As of right now we have 34 maps 1 slot remains all maps have been added Tonights list: https://docs.google.com/spreadsheets/d/1SyVkpNebkFDY7tunlwHFNP_2qpfa8UwGwXs-CjgHJqs/edit?usp=sharing
GT: CertifiedChamp Map : Retreat Gametype: Slayer/Strongholds I'm feeling comfortable with the changes that I've made. I cut out the entire side with the zip line, moving into the playable map, added cinematics and a hydra, along with stronghold points
For July 29th: GAMERTAG: MAP: Heart of the Mountain GAMETYPE: 4v4 Strongholds Attending: Maybe Based on feedback I've added a destructible structure semi-protecting red yard's stronghold from ground pounding.
For the 29th: Map: Eagles Dare Gametype: 4v4 Strongholds Attending: Maybe (Right now it's like partway through being converted from a blockout, I'll update this post if I get it further along art wise.) Gamertag: I am Aschur Map: Temple of Boom Gametype: 2v2 Slayer Attending: Maybe (I'll try fixing some of the corridors as much as I can)
as of right now forged Friday is done for the week thanks everyone for playing, submitting, and watching! I see we already got some people signing up for next week! Can't wait to test out all of those maps as well. I'm really glad to see that you all have been so supportive and active in the testing lobbies it really means a lot. Hopefully I can keep this up through halo 6 lol
Gamertag: Draloric Map: Eradication Highway Gametype: Eradication # Of players: 12-16 Fixed Warthog not being teleported Added more weapons / ammo Lowered zombie health More aestetics!
GAMERTAG: Natabase MAP: Atonement (most recent) GAMETYPE: Slayer, CTF Attending (yes/no): Most likely 8 Players
GT: The Grim Dealer Map: Heights 0.1.4b Gametype: Strongholds I've made some big changes to parts of the map. I think it'll flow better with these adjustments. I would like to get an additional test with Oddball as well if there is enough room.
GT: gsomekiller307 Map: jump rope Gametype: jump rope Players: 16 Map: shia labeouf Gametype: shia labeouf Players: 12 Attending: yes
Here is the fruit of my labor! I call it Chartis Graphein. Description: Exploration of the Halo Array has proven that each Instillation's core facilities are remarkably similar for universal identification. This map, made for 16 players; is a remake of Silent Cartographer from Halo: CE with changes to make it balanced for Big team game play including CTF, Slayer and Strongholds. The overall layout of the map is for vehicular combat on the beach around the outside and the inside is for fast paced infantry defend and attack gameplay. I'm not going to lie, this map is huge. I had To find a way to make the map smaller and I came to this conclusion. Originally Silent Cartographer only had one way into the interior of the island. In order to keep the map flowing better and minimizes running distance to the heat of battle, this map has 3 ways on both bases, and at least 1 way in on each side of the island. This allows infantry to go outside for weapons and vehicles with a fast route back into chaos. One challenge I knew I'd have with this size of map was easy weapon locations. I didn't want to place a weapon or grenade somewhere and have players just walk past because it wasn't easily identified. I combated this by placing UNSC weapons next to ODST drop pods scattered throughout the map. Covenant weapons, and vehicles are located on or next to dead elites, grunts and Jackals. Each team has the same firearms and vehicles located around their base, exploration of the island will allow you to find more interesting power, load out weapons and vehicles to change the tide of battle. Red Base: located in the map room structure. Your team will have a good view and defense of red island area from the outside platform that gives a lot of open ground to cover before entering the base. To get into the middle of the island you can go out the back, though the Guilty Spark inspired bunker entrance, go through the caves or up a gravity lift that brings you to the upper structure Blue Base: located At the first structure were the beach battle happens. This base has nice views of either side through tall Windows. A light bridge in the back of the base will take you into the interior of the island or you can proceed beach side by going thought a cave or up the cliff side path. Big rock side is the first side of the island you drive the warthog on in the campagin. I noticed the two big rocks were pieces of a cliff that fell and exposed metal on the other side. I decided to take that metal out and create a large cave going right into the center. This side features a banshee atop the biggest rock, an energy sword on weapon pad and a ghost. There is also a drop pod with hydra close by. Taking the left will take you to blue island, right to red island. Crashed pelican side holds the SPNKR rockets, a Wasp located on the higher ground, and a path up the cliff to the Bunker structure. Sneaky Path side is the original path into the interior of the island. It's small forest holds a ghost, fuel rod, and a SAW on the beach were the ammo and flipped warthog was located. Going through the arch will take you to red island. Overall I reall wanted to make this Asemetric map balanced for each team, and encourage exploration of this nostalgic island. I took careful consideration into scale, placing of every rock and tree to the original (with the execution of added areas) and getting the feel of this map to be on or with the Campagin.
Here's a link to Cartis Graphien https://www.halowaypoint.com/en-us/... SPAR7AN_46a0c1b1-54e0-49f3-9da3-275aad21a68c
Map: Gardens of Ascension Gametype: 4v4 Slayer and Strongholds WIP Thread: http://www.forgehub.com/threads/wip-gardens-of-ascension.153114/ "It looks like a block out."
GT: Studbeasttank Map: Beachfront Gametype: Slayer, Strongholds, or One Flag Players: 16 Attending: Yes
GT: JoeAct20 Map: New Amsterdam (I changed the name of the map so it may be called synesthesia) Gametype: Infection (SMG start) Players: 16 Attending: yes Forge Hub link: New Amsterdam --- Double Post Merged, Jul 26, 2016 --- GT: JoeAct20 Map: Kibishi Haka Gametype: Infection (SMG start) Players: 16 Attending: yes Forge Hub link:
Hey forgedfriday now has a bot to help you guys out in the chat box. I've got some commands programmed in and now im looking for more. what all do you want the forged friday bot to do?
I have some command ideas. :list: = Map List :map: = Current Map/Author :balance: = rearrange the teams :badblue: = Blue has lost three in a row (It's the 3-0 Police! Look out Blue!) :badred: = Red has lost three in a row (It's the 3-0 Police! Look out Red!) :gg: = Good game to all :badmax: = Max is doing really bad (Scrub Extra!) :broken: = chat feels the map is not worth playing (Needs more work!) = chat really likes the map (Cool Map!) :addmap: = Chat requests list addition (Hey Max, is there space for another map?) :addplayer: = Viewer wants in (Adds viewer to lobby queue) = (Bust out the fries!) Now some fun ones! :dunco: = :dunco: (golden) :maxextra: = (Extra Max ;D) :ascend: = :ascend: (green) :BTM: =(10/10 Better Than Malta)
Gamertag: OutlawSkot33 Map: Alcove Gametype: Grifball. Attending: Yes Info: 99.9% complete version of Alcove Assault from last week. Just wanting some very final feedback/ideas. Map: Sunset Beach-A Map: Sunset Beach-B Gametype: Abbreviated Griffball. Set the score to 3 and time to 6 min to speed up the test for these two to fit in the time frame of one. Attending: Yes. Info: 99.9% complete version of Sunset Beach Drive. The difference between the two is to get a vote on a "This or That". The only real gripe from last week was that Red Team blended in with the skybox a little bit. So I added a set piece to try and alleviate that into Sunset Beach-B.