Extermination Forge Contest

Discussion in 'Announcements' started by Duke of Mearl, Jan 19, 2017.

By Duke of Mearl on Jan 19, 2017 at 4:57 PM
  1. Duke of Mearl

    Forge Critic

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    Extermination_banner2.jpg

    Hey guys, this is Duke of Mearl from the Alliance Testing Network (ATN) and I'm thrilled to announce ForgeHub's next map contest! A few weeks ago, our elimination game mode, Extermination, was featured by ForgeHub and the response from the community has been overwhelming! If Extermination is still new to you, check out the video below for a brief introduction to the mode:



    For this contest, ForgeHub has decided to team up with ATN, the creators of this mode, to bring you the first ever Extermination map contest! We’ve already seen some really cool Extermination creations from the Forge community and are excited to see what else you can create! Maps are typically sized between 1v1 and 2v2 providing an opportunity to express your visual artistic freedoms more liberally than traditional 4v4 maps. While the prospect of this spacial liberation may inspire your visual expression first, please remember that creative gameplay value is just as important!

    TRELLO BOARD

    With this contest, the ForgeHub Staff is attempting to make the judging process more transparent so people can see the entire process and comments made by the judges. On this Trello board, we will have all of the submissions, rules, and judging available for public viewing, allowing for a more transparent approach to how contests and map submissions are selected. By introducing this method, this will also give both the map creators and the community the ability to view things at face value. This way, everyone who submits a map will also be able to receive feedback on their creations, straight from the judges themselves.

    Link to the Extermination Operations Board: https://trello.com/b/QHezoMxc/forgehub-alliance-testing-network-extermination-contest


    PRIZING

    Total Prize Pool: $1000
    • Top 5 maps get $200 USD each
    • Inclusion to ForgeHub's Featured Maps Library
    • Video feature on ForgeHub's YouTube channel
    Once again, when the judges establish the top 5 maps from the contest, the community will be given an opportunity to select a 1st place winner for some extra bragging rights.

    In addition to monetary prizes, ForgeHub and the ATN are working together to host an Extermination tournament. The top maps from this contest will most likely be considered for inclusion, though we may also consider content outside of this contest for the tournament. We will provide more concrete details when we make them, so stay tuned.


    SUBMISSIONS

    Build Time: 1.5 months
    Deadline: March 3rd

    Entries must be submitted no later than March 3rd at 11:59 PST. Judging will begin directly after the submission deadline and winners will be announced as soon as judging is completed. Any files that are altered after the submission deadline will be disqualified so we strongly recommend you create an additional save file for your submission into the contest and not to touch that file.

    Note
    Remember that every time you save your map you have to change the visibility settings so that everyone can see it. There is also an assortment of glitches that can disable visibility as well. Please make sure that the map is visible prior to the contest deadline.

    Grace Period
    Once you have submitted your map you may no longer make any major adjustments to the layout however you will have 1 week to ensure that your map is set up properly to work with the game mode. We will provide tutorials for this below in our 'resources' section. Members of ATN will also try to make themselves available to the forgers during this time to assist those needing help to properly set up their game modes.


    Here's the link to the Submission Thread.

    exterm1.jpg
    JUDGING CRITERIA

    Judging commences on March 12th

    Two of the most important aspects of an Extermination map are gameplay and aesthetics.
    Here are some of the things the judges will be looking for:


    Gameplay:

    1. Map Size/Layout: Are matches finishing in a timely manner (without ending in a lot of ties)? Do you have a chance to survive as the last person standing on your team? Is the map easy to traverse?

    2. Readability: Are you able to easily tell where you are on the map? Are you able to make callouts distinguishable?

    3. Spawns: Are you spawning into unwinnable situations? Are spawns facing weird directions or into death pits? Are you able to orient yourself quickly after spawning? Do spawns switch every round (asymmetrical maps only)?

    4. Enjoyment: Are play areas interesting to fight on? Are teams able to fight their way back after being down? Are initial spawns fair for both teams?

    5. General: Can you break out of the map? Are clambers working? Does the map have name volumes/intro cameras/static cameras/outro cameras/etc. ? Is playable and non-playable space clearly defined?

    6. Weapons: Are power weapons and Power ups are set to 1 minute timers? Do the other weapons feel natural on the map? Are any of the weapons too powerful?


    Aesthetics-

    1. Performance: Does the map suffer from any negative visual or performance issues (i.e. z-fighting, drops in framerate, lighting glitches, etc.)?

