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. AnotherClaymore

    AnotherClaymore Forerunner

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    Im down too! (I took a long weekend so thanks for making a thread)

    I am in no way a leader of this group, just a member. Please don't wait for me to start a thread, anyone can make a thread. I just took the lead last week, but I won't be able to do it everyweek so any help is appreciated. Im usually online Tuesday nights, even if there is no thread. If anyone sees me online go ahead and shoot me invites I'll prolly join up.

    Cya guys tonight, if it's just like a 2v2 lobby, thats fine with me. Or we can join matchmaking and look for some randoms to fill out the lobby.
     
  2. Juanez Sanchez

    Juanez Sanchez Ancient
    Senior Member

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    But that would be LOCO senor. Oops.
     
  3. Elliot

    Elliot BIOC
    Forge Critic Senior Member

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    The Scottish **** is going great, thanks.
     
  4. nakala1972

    nakala1972 Forerunner
    Senior Member

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    I will be there tonight. I have class till about 6 EST. I'll be on about 7 or 8 EST.
     
  5. Chronmeister

    Chronmeister Blockhead
    Forge Critic Senior Member

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    Sign me up. Ill probobly be like 20-30 min late though. Just invite me when you see me on Juanez. Im happy to see you are keeping this going for everyone!
     
  6. Juanez Sanchez

    Juanez Sanchez Ancient
    Senior Member

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    Like i said above, i will get everyone together and start the lobby about 7est, 11pm gmt.
     
  7. Juanez Sanchez

    Juanez Sanchez Ancient
    Senior Member

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    Recap for Tuesday 28th May

    Hey all. This is the Recap thread for the TCOJ lobby of tuesday 28/5/13. If you have any comments or feedback for any of the maps from last night then this is the place to lay it down for all to see.
    We had a decent lobby last night; even with the extreme tardiness of the signup thread. A big thanks to all the guys who attended; old friends and new faces alike. We played some sweet maps and had some close games.

    I have been reading a lot of stuff recently about how Forgehub is dead and the entire point of the website is gone. Last night proved that the core reason for Forgehub's existence still thrives; great friendly customs with mature and friendly players. I for one think thats a good enough reason to still have faith in this site and keep coming back.

    I will drop my feedback in here later on.
     
  8. Elliot

    Elliot BIOC
    Forge Critic Senior Member

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    That's great news, I'm glad it went so well.
     
  9. Juanez Sanchez

    Juanez Sanchez Ancient
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    It will be even better next week cos you'll be there!!!!!! Won't ya??
     
  10. Elliot

    Elliot BIOC
    Forge Critic Senior Member

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    Hopefully!!
     
  11. Nutduster

    Nutduster TCOJ
    Senior Member

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    I'm hoping to attend next week too. This is do-or-die week for our house - we're putting it on the market as of Monday, so the repair and cleaning stuff has to all be done by then. The only thing that will prevent me from playing is if somebody wants to tour the house... in which case, they get priority. :)
     
  12. Juanez Sanchez

    Juanez Sanchez Ancient
    Senior Member

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    'Sup.

    TRINITROTOLUENE
    Mine. I shouldn't have run CTF on here with 3 vs 4. That just made for a horrible test. Generally I like the map as it is; I will agree that the shield doors detract from the flow of the map, but respectfully disagree about the map being too segmented. It is designed to have seperate areas and work like a room-based map. Once an area is cleared of enemies you can count it safe and hold it or move out to lock more areas down. But I will be doing some alts as I don't
    Much like the shield doors anyway. Should open the map up some.

    PALISADE
    Aw man this is a fun map. So much death and desruction, you don't get a moment to breath.
    Not that its a bad thing. The action in regicide never lets up, Darkling Ninja had 61 kills. Wow. It is a very straighfdorward
    Layout, arena style and it works IMO. I get a little confused at some of tne exits and entries to the hallways but i think another game or two will set my head straight.

    More to come.
     
  13. Elliot

    Elliot BIOC
    Forge Critic Senior Member

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    So we're just your sub-par back up? D:
     
  14. Nutduster

    Nutduster TCOJ
    Senior Member

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    Well that depends - can you cough up $140,000 for me to play? 'cause if so, I don't have to sell my house anymore. Yay!
     
  15. Elliot

    Elliot BIOC
    Forge Critic Senior Member

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    Haha. If I had the money, I would do that for you Nutty.

