Archive of Test Night Recaps

Discussion in 'Halo and Forge Discussion' started by Nutduster, Jan 16, 2013.

?

Can you (sometimes) play on Saturdays around 11 AM or 12 noon?

  1. Yes, that time could work for me.

    58.3%
  2. No, I am never available at that time.

    0 vote(s)
    0.0%
  3. Pizza rolls.

    41.7%
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  1. Fenix Hulk

    Fenix Hulk Ancient
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    Ok, is a 2 min overtime ok for CTF?
     
  2. GetRdy2Fall

    GetRdy2Fall Forerunner

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    Guess I will be testing Stench, although I'm quite confident that many things will go wrong. Please no one ever quote this again and please don't think any less of me: YOLO

    I already lost respect for myself...
     
  3. J DawgMillenium

    J DawgMillenium Promethean
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    They accidentally kicked me instead of promoting.

    Edit: Lobby is closed, so somebody anxious must have taken my place.
     
    #1103 J DawgMillenium, Apr 2, 2013
    Last edited: Apr 2, 2013
  4. Audienceofone

    Audienceofone Forerunner
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    Recap for Tuesday April 2nd.

    Indeed.
     
  5. Nutduster

    Nutduster TCOJ
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    Look at dis guy, beating me to the recap thread.
     
  6. unrivaled20

    unrivaled20 Promethean

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    so much for being scared of power.
     
  7. Audienceofone

    Audienceofone Forerunner
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    Well I was here, so I figured that I'd do something useful.
     
  8. Fenix Hulk

    Fenix Hulk Ancient
    Senior Member

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    Sorry guys for not commenting on all maps, I think some stuff was self-explanatory during the tests so I will only comment on stuff that should be brought up. Also, my upload speed here in Kansas is painfully slow, taking around 2-3 hours per video (the very high 1080p quality also probably doesn't help on filesize as all videos are over 1 GB). Be patient and your video will be here soon enough. I'm being a nice guy and uploading mine last.

    Archway

    This map was just as fun as the last time I played on it. I know you have tested this map a lot and the only thing I can recommend here is maybe a hard kill zone on top of the buildings at the bases. Jet Packing up them to assault the enemy base is very easy to do and provides you a major advantage even for 10 seconds. I always have enough time to murder guys guarding the flag before my soft kill time elapses.

    Pandemonium
    The map played just as good as I hoped for in my opinion and really enjoyed the hell out of the games here (CTF & Extraction). Not much I can do about the one guy driving around on a mongoose the whole time, sorry Blue team, one man was FUBAR. Not bad for a first test and really didn't see anything I need to fix besides maybe losing the hogs... So any and all feedback will be much appreciated, including how the Extraction gametype played, as it is hard to judge your own map.

    StenchNoRoof
    The map played pretty well and I enjoyed CTF. I mostly stayed to the sides here as I felt comfortable and always had a jump on my enemy here. I ran flags back and forth between bases fairly easy as once I made it out of the base area it was pretty much a free ride. DMR is very dominant on this map (long LoS most everywhere) and if you want it that way, then cool.

    Clung
    My entire experience here was pretty much picking off players rushing in and out of bottom mid until near the end where everyone started rushing the dish platforms. I feel like the top floor and the bottom floor are just to divided and feel like two different maps in one. LoS is also fairly long on the sides.

    Wreathwood
    I liked the overall layout here and felt like it flowed pretty decently. Some things I would recommend fixing is turret respawn at 60+ secs and less power weapons (think there was 4 sticky dets alone). I would also change the power weapons you do have to different resupply times so you don't have like 6 weapons dropping on the map at the same time.

    Pavilion
    Pretty solid design/layout and though extraction played great. There's a lot of direct shooting and ways to sneak around as well. I don't really have anything to suggest to improve on. Great map and probably ready for release.

    Vanguard
    Pretty solid design/layout as well and thought CTF played very well. KotH is so boring to me though and not a real liked gametype now-a-days just because it influences the same thing, over and over (throw all grenades at hill > rush hill > clean up last kill > camp > get taken out by grenades > repeat). I felt like the Ghost was a nice touch and not overpowered. Not much to recommend here for fixing, nothing really. Ready for release?
     
    #1108 Fenix Hulk, Apr 2, 2013
    Last edited: Apr 2, 2013
  9. CyborgAnthro

    CyborgAnthro Forerunner

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    Sorry I had my usual connection problems again. Hope I'm not trying the group's patience but for now there's not much I can do about it. :( Will be back with feedback later.
     
  10. GetRdy2Fall

    GetRdy2Fall Forerunner

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    Slow and steady your feedback will come...

    Archway Getting pretty dang good. I did notice some fool (that duster of nuts i believe) chillin on top of the building by the base. It didn't look like it was supposed to be accessible. I love open, needle-carbine-rifle-dmr-br heavy maps like this. I feel like CTF always ends up being one sided though, that might be just because I never play the objective part of it haha. Anyway, good job with this one.
     