    2. Originality: Is the map interesting and unique?

    3. Immersion: Does the map immerse the player? Is the theme well put together and convincing?


    JUDGING PANEL


    - ForgeHub -

    Warh0lic

    Nitro

    Sikamikanico

    Ascend Hyperion



    - Alliance Testing Network -

    Duke of Mearl

    Max Extra

    Natabase

    Xdemption



    - 343 Industries -

    Unyshek

    In order to promote transparency Duke of Mearl will be streaming the first round of judging of the contest submissions. This will allow for forgers to get feedback on their maps and show off all of the creations. Streaming may or may not continue after the first round. The entire judging staff will make final decisions on contest winners off-stream. You may also track the progress of the maps using Extermination Trello Board.

    exterm2.jpg

    FAQ


    Q. What maps can I forge on?


    A. You may forge on any blank canvas (Barrens, Depths, Tidal, Alpine, Glacier, Parallax or Breakout Arena) or outside of a Halo 5 disc map. You may not use the geometry from within a disc map.


    Q. How many maps can I submit?


    A. Each forger may submit as many maps as they want however they may only win one monetary prize. However multiple maps from each forger may get used for the Extermination Tournament.


    Q. Can I co-forge with a friend?


    A. Yes, you may co-forge, however there must be a primary forger listed for every map. In the event that a co-forged map wins then all of the winnings will go to the primary forger AND a primary forger’s map can not win two monetary prizes.


    Q. Are remakes from another game allowed?


    A. Yes, however your submission will be deducted points for originality based on the similar features of its layout. Its also important to remember that strong IP infringing aesthetic themes will most likely not be considered for matchmaking if that privilege should ever come up in the future. If you would like to create a remake, we encourage you to take inspiration from previously existing Halo maps!


    Q. Where do I get the Script Brains that run Extermination?

    A. You can download the script brains from HaloATN's prefabs.


    RESOURCES


    Here are some resources available to get your map tested (and to play some Extermination which I would highly recommend doing before trying to forge a map).


    Testing Lobbies

    Duke After Dark

    The Thursday Thirteen


    Forged Fridays

    Extermination Wednesdays- Special Lobby running during the contest


    Extermination Guides

    Extermination Forging Guide

    ATN Extermination Post
     
    #1 Duke of Mearl, Jan 19, 2017
    Last edited: Feb 10, 2017
Tags: this article has not been tagged

Comments

Discussion in 'Announcements' started by Duke of Mearl, Jan 19, 2017.

    1. MultiLockOn
      MultiLockOn
      I don't think anyone would consciously not be aggressive or push the enemy because of an additional 5 to 10 seconds for the respawn. I do think it greatly helps the map potential given that if they're anything other than a very, very simple open box it becomes very difficult to successfully hunt down the remaining players. Even a simple 3 lane seems like it becomes a near impossible feat and rounds end in draws with evenly matched teams because that small of window NEEDS tiny maps. You can already avoid death so well in this game.

      You could still have small maps with a 20 or 25 second spawn time, they wouldn't change. It would open the window to a more flexible experience I think.
      Given To Fly likes this.
    2. BodeyBode
      BodeyBode

      I agree that 3 lanes are more difficult to make work for extermination in it's current settings. Currently, I feel that 2 lanes in general play better. I wouldn't be opposed to testing something like 18-20 second respawns but 25 feels too long.

      Thinking about it, I'd like to try a version of the gametype that instead of first to 5, and 3 ties ends the game; There are 9 rounds, best out of 9 wins (game auto ends with victory for winning team once mathematically impossible to lose/tie) it's a small difference but would actually allow more rounds to end in a tie, instead of potentially ending the game in a tie after 3 rounds of ties. This would eliminate the strategy of trying to win a game via 3-ties when you're up in rounds.

      example game:
      1-red wins
      2-tie
      3-blue wins
      4-blue wins
      5-tie
      6-tie
      7-red wins
      8-red wins
      9-tie

      in this example, as the gametype is played now the blue team would win on round 6 because they were winning 2-1 with 3 ties. This changes the way blue plays round 5, they don't have to play to win, they only have to play to tie. Because a tie would be as good as a win.

      In my proposed change, red would win because the game did not end after round 6. They rally back and beat blue 3-2 with 4 ties.

      I believe with this method, you would be able to keep the respawns at 15 seconds and would still help maps that tie a little more often.

      Thoughts?
    3. Duke of Mearl
      Duke of Mearl
      Some thoughts on @MultiLockOn and @BodeyBode posts.

