Max Extra's Forged Friday

Discussion in 'Halo and Forge Discussion' started by Max Extra, Mar 1, 2016.

  1. Agent Zero85

    Agent Zero85 Legendary
    Wiki Contributor Senior Member

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    Standard Submission Form
    Standard Submission Form

    • GamerTag Agent Zero85
    • Co-Forgers?: none
    • Map: Fireteam Blue
    • Gametype: Argent Moon
    • Player Count: 16
    • Map Link: Here
    • GameType Link: Here
    • Description: Fireteam Blue are deployed to investigate the abandoned ONI research facility known as Argent Moon, only to find the reason behind the station's demise. The must overheat the reactor and escape alive.
    [​IMG]
     
    #841 Agent Zero85, Oct 2, 2016
    Last edited: Oct 7, 2016
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  2. Nova0821

    Nova0821 Promethean

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    #842 Nova0821, Oct 2, 2016
    Last edited: Oct 7, 2016
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  3. KeeLoker

    KeeLoker Legendary
    Wiki Contributor

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    I'm putting this map in one more time. But I have a weird request for you to test so I'll let you know again during the stream but I wanna test this teleporter system that forces people to progress so I just want a couple people to try and not progress and see if it works out. Thanks!

    GT: KeeLoker
    Co-Forgers: None
    Map: The Labs
    Gametype: Project Chimera
    Player Count: 12 :viral:
    Description: The Labs is a linear style infection map based in an infested laboratory due to a failed genetic mutation getting out of hand. You and your group must reach a safe room on the opposite side of the facility.
     
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  4. Ascend Hyperion

    Ascend Hyperion The Homeslice
    Staff Member Forge Critic

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    I have two maps for ya Maxy. I'll submit them in the format this time around.

    • GamerTag: Ascend Hyperion
    • Map: Raijin Break
    • Gametype: CTF
    • Player Count: 8v8
    • Map Link: Link
    • Description: All storms come to an end. BTB Heavies inspired map set in the buried remains of the once grand Lightning Collector. Inspired by Takamikazuchi by TheLast Ravager.


    • GamerTag:Asecnd Hyperion
    • Co-Forgers: Expired EGGGNOG
    • Map: Chronology
    • Gametype: Team Slayer
    • Player Count: 4v4
    • Map Link: Link
    • Description: Time is the instrument used to create eternity. Based on the Vex architecture from Destiny, this versatile core map supports anything from 2v2, 6 Player FFA and 4v4 variants. Battle it out in the time lost ruins of the dark machine race known as the Vex.
    (I've done several 2v2 and FFA tests already, this test will be to see how 4v4 plays as well.)
     
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  5. Dunco

    Dunco Troll Whisperer
    Forge Critic

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  6. HerrMittmann

    HerrMittmann Legendary
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  7. qrrby

    qrrby Waggly piece of flesh
    Senior Member

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    Map: Reconciled v3
    Gametypes: CTF
    Player size: 4v4
    Map Notes: Base teleporters go to long hall, and the tunnels go to plasma base.
    Spawning HAS been fixed, flag plays a lot like Truth (and Reconciliation :p) So make sure you have map position before you pull!

    Base has been widened up to allow proper risk/reward for the long hall run.

    Sneaky are under either porch with some dirty sightlines, check em out!

    https://www.halowaypoint.com/en-us/...brbirbeI_1e0be489-595f-4ef8-9391-3108936f6835

    Edit: Gametypes change!
     
    #847 qrrby, Oct 4, 2016
    Last edited by a moderator: Oct 7, 2016
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  8. Duke of Mearl

    Forge Critic

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    #848 Duke of Mearl, Oct 4, 2016
    Last edited: Oct 6, 2016
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  9. MrDeliciousman9

    MrDeliciousman9 Legendary
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    #849 MrDeliciousman9, Oct 5, 2016
    Last edited: Oct 8, 2016
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  10. Dink

    Dink Legendary
    Senior Member

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    • Gamertag: Darth Diink
    • Co-Forgers: JoeAct20
    • Map: Kino der Toten
    • Gametype: Black Ops: Zombies :viral:
    • Player Count: (varies) 8-12
    • Map Link: Kino der Toten
    • Gametype: Black Ops: Zombies
    • Description: Linear/Non-Linear Infection Map
    You don't have to read these, but I highlighted some of the things you should know.