  11. Audienceofone

    Audienceofone Forerunner
    Senior Member

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    Archway:
    I've always found that this map played rather well, though it's issues are persistant and perhaps inherent to this build. I don't enjoy the open bottom center or some of Purple's geometry (there are portions that feel poorly done such as a tunnel I can run through that is made of a piece that just happens to be above and a ramp that ends with room to jump through). I think the map is as good as you'll get it at this point, but in the future I'd like to see you advance with more cover and perhaps even a more narrow map. It takes forever to walk from green to purple safely.

    Pandemonium:
    I really enjoyed this map, but I found some areas too much like Counter Strike. I can point them to you in forge if you like, I don't know how to detail them in text. Otherwise, the hogs were useless and the map was fun.

    Standing Reserve:
    This was really fun, and the layout was really quite a nice take on the traditional arena map. I'd like to see wider driving paths in some areas, and more infantry cover in all of the areas. There were many times that either I or my foe stood no chance at being in cover as one of us shot. I got 2 triple kills because there was so much room to shoot at with my sniper. I feel like this map could be quite fantastic, but it needs some of these edits done before I can say much more.

    Pavillion:
    I'm starting to understand this layout a wee bit more now, but it's still eluding me just a bit. However, it was a really fun test and Extraction played hotly. One thing I did notice was that I felt the light room needed more cover. It was too wide and open for my liking. Otherwise I can't think of any spot at the moment that I remember as problematic.

    Wreathwood: My own map. I'll likely rebuild this, but I'm happy with how my quick draft tested. The layout will likely be very similar to this, so any feedback is appreciated.

    Hulk, I know what you mean about the weapons. I'll try to edit them more thoughtfully in the next version of this one.

    Clung:
    Various issues such as a far overpowered top, a middle height with lacking cover, and no reason to be on the lower levels came up. The layout seems solid, but its elevation was bothersome and unbalanced. That being said, I had a lot of fun here. I can't say why.

    Stenchroof:
    This was too large and open for my taste. Condense the map and I'll try to provide more feedback. As it is, this didnt feel like a 5v5 to me.

    Vanguard:
    This is one of your better designs, Unrivaled, but I still found issues with it. The layout is very basic, which is fine, but I wish you would have made some unique changes to how it moved. Maybe there are giant obstacles in the sides that you need to work around or something. Atop this, the ghosts and mongeese seem useless, the driveable portions so narrow that I feel in a tight spot when on foot. The map is rather solid, but I do feel that it can become far better.

    Signal 2:
    Why did this end so quickly? i didn't catch the reasoning behind it. Not enough time to give adequate critique.
     
  12. J DawgMillenium

    J DawgMillenium Promethean
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    It seems like my map was like the…one born without air competing with the offspring of Einstein. Still, the game was fun nonetheless. I ate my spicy chicken at the beginning of the lobby, and I fed on a baked potato while I rode on my Mongoose steed. It was my first TCOJ lobby, and I am disappointed in all who participated because your voices sounded differently from what I imagined them to sound. Trivial matters aside, here is my compendium of our map testing:

    Archway
    One of the common spawns for Blue Team was directly followed by a railing. Everything was in plain sight from any location. Also, I kept on falling off of the map.

    Pandemonium
    This played as smooth as a baby’s behind (don’t call SVU). However, the Blue Team crate above the flora and Rocket Launcher was too low to reach the passageway above. Also, my Mongoose decimated the enemy team entirely, so you might want to do some rebalancing.

    Standing Reserve
    It looks like you have concocted another fine ailment to boredom, Mr. Sanchez, but everything felt open, and monopolizing of the center seemed nearly impossible to stop. Also, my trusty Mongoose was taking damage from all sides. Why does no one respect our man-machine taboo?

    Pavilion
    Pretty-lookin’. Nice gameplay. However, I hate Extraction.

    Wreathwood
    There seemed to be lots of turrets. I dislike the cliché Dominion railings as well.

    Clung
    The…”special map” of the night. Ol’ J Dawg can’t keep his SAWs from going underground, and none of the other weapons seemed to respawn. Fenix Hulk has a point, so I will most likely replace some of the jumps in the transitions with ramps (nobody seemed to notice them). The openness of the bottom floor can be cured with some columns. I may remove the central column in each of the spawning pavilions, but I still cannot explain why players wanted to camp there in the first place.

    StenchofNoRoof
    Something about this game wasn’t fun to me. The map plays beautifully, but something is missing.

    Block 7
    No. Just no.

     
    #1112 J DawgMillenium, Apr 2, 2013
    Last edited: Apr 3, 2013
  13. Fenix Hulk

    Fenix Hulk Ancient
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    Is that a bad thing? i know many good maps around here that use Quake map layouts but no one has noticed or not Quake fans. I wanted it to be like Dust but i knew a remake wouldn't work so I had to make adjustments for it to play well on Halo. I'm not trying to make it an original design at all. I just felt the map needed to be in Halo b/c it is a pretty epic design (CS-Dust). I was looking more for gameplay or gametype flaws/improvements. I also racked up 10 kills in the hog :S

    Yeah, it's pretty much there as a LoS Blocker for players shooting from the ramp but also serves as a jump up. It's practically on the ramp so it's primary purpose is LoS.
     