    I wish houses were that cheap here...
     
  16. AnotherClaymore

    AnotherClaymore Forerunner

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    TRINITROTOLUENE

    I really enjoyed our games on this map, as I said in the lobby last night I like the architecture. You’ve done a good job of fitting the pieces together in an organic style that looks almost seamless. I particularly liked the Green Base and the center area, both were a lot of fun to fight for control over, although I did have the same “what is this” kind of gut reaction to the shield doors. Which was brought up by others, they don’t bother me as much but I can see some players that would abuse them, oddball could be brutal. Don’t know of any other good solution, I would just put some kind of small open window that is difficult to jump through but doable.

    PALISADE

    Seems to me that this map is well sized for a 2v2 or 3v3, although I still would like to stress test a 4v4 sometime. I’m planning on seeing if I can add some type of simple cover to the ‘grassy’ rooms on the four corners, and I might expand those area’s a little to make them more of a play space, rather than just a spawn area. And I will have to add more neutral initial spawn points, and move some of the other respawn points further apart. Next week I might try a flag game…

    KAMOHOALII

    This map played well, I like the way the bridges function as choke points. And the crate in the top mid worked as a risk/reward short cut, with just enough cover around the top of the bases to let you get into some interesting shootouts from base to base. I would maybe add more spawn points to the lower level or maybe add additional weapons/powerups to give players a reason to utilize that space more. I would like to play a full 4v4 CTF on this map and see if the lower levels get more action…

    more to come...
     
  17. Juanez Sanchez

    Juanez Sanchez Ancient
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    Looking forward to it. Moving house sucks ass but it will all be worth it eventually when you get the keys to your new house!!
     
  18. Juanez Sanchez

    Juanez Sanchez Ancient
    Senior Member

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    Lol double post
     
    #1398 Juanez Sanchez, May 29, 2013
    Last edited: May 29, 2013
  19. Juanez Sanchez

    Juanez Sanchez Ancient
    Senior Member

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    KAMOHOALII
    A fun game but I personally find that the action gravitates to the bridges a little too much. The aesthetics are great- it looks like a working dock and it is put together smoothly. The verticality between top and bottom is fine but possibly a little too much- I didn't feel like going down there that much as I knew the other team would be all waiting at the top. try adding some other route nearer the middle from bottom to top, that will help movement no end.

    PARANOIA HILLS
    This map was beautifully forged but the few hangups I had were; It was very big- big enough for 10-12 ppl and maybe big team at a push. There was an horrendous step inside a small room on the far left of the map that caused me to rocket myself in the face. Please god, fix it. Could you possibly lower the whole high point on the map a little- I did seem to be able to control it with a few power weapons, and I was watching the lift for anyone popping up to see me. That was a very powerful spot. Maybe needs nerfing. I reckon this will be great with a few edits; maybe a few biggish ones ;)

    GRISTLE
    A very tightly wound competitive map indeed. The verticality split the map up enough to allow 8 ppl to comfortably rock out on here. No bad spawns, great weapon placement and pathing was fluent. Good ****.

    HIDDEN
    What did you do? WHAT DID YOU DO!!!!!!!!!!! It looked very nice from the couple minutes we played; however I think that first hill up high would be a ***** to take back from the controlling team so maybe lose the glass cover, it's a bit much maybe. Yeah lets play this again without teh crazy spawns!

    DESALINATION
    CTF is working as well as it can on here I think. Fun and perilous paths, the sniper tower is a devastating overlook on the map and you need at least one person tackling/controlling the tower if you are going to try and cap a flag. This is a very cutthroat and unusual game of flag- the pieces have to be in the right place on the board before you can move; as if caps don't happen by accident but by sustained and concerted effort. And that's something to be commended, Desalination brings a team together in a manner other maps seem to miss.

    ATLANTIS
    I found the verticality on here very distracting and navigation was a difficult at first. Lots of tidy forging though and lots of areas looked great. I got spawn-killed a few times by the sniper on the far side standing on the rocky outcrop part- so I would move the weapon spawn away from there as it's too powerful a position. The game was a little hampered for me by not understanding the layout, but another game on it should help.

    Thanks for playing guys, and bringing your shizz to the party.
     
    #1399 Juanez Sanchez, May 29, 2013
    Last edited: May 29, 2013
  20. nick11962

    nick11962 Forerunner

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    Count me in.
     
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