    • This is a recreation of Call of Duty: Black Ops: Zombies' "Kino der Toten," with a 1:1 scale with some minor compensations for Spartans' height difference.
    • This is the first time this map has become "playable", so this will be its very first time being tested.
    • The zombie teleports are mapped out to correspond with each room of the map. Try not to teleport into rooms that haven't been opened yet. You may become trapped. If you really wanted to, you CAN open doors as a zombie, only because this is a test run. In future tests, zombie spawns will be blocked until survivors open that room.
    • If you're a zombie, don't jump the balcony into the theatre until the power has been turned on, or you will be trapped.
    • There will only be 4 survivors in this test. This map is in its early stages still, and will be able to support more survivors in the future.
    • I am aware of the map breach in the alley spawn for zombies, please ignore it for now.
    • Some zombie teleports are meant to be disorienting (for now). Let me know if that should be changed.
    • The teleporter only functions once, so make sure to use it when it counts. It will function more than once in a future update.
    • I am testing the map with Speed Cola and Juggernog machine, other machines will not function in this test.
    • Lighting is a *****.
    • You will find that some zombie spawns that appear in the original map do not appear in this remake.
    • If you do breach the map, come back in through the northern part of the alley.
    • If you grab the upgraded ray gun in the projector room, you may hurt yourself if you try firing it from the balcony in that room. It's a glitch that I'm looking into fixing.
    • Survivors have little to no jump height. Infected have a jump height just high enough to clamber over window barricades.
    • The map is not able to reset after a round yet. I know it's annoying, but please end the game and start a new one after the first round. I'm working on this issue.
    • If the map/game isn't playing well, stop after 2 games. I don't want to waste your time.
    • I really have no clue how this is going to play. It may end up with the infected winning within the first 10 seconds, or it may end up with survivors dominating. This has never been tested before.
    Suggested feedback:
    • Weapons placed on map
    • Map details/aesthetics (what might stay, go, to be added, changed, etc.)
    • Scaling issues (if any)
    • Suggested gametype changes (# of survivors, speed, attributes, etc.)
    • Adding or subtracting zombie teleports.
    • Of course, whatever the players have to say
     
    #850 Dink, Oct 5, 2016
    Last edited: Oct 5, 2016
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  11. Flippant Solutions

    Flippant Solutions Legendary
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    And yes, I want to playtest this on the 7th.
     
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  12. RPAL

    RPAL Ancient
    Senior Member

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    Gamertag: RPAL
    Map: Stealin' Your Flags
    Gametype: In Your Base (It is in my bookmarks but It won't show up on Waypoint)
    Player Count: 16
    Description: This should be the last time that I test it unless something major messes up. I will not be able to attend as I will be out of town, so this will the first unsupervised test I've signed the map up for. When it comes to feedback, all I really need is to know if anything breaks--other than that the final score would be great, but I plan on watching the film anyway. :)

    Thanks for all the help Max!
     
    #852 RPAL, Oct 6, 2016
    Last edited: Oct 6, 2016
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  13. Bromaniac35

    Bromaniac35 Legendary
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    Standard Submission Form

    Standard Submission Form
     
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  14. Pat Sounds

    Pat Sounds Legendary
    Forge Critic Senior Member

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    I have three maps this time, one of them is brand new and hasn't even had a proper game on it yet. I can attend as well.

    I put together a short list of areas I'm looking for feedback in under each map submission in case I'm not around at the time of testing. Sorry if it's a lot to read through, I'm just trying to be thorough. Thanks a bunch for testing / hosting as always!

