Map: Clockwork Gametype: Slayer/CTF GT: CertifiedChamp Map Link: (will be posted as reply to this) I've scrapped the old concept of Meltdown, I feel much more confident with this map. It is a symmetrical 4v4 Core map with a OS and Binary rifle, with a lift leading up to Binary spawn to counter the power position. Scatter shot in tunnel
GT: HerrMittmann Map: Melt in the Middle https://www.halowaypoint.com/de-de/...Mittmann_8ea2257a-9ee1-42a9-8c99-0a004fd54caf Mode: BT CTF AR + Mag Haven't changed that much but I'd like to get some more opinions.
ATN Submission Form (4v4 only core) GamerTag: Ascend Hyperion Map: Gatelord Map Link: Click Game type 1: Team Slayer (Use for Test) Game type 2: Oddball Game type 3: FFA Description: New Ver 2.0 update includes alterations to layout, spawns, weapons and more. Same general description as before.
GamerTag: Foge Map: The Pit v6 Test Gametype: CTF Player Count: 4v4 Map Link: https://www.halowaypoint.com/en-us/...ant_Foge_a54dd02b-212e-4029-8e8b-f2c217dfa49f Description: Remake of The Pit from Halo 3
Sorry for the last minute submission, but if you have a spot for another 4v4, I've got one for ya. I made some layout changes to this map based on feedback from last week. I'm curious to hear your thoughts on the newest version: ATN Submission Form (4v4 only core) GamerTag: Pat Sounds Co-Forgers?: No Map: Acolyte Map Link: Link Game type: Slayer Description: Symmetrical temple map designed around objective game types. Thanks for testing / hosting as always!
ATN Submission (All) Partarar Bulwark https://www.halowaypoint.com/en-us/...Partarar_1dc82977-a2b0-4735-82a3-0643c47bf896 Slayer Partarar Graffiti https://www.halowaypoint.com/en-us/...Partarar_980b65a3-c0ff-4990-8ed2-6f2e2ef5095c Slayer Partarar Belligerent https://www.halowaypoint.com/en-us/...Partarar_3245a5ad-f96f-4c75-8612-dcfa1113fc2a Slayer
You already have Broadcast in this week so I can only get to 2 of these this week which ones would you like
Map: Lost WIP v1 Game: slayer 4v4 Link: https://www.halowaypoint.com/en-us/...el Dunco_686ce704-adc5-469f-9a4a-8bfc71bf53f9
Map: Vonnegut Island Gametype: The Rolling Thunder Map Link: Will post it on https://www.forgehub.com/threads/wip-rolling-thunder-mini-game.154275/ at 10 on Thursday Now, back to forging!
GamerTag: JoeAct20 Map: WWF Fire In the Sky Gametype: Air Superiority Player Count: 6v6 or 8v8 Description: ww2 era dogfighting Time: could you play this map around 5:30-6:00 AKST so I can be apart of the testing? I would love to join.
Been a long while! 6 weeks of a full arm cast is over! Now I had some time to work on Gilded. I deleted almost half the map and rebuilt for a more visually dynamic and recognizable layout. Hope you all like enjoy! GT - LoTuS Map - Gilded 4v4 Slayer Map - Kelvin 4v4 Assault
GT: HerrMittmann Map: Melt in the Middle https://www.halowaypoint.com/de-de/...Mittmann_8ea2257a-9ee1-42a9-8c99-0a004fd54caf Mode: Strongholds AR + Mag
GT: Nikko B201 Lijiang Slayer 4v4 Based on Max's recommendations from last week, I've made some changes to improve map balance, most notably making it easier to move upwards with the addition of a fourth grav lift, and several new routes up the sides of the map. I've also improved map lighting and navigability. This should reduce the dominance of whichever team secures the upper level and make it easier to circulate around the map. I also blocked several clambers players could use to get out of the map, because we don't tolerate unauthorized fun around here. Arbitrator Arbitrator Slayer 4v4 Again based on last week's feedback, I've made some map changes. First and foremost the map is now somewhat brighter to compensate for differences in lighting between Xbox and PC. I've also improved the cover, rearranged the weapon spawns (the addition of Fuel Rod Cannons is a VERY BETA change), and added team shields on the side routes to make it less likely that fights will occur at right-angles to the intended flow. Arbitrator now also has its own Slayer variant, which removes the thruster pack and sprint, and makes the starter weapons more appropriate for the map. This should skew the map towards the originally intended skirmishing format by making it harder to quickly enter the opposing team's base. I considered turning the centre of the map into a lethal pit but this would have required a significant restructure; I'd rather see how the gametype changes affect combat before committing to that much work. Thunderchild is still waiting for some pretesting on its new custom gametype (no one wants to join the game so I can test the objectives...) but will also be returning if I can get it done in time.
I would like to do 2 submissions of 2 different maps. Both are ATN submissions and I would like slayer to be tested on both. ATN Submission Form (4v4 only core) GamerTag: Mr Deliciousman Map: Divine Fury Map Link: https://www.halowaypoint.com/en-us/...ciousMan_aee844fe-bb3c-4c99-9425-26d93a7a8b5b Game type 1: Slayer Game type 2: Strongholds Description: A Sangeili temple that is a 4v4 asymmetrical. Submission 2 GamerTag: Mr Deliciousman Map: Scorch Palace Map Link: https://www.halowaypoint.com/en-us/...ciousMan_e259f124-0c9a-443a-9643-820e091e8946 Game type 1: Slayer Game type 2: Strongholds Description: A buried city on mars that is 4v4 asymmetrical.
GamerTag: weeeeemann Co-Forgers?: D4rkDeath and HUSKYLAPPER16 Map: Delta Relic Gametype: Big Team Slayer (magnum + AR starts) Player Count: 16 Map Link: https://www.halowaypoint.com/en-us/...sortOrder=Modified&page=1&gamertag=weeeeemann Description: Halo 2's Relic reimagined for Halo 5 with some Delta Halo flare.
GamerTag: Demar Falco Map name: buried alive Players: 2v2 Game type: slayer Link Slayer https://www.halowaypoint.com/en-us/...ar Falco_d58f65c9-2701-4ac4-af94-70831715720a It's a small 2v2 map based on an Egyptian temple burried in the sand
GT: Nikko B201 Thunderchild Thunderchild Assault 4v4 The main problem with this one last week was that it was too dark on Xbox. The map is now significantly brighter. It also now features its own custom Assault variant, which disables Ground Pound and has the appropriate round and scoring setup for attack/defend Assault. I've held off on making geometry changes until the map has been played using the new lighting setup, as players previously couldn't see the geometry.