      First you can't do 18 second respawns it's not an option. Also idk a way for the game to realize someone is mathematically eliminated and end the game. Also ending a game in 3 ties is a terrible strategy and should rarely be an option on maps built for the game type. Maps that tie more often are generally not built well for the game type.

      I agreee with max and the reason I originally chose 15 seconds is because anything longer felt like it took too long to respawn.. you feel out of the action and the game moves slower. The issue I had with breakout is that you could spend a minute plus waiting to respawn and that is not fun. Extermination is designed to be a fast paced game and making respawns 20 seconds would slow it down as people would build bigger maps.

      Also I don't think it's fair to say 3 lane maps don't work. Some of my favorite extermination maps are 3 lanes.
      WAR likes this.
    4. MultiLockOn
      MultiLockOn
      I don't think the perceivable difference between waiting 15 seconds to 20 is enough to demerit what it could do for the maps. Hard to imagine that change affecting peoples perception of the gametype.

      However that additional 5 to 10 seconds could do wonders for bolstering what forgers could do with their levels. I'm in the process of making an exterm map right now because i actually enjoy the gametype. It's the first time since Halo 3 forgers are actually building for a custom mode (conquest/asset) and that's awesome. But quite literally anything that's not a open box is going to send the round into a draw.

      The gametype works beautifully in a tiny sandbox but even that Destiny themed mars map extermination launched with I've seen go to a draw nearly every round with evenly matched teams if one team chooses to run. And that map is MORE open than a 3 lane. 15 second windows for how long it takes to kill someone in this game in addition to how easy it is to escape isn't leaving forgers much room for creativity.

      Like I said. 20 to 25 seconds on a respawn isn't going to change how people perceive the gametype, and it won't harm any of the maps already created for it. But that 33% jump in respawn time from 15 to 20 (or even 25) means a 33% more intricate map. I'd LOVE to build a map with the same footprint as the ones already made, but I'd also like to put my stamp on it and get creative with some of the geometry. Can't do that with the way the game mode currently plays and I can't imagine I'm the only one.
      SaltyKoala, Given To Fly and Xandrith like this.
    5. Goat
      Goat
      You can travel 100 feet in less than 3 seconds in Halo 5, and it takes like, what - 5 seconds for your thruster to come back? So accounting for travel time and cooldown, let's say you can travel about 256 feet in the span of 8-10 seconds. That leaves 5-7 seconds to see a guy and actually shoot him, and that's assuming he's standing still.

      Good luck doing that on anything but a flat box.
      Last edited: Jan 29, 2017
      Given To Fly and MultiLockOn like this.
    6. Duke of Mearl
      Duke of Mearl
      @A 3 Legged Goat @MultiLockOn

      I've played more Extermination than everyone, plenty on things that are not flat boxes, and found it can work if its forged correctly. A lot of talk about theory here when I've seen it in action.

      Are these maps going to be simpler designs than 4v4 maps? Yes. You can make the respawn time one minute on a 4v4 map and people could just find a place to hide for that time. Thats the problem with bigger maps. The bigger it is the more areas for people to hide so it doesn't matter how long the respawn timer is.

      I've heard claims that "its too easy to get away" or "it requires a flat box"... and if thats the case then maybe its a bad map design. I personally enjoy the game mode and I know a lot of other people do too. Some people won't and I understand that and that's fine. The struggles of forging an Extermination map vary quite drastically from the struggles forging for different game modes. I've seen maps executed well already so I know its more than possible
    7. BodeyBode
      BodeyBode
      I don't have an issue with the 15 second respawn.

      The ability to win via ties isn't an initial strategy, but one that can develop in games with teams that are well matched and more prone to tying.

      Imagine a game that plays out like this
      1-tie
      2-red wins
      3-red wins
      4-tie

      Now for red team, tying the game to win is not only a legitimate strategy, but the easiest way to secure a win.
      Why try to win 3 more rounds when you only have to tie one?

      Don't get me wrong, I love this game type, but as it is now... tying to win is a legitimate strategy. It's up to you to determine if you view that as a good or bad thing.

