Into the forge: 4v4 testing with Xdemption

Discussion in 'Halo and Forge Discussion' started by xdemption, Apr 11, 2016.

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  1. Spranklz

    Spranklz Ancient
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    I played on Jarvik with Max last night, and absolutely loved it! Probably the most well-balanced and fun map that I have played in any of these testing lobbies!
     
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  2. xdemption

    xdemption ATN
    Forge Critic Senior Member

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    Okay guys! tonight we will be covering these maps starting from the top!

    Frigid by @Chan (Scrub meee)
    Inclement by @N3gat1veZer0
    Loading Zone by @Given To Fly UPDATED
    Port 66 by @SaltyKoala UPDATED
    Hellbent by yours truly (xdemption)


    Alright guys, stream starts at 5:30 PM EST and you can find my twitch channel below. Hope to see you there!
     
  3. S0UL FLAME

    S0UL FLAME Mythic
    Senior Member

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    Can't wait!
     
  4. xdemption

    xdemption ATN
    Forge Critic Senior Member

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    stream starts in 45 minutes! Hope to see you there!
     
  5. xdemption

    xdemption ATN
    Forge Critic Senior Member

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  6. Jack Bell

    Jack Bell Mythic

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    Thank you! I have had some trying times with it, but I have learned so much from this building map. I'm really glad you enjoyed it!

    Hope I get more people playing it, however that's possible. ;)
     
    #186 Jack Bell, Jun 4, 2016
    Last edited: Jun 4, 2016
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  7. SaltyKoala

    SaltyKoala Ancient
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    Watched a small portion of the stream, interesting feedback tonight.

    Based on the feedback I did hear for PORT 66 I will be making the following changes at my discretion.

    Permanent:
    -adjust park stronghold by pulling it away from the overlook
    -Fix the awkwardness of some of the benches, either by removing them or adding invisible boundaries. (Park benches may be tweaked, however the area is far from a "cluster****" unless you have the dexterity of a 3 year old child lol)
    -fix light waffling
    -add secondary weapons
    -give it full name volume support

    Temporary:
    -Try switching ov and camo positions.

    Overall the feedback was decent as I was able to pull a few helpful things from the testing. I will have port 66 UCC testing lobby ready by Wednesday.
    Also,
    I've heard that holding diner and stair's stronghold is the best way to win. Yet in the 4 times I've watched strongholds be played on it this never happens. Can't wait for the UCC lobby to see if there is any weight to this hypothesis.

    One thing I will say is the map is supposed to be extremely punishing to the player who does not work with/keep there teammates position in mind. Any negative feedback that comes from this intentional design trait WILL NOT be addressed.

    Thanks again demp. You have a great thing going!
     
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  8. D4rkpr1nc3

    D4rkpr1nc3 Legendary
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  9. K a n t a l o p e

    K a n t a l o p e Promethean
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    Gamertag: King Kantalope
    Map: Vivarium
    Download Link
    Gametypes- CTF, Strongholds, Assault
     
  10. Debo37

    Debo37 Ancient
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    Gamertag: Debo37
    Map: Slushed v0.7
    Gametypes- Slayer, Strongholds, Strongholds

    I've incorporated a lot of the feedback given to me last week - particularly in making the Drill more attackable from Red Base, and making Courtyard more penetrable as well by adding an extra cave from the Trench up into its vulnerable area. I also watched the films repeatedly to analyze the flow and scrap some unnecessary areas in the map to shrink its size just a little bit.

    Hopefully you can get it in your stream this week!
     
    #190 Debo37, Jun 5, 2016
    Last edited: Jun 5, 2016
  11. xdemption

    xdemption ATN
    Forge Critic Senior Member

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    Blaze likes this.
  12. xdemption

    xdemption ATN
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    Currently experiencing Internet issues, will be back on asap
     
  13. xdemption

    xdemption ATN
    Forge Critic Senior Member

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    1. So because of severe lagged my lobby will have to run tomorrow. I am sorry for the issues that have arisen but my stream cannot run tonight
     
  14. THE SLAMMERSS

    THE SLAMMERSS Creative Force
    Forge Critic Creative Force Senior Member

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    Notes from today: (not a full day of testing)
    Ieros Kipous:
    back is too campable
    sightlines felt too open, getting shot from multiple direction constantly
    too thick of columbs,
    tele felt awkard
    "trolly map" -kell

    Prae Exilio
    hard to play
    overabundance
    Red 2 too clustered
    Not a good slayer map, too complex, probably a good stronghold map with forced flow
    constantly trying to figure out where I am and how to move around
    too flat, head glithcy
    too easy to dip out of combat

