Thank you for testing my map. i wanted to be in the lobby but i never got an invite. i hope to be in the next one. im also available for any testing if you guys need a person. I re hauled Collide Scope(map layout) as well as putting more spawns. id like to re submit Map Name: Collide Scope Author: Dead Cassette Game Mode: Slayer, Strongholds, CTF Map Description: Asymmetrical UNSC home base that features a vareity of trick jumps and wide angles. 4v4 Forge Hub link: http://www.forgehub.com/maps/collide-scope.3812/ Way point File Browser link:https://www.halowaypoint.com/en-us/...Cassette_92798c2c-23de-4b7e-b38b-0ee910538387
This Testing lobby was the most fun I had played in scheduled lobby for a long time. It's all well and good trying to be sweaty, but if the people who you have testing aren't the sweaty sort, they aren't having fun, and they will have a negative and not enjoyable experience, and that will transfer over to the feedback. And you don't need a sweaty test to get accurate feedback, you just need people capable of solid, well founded criticism and knowledgable of the game. And that's what's important in a Halo lobby, everyone having a good time, and good conversation resulting from it. And using that conversation to truely provide good feedback from people who are having fun, regardless of the maps quality.
Glad you enjoyed it. I'm hoping over time more people will realize how enjoyable my lobbies are and will be up for impromptu lobbies any day of the week. I enjoy playing customs, but after being out of the scene for so long, it's become difficult for me to pull them together as easily as I used to.
Hey I would kindly like to submit a map. Map name : divine fury. Gamertag: Mr Deliciousman. Gametypes: 4v4 slayer and strongholds. Map description: a sangeili temple in the mountains.
Another new update to Pueblo. Staircase added to center pit from whale statue to green tower. Also removed brute plasma rifle. If or Whenever you can fit this in your lobby let me know.
I know you guys are gonna hate me for this, but I'm down with a nasty head cold and am sleeping it off... So this weekend's lobby is postponed. Sorry.
Alright, I won't be able to do any Xbox communication until the 26th, so if there are any areas concerning enough to keep it out of rotation let me know in a pm here (or feel free to give it a go yourself). That being said, here's my baby: Filename: Rec34 Gametypes: Oddball/Slayer/CTF (organized by playability) Map Link: https://www.halowaypoint.com/en-us/...brbirbeI_613e674e-de2f-4fe2-8725-ca8d37c20fd5 Hub Link: http://www.forgehub.com/maps/reconciled.3950/ (update pending play test) The big difference between the current fh posted version and the one I'm submitting is the cover added to either base and the pathing opened up in the plasma room. The bases actually feel like such, and the hard routes added to plasma base make using the room worth a damn in more than just Slayer now.
Secret for this weekend will you be playing the maps that were submitted for last week or should I resubmit my map???
What's your policy for blockouts? I have a blockout almost finished and I'd like to have it tested somehow.
This weekend's lineup: Colide Scope by @Dead Cassette Divine Fury by @MrDeliciousman9 Peublo by @MartianMallCop Gatelord by @Ascend Hyperion Rec34 by @Qrrbrbirbel See y'all tomorrow night at 8PM EST.
Map name has been updated to Reconciled v3.5, however the map link remains the same EDIT: Map named glitched out, it may be rec34 or Reconciled v3.5, sorry for the inconvenience
i wont be able to make the beginning of the lobby because of work. i got a 6pm to 2:30am shift but if you guys still happen to be online testing ill be on as soon as i get home and will play to however long. again thank you in advance for testing my map. i really hope you enjoy the changes i made.
Tomorrow, Sunday, I'd like to start going through the list of my favorite maps I've come across to date that I believe have MM potential. I'd like to take requests from the community as to which maps from those listed below to play, but in absence of requests, I'll slowly go through the list over subsequent Sundays. Backlash by @Kell Of Scots Spellbound by @A 3 Legged Goat Twice Forsaken by @SecretSchnitzel C9 - Renovate by @Brotastic Bear White Cell by @Chronmeister Mystic by @SgtSlaphead Seclusion by @Given To Fly Pueblo by @MartianMallCop Raven's Lair by @SecretSchnitzel Checkmate by @SgtSlaphead Port 66 by @SaltyKoala (now For Chub) Furnace by @Blaze Fullmetal by @xdemption Sea Town by @Xandrith Waist High by Stunt Artist Gengi by @AceOfSpades Scorched Palace by @MrDeliciousman9 @WARHOLIC would love to have you there for it!
Feedback: Collide Scope Pro: Liked back structure with multiple jump ups and routes, the layering and skinny ledges Cycling pretty well Little ledge routes were creative and unique Verticality was enjoyable Good balance between ease of setting up and ease of moving against a setup Flanking routes felt creative Over shield location was unique and created interesting engagements Con: Some areas too claustrophobic Small edges and railings that players can get caught on Check sniper spawn time? Seemed frequent. Felt kind of "maze-e" Binary felt like it had limited utility due to short sight lines One lift that you couldn't run straight onto, had to jump, felt weird and un-intuitive Felt "jungle jimmy" with lots of weird clamber locations Divine Fury Pro: Looked nice, good theme and aesthetics Creative visuals and structural geometry Map is sweaty - Executioner One of the nicest Sunion/Sangheili themed maps Geometry played very well, given rights you could see functioned well Creative Con: Outer paths felt underused as opposed to towering spaces Stairs are really thick and make it difficult to gauge how grenades will react/bounce Rock overlap by Beamrifle is a bit awkward Carbines are pretty powerful given the long sight lines Intermediate paths where sections of the map connect felt "rough", terrain catching players Caves felt like they provided limited movement options Areas on bottom felt "mazey" Reconciled Pro: Decent Covy aesthetic "dicks" protruding from walls lol Enjoyable theme, classic covy Liked two sniper areas Teleporters work well Enjoyable idea, layout can work, but needs more refinement of covy aesthetic... less blocky, more "organic", more curvature Con: Iffy spawns, like in purple tube up top Brute Plasmas weren't a good fit given the CQC orientation of the map, maybe reduce to one neutral weapon Teleporters aren't recognizable Map is too small for a 4v4? Teleporters were confusing Sniper areas easy to camp Lots of 90 degree angles detract from covy theme Bottom corridors were a little tight, especially on closed side of map Poor execution of idea, could use refinement Gatelord Pro: Liked some of the upper ledgers near tele Good Vex aesthetic Good lighting Con: Was there only 1 teleporter? Very "mazey" and close quarters, promotes automatics too much Teleporters blurry, and easy to abuse to spawn kill Areas looked "samey", difficult to orientate position Spawning was awkward, lots of spawns facing walls Little too CQC, needs more long sight lines interspersed throughout the map Teleporters shouldn't be in corners, this ties into spawning issues Spawnpoints shouldn't be right next to teleporters