    #1113 Fenix Hulk, Apr 2, 2013
    Last edited: Apr 3, 2013
  14. J DawgMillenium

    J DawgMillenium Promethean
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    I will see what I can do about the top location. The middle height definitely needs an abundance of cover. The lower level is mainly important because it holsters two SAWs, four Pulse Grenades, a Shotgun (only 4/7ths of these respawned properly), it provides a route free of fire from the upper level, and the opposing base is barely obstructed. I will deal with elevation-related issues very thoroughly, preferably by replacing jumps with ramps and bridges, among other solutions. Altogether, I hope my next big fix will resolve at least 70% of the problems people currently have with Clung. Also, I am jovial that you (somehow) found a way to have fun on it.
     
  15. J DawgMillenium

    J DawgMillenium Promethean
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    ****! Double post. I got the nginx Error 505 ****, and I didn't know if the original post was sent out.
     
    #1115 J DawgMillenium, Apr 3, 2013
    Last edited: Apr 3, 2013
  16. Audienceofone

    Audienceofone Forerunner
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    The hogs are just so difficult to drive. Kills you may get, but I know I wasn't willing to drive any after the first life.

    I agree that Dust is great, but there were some areas so narrow that they funnels 4-5 players into a line where our team could just shoot like fish in a barrel. Widening a few paths should be all that is needed, though I'm not positive simply looking at Forgehub and not the map. And of course, this is opinion. Still, if you're interested, I'd be happy to explain more with you in forge, where I can get a better idea of what I found problematic.

    The bottom contained only SAWs that I saw, and both were under the map and inaccessible. So there was in our test, no reason to go there. Also, I'd recommend not using ramp 2x2 steeps. They are too harsh an angle to enjoy the ride up/down.
     
    #1116 Audienceofone, Apr 3, 2013
    Last edited: Apr 3, 2013
  17. Zombievillan

    Zombievillan Ancient
    Forge Critic Senior Member

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    Sigh, I got an invite to this but the time it took for me to save my map, back out, and grab my Turtle Beaches the slot was full...

    :(

    Guess I should have signed up.
     
  18. GetRdy2Fall

    GetRdy2Fall Forerunner

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    I'll finish the rest off when I get home today
    Pandemonium I found this one to be a bit confusing and hard to play on. It looked gorgeous everywhere, but the game play lacked for me. It took me a while to figure out the layout. There were a couple dead ends and the warthog seemed to serve no purpose with all the tight corners and small spaces. All of your maps look phenomenal, but this one didn't do it for me game play wise.

    Standing Reserve This was a great example of what we can now do with the new islands. I loved the rock wall you had up, along with the center area. I didn't think it was too open over there, but everyone else seemed to think so. The teleporter was a bit funky though. It was so far in the back that I didn't even know it was there for a long time. You never fail to impress me.

    Pavilion I liked the layout of this. It had a different feel to it than other maps. One spot that did bug me a bit though was where rockets spawn. When they weren't up I went to that rock area thinking it would lead somewhere, but it didn't. And the extraction point right above there seemed relatively hard to get. Other than that it was pretty nice.

    Wreathwood I do agree that there was an over use of those railings. The layout and looks of it were nice though, aside from some of those rock walls that connected to the building. I did have a lot of fun on this, didn't really have a problem with the game play.

    Clung This did have a few problems, but I think if it was rebuilt on a different canvas with some changes it will be very nice. The top ramps were a bit awkward cause they were so steep. I think it makes them more awkward cause they are at the highest point of the map. I never found myself using those jump stairs in the middle cause it takes too much time to just poke your head in the middle so everyone can shoot you. You should probably block off the area underneath those base dishes too. I fell down there and there was no kill zone so I just chilled down there for a bit, doing nothin. I did like the lower area of the map though. Good luck with this.
     
  19. unrivaled20

    unrivaled20 Promethean

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    Well, um, perhaps you should play competitively. Nobody wants to play somebodies map if they decided to drive around on a mongoose for an entire game when they should be helping the map's creator test their map.

    Its also quite infuriating tring to play objective games one man down. Maybe thats why you accidentally kicked.
     
    #1119 unrivaled20, Apr 3, 2013
    Last edited: Apr 3, 2013
  20. J DawgMillenium

    J DawgMillenium Promethean
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    Yeah, only the Pulse Grenades spawned/respawned properly, so I am going to have to look into Ordnance Drops a little deeper. As for the Steep Ramps, I will probably use some other items, but I may have difficulty because the areas where they are used have little space.


    I will replace the jumps with ramps (not steep) and steep ramps with something else. I don't know about rebuilding it on a different canvas. Why?

    There is an area beneath there? ****, I'll soft kill zone the **** out of that place. Damn, my map is freaking disabled in its current form.
     
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