    ATN Submission Form (4v4 only core)
    • GamerTag: Pat Sounds
    • Co-Forgers?: No
    • Map: Acolyte
    • Map Link: Link
    • Game type: Assault
    • Description: Symmetrical temple map designed around objective game types. Features a SPNKr, Halo 2 Beam Rifle, Energy Sword and OS. Submitted it to ATN last time, so it should be in the system.


    - What power weapons would you change?

    - Any issues with bad or predictable spawning?

    - For anyone that played CTF on it last time, what do you think about the flag location vs the bomb arming locations in Assault? In CTF the flags are set up on a diagonal line and in Assault the arm points are set down the center of the map. Does one location play better than the other, or is it cool to have different layouts for each mode?


    ATN Submission Form (4v4 only core)
    • GamerTag: Pat Sounds
    • Co-Forgers?: No
    • Map: Index
    • Map Link: Link
    • Game type 1: Slayer (please play Slayer first)
    • Game type 2: Strongholds
    • Description: Asymmetrical 4v4 set in an ONI datacenter. One of very few Asymmetrical maps I've designed, so it't a step into new territory for me. The map is set up for Slayer and Strongholds only at the moment.
    This will be the first proper game on this map, so I'm looking for general impressions mostly.

    - Are the initial spawns trolly or uneven? Any bad respawns?

    - Could there be a more interesting weapon set? What power items would you change?

    - Is the map too open?


    Standard Submission Form
    • GamerTag: Pat Sounds
    • Co-Forgers?: No
    • Map: Circuit Breaker
    • Gametype: Slayer
    • Player Count: 2v2
    • Map Link: Link
    • Description: Symmetrical 2v2 set on a snowy mountain top. Latest build features a Plasma Caster, OS and Void's Tear. You've seen this one several times and it's come a long way thanks to Forged Friday tests.
    This one has been in the lobby a few weeks in a row, so I wanted to list out what's changed from last time. I feel like this one is getting close to being finished (whatever that is).

    Changes from last time:

    - Moved OS to bottom mid
    - Moved Song of Peace to top mid (swapped it with OS)
    - Moved SMGs to red / blue windows
    - Switched to Projection SMGs from Silenced
    - Moved magnums to the old SMG position (by the crates)
    - Switched to tactical magnums
    - Adjusted the height and intensity of the gravity lifts


    Questions

    - Does OS in the bottom help distribute the flow of the game better?

    - What are your thoughts on the gravity lifts? I designed them to be used mainly to bounce from one platform to the next, and I made them slow / awkward to create a risk / reward in using them. Is that working for or against the gameplay?

    - Do the tactical magnums add anything to the map or should I just remove them completely?

    - Does anyone use or care about the Song of Peace? Any other suggestions for a way encourage people to cross the top mid bridge?
     
    #854 Pat Sounds, Oct 6, 2016
    Last edited: Oct 7, 2016
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  15. H2O Cydrogus

    H2O Cydrogus Legendary

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  16. Ascend Hyperion

    Ascend Hyperion The Homeslice
    Staff Member Forge Critic

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    • GamerTag: Ascend Hyperion
    • Map: Gatelord
    • Gametype: Team Slayer
    • Player Count: 4v4
    • Description: This battle has already happened, it is happening and it will happen. 4v4 core map inspired by the Vex architecture from Destiny. Set deep within the spire ruins of Venus.
     
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  17. Dunco

    Dunco Troll Whisperer
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    ^hahaha gaylord
     
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  18. Rex Journey

    Rex Journey Forerunner
    Senior Member

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    REX JOURNEY
    Reserve
    BTB SLAYER AR/BR
     
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  19. Jack Bell

    Jack Bell Legendary

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    I don't have anything new yet, cast comes off next week! I'd still like some feedback on these two:

    GT - LoTuS

    Map - Gilded Sanctum
    Gametype - 4v4 Slayer

    Map - Kelvin
    Gametype - 4v4 CTF

    When I can forge again I am going to make a few changes to Gilded that will significantly change lift side and I have a new map idea in the works.
     
    #859 Jack Bell, Oct 7, 2016
    Last edited: Oct 7, 2016
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  20. Partarar

    Partarar Legendary

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