    Goliath 1.5.0
    "feels inconsidered" feels like assortment of connections
    cluster of ideas not an environment or specific postions
    no sightline controlled
    overubunance of utility weapons


    Somber
    GOTTA GO FAST intro cams wtf
    stairs are bumpy
    rockets way too far out
    sightline control
    rocket room too campy

    Suspence
    one bad spawn
    Stale
    brown/black/ice blue, maybe some more color here and there
     
  15. Debo37

    Debo37 Ancient
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    So we ran an impromptu 4v4 lobby using some of the maps from today - not all of them, but a fair few. We tried to get 2 games on each map and give really deep feedback, but unfortunately I was an idiot with my Twitch account and didn't have broadcast archiving turned on.

    Here's the google doc we kept track of our feedback on, so hopefully it's helpful for you Forgers whose maps we played on!

     
  16. xdemption

    xdemption ATN
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  17. Spranklz

    Spranklz Ancient
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    Suspense
    I felt that going up ramps left me super exposed.
    In slayer I felt like the attackers were always heavily favored, while in strongholds I felt the defenders were always heavily favored. I felt these things forced me into playing a very specific BR headshot-centric playstyle. I'm about even skill with most of the guys in the lobby, but I got absolutely wrecked because I wasn't able to use a familiar playstyle.

    However, it was pretty smooth and people kept moving. I think the only position that has a pretty big advantage on strongholds is the little upper tunnel above the shotgun over the big ice cave.

    Prae Exilio
    I liked this map a lot and felt like I could use a variety of strategies. The different areas all have different forms of cover and sight lines that I thought were really fun.

    The only thing I had trouble with was maneuvering over the rocks effectively.

    I think the pathing and structure is sometimes a little awkward, so I would suggest watching replays. One example is the window in the kind of main base area near that drop-in in the slanted ceiling. I wanted to be able to jump through it but was not able to. I also could not drop down the lift shaft, so I was forced to take a route around the back, either to the side or down the stairs. It just felt awkward.

    I am also not a fan non-English names because I can never remember them. I got your map mixed up with like three others.

    But like I said, I really like this map!

    Grimstone
    You spelled brimstone wrong ; )

    I think this map had way too many power weapons. I don't think I ever died to an AR or BR. I died almost exclusively to the scattershot, rockets, and sniper rifle. I also saw a lot of needler action. I don't think the needler should have 3 mags in my opinion.

    I also fell off the map because I had trouble seeing. i think it's confusing and hard to see when you use that much fog when all the colors kind of look the same. I thought the map was really beautiful though.

    It was super fun for oddball.

    Goliath
    I really felt like I had trouble entering the map on slayer. When I respawned, I wasn't sure how to route to my teammates or to the weapons or positions I want. I felt like I spawned, couldn't find the things I wanted, and then lose because someone with a better position or weapon would attack me first.

    The map played really well for strongholds, though. I could route more easily because the strongholds are very visible.

    This map is really beautiful!

    Crochjoy's Map
    During slayer, I felt like it was really hard to get vision of top. I felt like that made it so bottom was always fighting uphill. It was also hard to find cover for the bottom. I spent a lot of time crouching just to avoid blips from people who are above me because I had no way to attack them. I also think snipers are too much of a win-more on that map because they allow the team that controls the top to continue doing so.

    However, I really liked it for strongholds!

    It doesn't have enough bloodstains to be Dark Souls themed. ; ) I think it would be cool if you had the little green bubble thing to get your souls back, or a lockstone.

    I am also not a fan non-English names. In fact, I don't even remember your map name despite playing 4 games on it.
     
    #197 Spranklz, Jun 6, 2016
    Last edited: Jun 7, 2016
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  18. N3gat1veZer0

    N3gat1veZer0 Legendary
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    Inclement has had changes and is ready
    Resolute has also been rebuilt and is in a playable state.
    Inclement: 4v4, symmetrical, slayer, CTF, Assault
    Resolute: 4v4, asymmetrical, slayer, Strongholds
    you know the gt
     
  19. xdemption

    xdemption ATN
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    Hey guys! Sorry for the late post guys but here are today's maps!


    Backlash by @Fraser M.W.
    Mythoclast by @thedarkskull
    Suspense by @Fraser M.W. ED)
    FullMetal by yours truly
    Exhibit by @S0UL FLAME

    There it is guys! Streams starts in 15 minutes and I hope to see you there!

     
  20. Given To Fly

    Given To Fly MP Level Designer
    343 Industries

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    I would like additional testing on Loading Zone if you would? :)
     

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