Follow me on forgehub if you want to be alerted for these posts. Reply to this thread if you have a map you would like to test Fill out this to submit your map: GT: Map name: Gametype to play: Amount of players your map supports: ***See note below Is your map a competitive map you aim to have tested in UCC?: Description: (Be aware that the fireteam lobby is usually pretty big and often full at 16 players... let me know if you would rather not play your map if we have more than the recommended amount of players, also another note - now with the Alliance Testing Network we are playtesting 4v4 maps so we may be required to trim down the party size to accommodate for our testing schedule) Event Time: Saturday at 8PM EST Event Location: www.twitch.tv/iParaTVImportant note: Stream audio is configured so the stream will hear everything everyone says. On that note i believe it to be necessary to mention that all talkative, nonsensical 12 year olds need not apply. Event Details: Over the last few months I have hosted a customs event on Saturdays. Each event lasted about 5 hours as we tested over about 20 different maps each week on Live Stream. The idea behind these custom game events is to give map developers a chance to see their maps played, give the community a chance to see what we've done with forge, and give my friends and I an opportunity to have some great Saturday gaming and streaming. The streaming also works as a second purpose. Twitch records previous broadcasts - so if you're not able to make it to watch the stream live you can always go back and watch the VoD to see your map or any other map you are interested in seeing play-tested, or hearing feedback on. By the end of the week I will choose 15-20 maps for the event. Feedback Structure: With the new Map Testing Pipeline provided by the Alliance Testing Network - I will begin to set a few moments aside at the end of each map to get feedback from players, give feedback myself, and try to record some of the feedback here at the bottom of this post. I will try to do my best to give feedback that is focused around general map improvement and provide a service to the Halo community. Event Duration: Duration will last until we test most or all of the maps that are submitted. Event Schedule: I will update this post with a list of maps lined up for the testing event. Feedback will be actively provided through stream (if the stream works, internet problems lately) Note (please read): My OS hard drive went out and I lost my old one-install license to Sony Vegas so I won't be able to make map previews. Any donations you send to the stream is greatly appreciated. We're getting close to the 500 follower goal so someone who has donated will win their 3D-Printed Spartan Model. Any additional donations I receive will go toward a full license of Sony Vegas Pro so I can get back into youtube activities production as well as create map previews once again for these streams. Playlist: RobertoLangeCA 8-10 player Slayer on Edge 2.0 Remarks: Very good structure, less splinter grenades, more color variety - cleanup piece placement make it look cleaner and more aesthetic. Hydra maybe because the hammer and the sword is too much - maybe reduce spawn time. Tenstonio 16 player Big Team CTF on Checkpoint 19 v1.11 Remarks: Random death barriers in Cafe, more space between the cars outside of the base. Too much fog. Yellow crate beside the red base can be shot through(343). Long lines of sight need to be broken up to reduce camping incentive. MrBamble 16 player CTF on Hornets Nest Remarks: Inside vehicle route has an awkward barrier right after the turn - maybe change its location. Gaps around sniper crate. Scatter shot is not necessary. Framerate problems in mid - maybe the spotlights. Vorked Manback 6-16 player Assault on Mirage Remarks: Guass turrent is very powerful - maybe a railgun. Spawnzones that prevent players from spawning on the other side of the map. Great layout, didn't experience as much framerate problem. Brock sampsin 16 player Strongholds on Embassy Remarks: I LoTuS I 4-8 player Slayer on Gilded Sanctum MM Remarks: ANEVILSPAR7AN 4-16 (6v6 preferred) Oddball with CE pistol start on Unforgiven Remarks: Awesome tombstones, absolutely baller, was very nostalgic. #loveit Gsomekiller307 16 player Big Team CTF on Valley of Death 3.0 Remarks: Map does not work. CaptainDireWolf 16 player FFA on Imperium Remarks: Thoroughly entertaining. You have a lot of awesome jumping paths and it was awesome that you didn't limit where the player could explore. It made it very role-play-ey and I felt like my objective was to explore, kill, and scavenge for loot. The Grim Dealer 8-16 CTF on Echoes 3.5A Remarks: Vehicle play is a lot better. We killed a warthog good. It was PRETTY GOOD. PharmaGansta1 2-6 player Oddball on Proteus Remarks: Crypocalypse 8-16 Player Team Slayer on Checkpoint Remarks: theUSpopulation 12-16 Big Team Slayer on Solstice Remarks: Maybe a base outside, take off the phaton, a lot of awkward spawns. Really interesting structure. Great sewer and base design. SZR iParanormal 4-10 Strongholds on Sonax Remarks: N3gat1veZer0 6-10 Team Slayer on Resolute Remarks: Duke of Mearl 4-12 CTF on Solasium Remarks:
@Tenstone @darkprince909 @Vorked @EnoughLemon @Spirit in Black @Vincent Marino @Duke of Mearl @Captain Punch @Doctor Squishy @Chronmeister @Merder Smerf @Rex Journey @FrostPhoenix0 @nillapuddin626 @Chan @Skyshatter7 @Morslupus @TheClubhouse @Pat Sounds @black picture @Blaze @Sn1p3r C @Aschur @Randy 355 @Rabid Hogs @RoastingLamb @Jernst Reborn @MrBamble @CaptainDireWolf @Wasoha @Shiro2003 @o CUJ0 o @Valojiztov @biobeing94 @SmoknBrlz64 @TaT3rs @SH1FTY @SplinterBL @ThisIsNotTheNSA @Toastman @sirfriswad @M0aHerder @RPAL @no god anywhere @JoeDannyMan @AnonFriction
GT: RobertoLangeCA Map Name: Edge 2.0: forgehub.com/threads/edge.151571 Gametype to play: Slayer/FFA Slayer # of players: 8 to 10 players Aimed to be tested with UCC? Yes Description: Symetrical map. Aimed for 4v4/5v5 to 8 FFA.