      I don't know if what I suggested is at all possible, but it would exterminate (hah, puns) ties as a win condition.
    8. SaltyKoala
      SaltyKoala
      I would prefer 20 second respawns but would be okay with 15 if the map design and game philosophy of extermination changed. I think its worth trying team(sided) spawns that only allow teams to spawn on the side of the map there initials were on (possibly with some neutral spawns in the middle) If this was standard for the gametype it might allow for more complex maps as teams could apply pressure to help predict spawns. Just food for thought as I haven't put it to the test yet.
    9. BodeyBode
      BodeyBode
      I'll set up a version of this on my map for Wednesday testing, although I do not think mine would be the ideal map for such a modification. I too am curious about that
    10. Duke of Mearl
      Duke of Mearl
      Spawn kill central. Take control then just sit on their side of the map and wait to kamakazi their spawns... won't be fun respawning just a warning
    11. Given To Fly
      Given To Fly
      Could you show some pictures of Exterm maps that youre talking about? I'm only asking because the only extermination maps I have seen lack much verticality, or complex shape.
      I'm interested in forging one, but have not seen many examples.
      Last edited: Jan 28, 2017
    12. Ryouji Gunblade
      Ryouji Gunblade
      Or you could make your own settings and map and impress us with how wrong we are.
      Duke of Mearl likes this.
    13. MultiLockOn
      MultiLockOn
      I don't know why you're getting so defensive I literally just told you I love the game mode and I think it's great forgehub is collectively pushing it. Reminds me of when everyone made conquest maps.


      I also used one of the maps you launched the game mode with as an example so I'm not sure what you're trying to dismiss. It's not a hard concept and it has nothing to do with the footprint of the map so much as the density. The more geometry I want to build the more difficult it becomes to end a round. I think a small respawn buff would help not only the level potential but even the classic maps play a little more structured. That's all.
    14. SaltyKoala
      SaltyKoala
      In its current state I don't think bodeys map is a suitable canadite for the sideded spawns but I think a slightly bigger more complex version of it could support this.

      That's what's cool about this idea, it might allow for more complex maps. As you said yourself bodeys map in its current state (which works fine in the current setting) won't work well due to spawn killing. If teams are spawning killing, it means they are NOT having any issues finding eachother. This type of spawning helps players find eachother and will llikely facilitate larger or more segmented/complex maps. Again, pure speculation but itsl isn't worth shutting down so quickly

      Just to play devils advocate, should respawning be pleasent if your team isn't there to protect you and the other team applied pressure and got your team in that bad spawning situation?
    15. BodeyBode
      BodeyBode
      I agree, I believe that that my map would play very poorly for side specific spawns. And I stated that in my original post just in case anyone thought I was delusional enough to think it would play well.

      I wouldn't mind to see someone attempt it, but I don't wish to modify someone else's map without their consent either. Hence, my volunteering.
    16. Duke of Mearl
      Duke of Mearl
      I'm not saying it shouldn't be tried, just that Bodey's map would be a train wreck on it lol. If you build the map for that in mind then I'd say go for it. I'm a little skeptical that it will work (for a few reasons) but I want to see people try new things with Extermination (as long as its not tinkering with the game mode) and am open minded about it.

      Respawning doesnt have to always be pleasant but it should not feel like a death sentence. Nothing frustrates players more than being legitimately spawn killed. (I mean people even hate being "spawn killed" when its their fault and not the spawn). You have to feel, and be, capable of coming back after being down in numbers and not that you are spawn trapped with no option but fighting (against people that likely have power weapons) instantly at spawn.
    17. Duke of Mearl
      Duke of Mearl

      I'm not trying to be defensive or combative and I apologize if I'm coming off that way. I've been trying very hard to word things certain ways to avoid that tone but its one of the flaws of the internet, people can't read your tone lol. E

      However, since the contest has already started we can't change the game mode at this point either way.

      With that said I would be interested to see what you have created and try it on a 20 second respawn timer out of curiosity. The issues we had with 20 seconds to begin with were:
      1. The maps we built weren't created for it so teams were rarely respawning (getting eliminated completely the first time around)
      2. Maps with more geometry, or built bigger, on a 20 second respawn made it harder to get exterminations because it allowed more areas to hide out or hide behind. Looking for last man standing is the most frustrating part of the game mode if there are nooks and crannies (or interesting geometry) to hide behind.

      Generally maps were ending in a draw more often OR ending so players never respawned. It took away that tug of war feeling that I feel is essential to the game mode. But maybe it was just poor map design on those trials so I'd be glad to test it out again if you have something you think works... just not as part of this contest.
    18. Portaleer
      Portaleer
      Can't wait to get to the testing phases of my map. I'm stoked for this!
    19. Spaceork02
      Spaceork02
      for top 5 if your in Canada would it go to Canadian money or stay US
    20. Dink
      Dink
      JoeAct20 was able to do that in his clue game. Once a specified player is killed, the round ends

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