawning Sure. There is also another version of this that replaces rockets with plamsa grenades that sometimes dont do anything and adds lifts and killballs midway through the level. i generally found it less enjoyable for the dead players which is why i made this. I also found it easy to hide in that version especially when you knew where the kill balls would pop up
Just updated my post with the rest of the maps. I forgot I didnt do them yet, so sorry about the delay. Anyway, go see my post on page 1 for my feedback on Avalon, Gulchmine, Radiant, and Headlong. EDIT: I was about to edit all that 'color=rgb' stuff right out, but no. I'm not gonna do that.
Nah keep the colour code, its wierdly... you [br][/br]Edited by merge: Also thanks for the feedback you two. As it happens, we will be testing Radiant one last time on tuesday. I always hated the way that purple side looked and played. Kinda thrown together. So some brainstorming has lead to a pretty decent reforge of that whole area. Purple now holds a sniper rifle to counter the beam rifle at yellow, and despite several considered opinions, i am going to test 2 flag on here again now that it has actual solid red and blue bases. The one-flag variant has gone. Looking forward to this tuesday now- Tombo has sumthin i think will be a lot of fun...
I hope hoping to test my newest tournament style map. It really requires 8 players but if we have more i might just test it anyways. Hmmmm maybe ill just edit a variant for 10 players just in case. I added a respawn place because you need 2 people alive to register points. So you will have two lives but you will only be able to score if you don't die.
Sounds like Schnitzel. He's an angry young man. Exactly. If he does actually quit and stay gone, I'd be shocked.
I'm unbelievably stoked! I HAZ INTERWEBZ!!!!!!!!! It got hooked up today [br][/br]Edited by merge: Also just played my first round of mm in over a month and went 20/7. It came back pretty fast.
Maybe we can get some Dust-Up Tourney 2v2 Tests going on at the end, I got a map worth checking out, just hoping I have it ready.
If not tonight, we'll do a separate session soon. I know several of us have hopefuls for the Dust-Up tourney. I made a possibly-controversial change to the 2v2 version of Octave - the shotguns downstairs (that no one but me knew where they were) have been replaced with 2-shots-only binary rifles in more visible locations. Think it could be interesting... I'm also sorta tempted to try an ordnance overshield in the center/mid in place of the sticky det. While I like sticky detonators a lot, I don't know that it adds a whole lot to this particular map; they're more fun on room-based and corridor-heavy maps, which this is not.
Sounds Interesting. I will be submitting Payload to the 343 FFA Contest so I have made a seperate version of it for FFA Rumble. This will change the map a lot without the use of Jet Pack and Radar. I want to test it primarly for weapon layout and to see if there's any last changes needed to be done to the geometry to better support FFA. If there's anything you guys know off the top of your head feel free to share your thoughts so I can implement those changes before tonight.