Awesome. I'll be able to play tonight if I drink enough caffeine. Gamertag: Tenstonio I'd like to playtest Checkpoint 19 again. I know we've played it a couple times before but I've got strong hopes for this map. I've made some aesthetic changes regarding weather and atmosphere Id like to hear if they add to the experience. 8 v 8 CTF should be good. I still can't get the intro camera to work though Map name: Checkpoint 19 v1.11 Gametype to play: Big Team CTF Amount of players your map supports: 16 Is your map a competitive map you aim to have tested in UCC?: No (BTB map) Description: http://www.forgehub.com/maps/checkpoint-19.1561/
GT: MrBamble Map name: Hornet's Nest Gametype to play: CTF Amount of players your map supports: 16 Is your map a competitive map you aim to have tested in UCC?: Negative (Not 4v4) Description: Rat's Nest Re-imagining. Took a break when feedback dried up, hopefully we can net some fresh stuff.
Map name: Mirage (Hopefully the last time?) Gametype to play: Slayer, Strongholds, Assault, or CTF. Amount of players your map supports: 6-16 Is your map a competitive map you aim to have tested in UCC?: Yes. Description: THE LAG IS GONE. IT'S GOOOOOOONE. And parts of the map have been overhauled. Check it out if you will. Gamertag is Vorked Manback or EnoughLemon.
GT: brock sampsin Map name: Embassy Gametype to play: ctf/strongholds Amount of players your map supports: 16 Is your map a competitive map you aim to have tested in UCC?: yes Description: 4v4 or 8v8 symmetrical map for ctf/stronghold/slayer. Scripted doors and custom fx/sounds
GT: I LoTuS I Map: Gilded Sanctum MM Gametype: Slayer Amount of players: 2v2-4v4 Is your map a competitive map you aim to have tested in UCC?: yes Description: Competitive focused and works with all game types for arena gameplay. Fast and unique with lots of verticality.
GT: ANEVILSPAR7AN Map: Unforgiven Gametype: Oddball with CE pistol starts. Amount of players: 4-16, I prefer 6v6 Is your map a competitive map you aim to have tested in UCC?: Yes Description: Hang 'Em High remake, works with all gametypes. Plays well with Ground Pound. Thread: Unforgiven
Map name: valley of death 3.0 (do not use 4.0 at all costs i messed up on it and accendently saved) Game type: big team ctf Supports 16 players This map has also been nick named the valley of crashes
GT: CaptainDireWolf Map name: Imperium Gametype to play: FFA slayer Amount of players your map supports: 16 Is your map a competitive map you aim to have tested in UCC?: No (BTB map) Description: This map is inspired by the Imperial City from the Elder Scrolls "Oblivion". The circular city features six major districts around the city. Oh and watch out for the Oblivion Gate Portals that appear... http://www.forgehub.com/maps/imperium.2056/
Damn, cutting it close huh? Anyway, I made some changes to the Banshee spawn on Echoes, so I want to try that out. Just make sure to use ver. 3.5A not 3.5B.
GT: PharmaGangsta1 ------------------- Map name: Proteus (Link) Gametype to play: Oddball Amount of players your map supports: 2-6 (It can hold 16 if you feel like screwing around on it) Is your map a competitive map you aim to have tested in UCC?: No (2v2) Description: Acrobatic, fast-paced small map with a Greek theme Side note- This map has been tested in a stream before, but has since undergone many changes.
Gt: Crypocalypse Map name: Checkpoint Gametype to play: Team Slayer, CTF Supports: 8-16 players Is your map a competitive map you aim to have tested in UCC?: No Description: Moddelled off the Rally Point firefight map from ODST. This nap has undergone a significant change since its last iteration and would be great get some new feedback on how it plays now.
Is it too late to submit? Well, here goes nothing. GT: theUSpopulation Map name: Solstice Gametype to play: Big Team Slayer Amount of players your map supports: 12-16 Is your map a competitive map you aim to have tested in UCC?: no Description: A somewhat large open map with emphasis on vehicle play. Very asymmetrical and may be utter trash because it has never been played before.
No you didnt say CTF - your map has been greenlit by some of the UCC lobbies so I was cross-testing the map for compatibility. Its a semi-symmetrical map so I thought it would be a good test. Turns out Blue team can grab red's flag, jump off, and take the lift to right above their flag. Its just a cheap and easy flag route for blue team. I think the feedback you got from oddball last week far surpasses the importance of that though, but I didn't notice any differences regarding last weeks comments.
Alright lol. That's really awesome though. Thanks for playing it in your lobbies. I really do appreciate the feedback. It was actually interesting to see how CTF played. I've never seen it before. Perhaps I can move blue flag so the issue isn't near as prevalent.