Calypso -- Map Link -- -- Map Thread (Please post feedback here if you can) -- Mayan-themed 4v4 map, asym. Supports strongholds and oddball in addition to slayer. Preferred gametype - strongholds Looking for general impressions all around - weapon placement and value, accessibility to areas (swiss cheese), art to name a few.
New Times and 2 new lobbies this week so check the top post its been updated.ThanksFeedback is posted on thread for all core maps submitted first week along with extra stuff from Buddy Jumps, Sikamikanico ,INFINUT,and Artur Bloodshot.See you all tonight for Sunday Screams!
Hey Brusky, I have 3 maps that coukld use some testing. I would like to get some feedback on them Thanks! Map 1 name: Obligation Map link halowaypoint: https://www.halowaypoint.com/en-us/... nadekil_2ae688c3-36ef-4488-af00-5f0d9b78db07 Short description: Classic forerunner style map based on Danger Canyon and Assault on Control Room from Halo CE. Player counts: 6v6, 7v7, or 8v8 Gametypes: big team slayer and big team ctf What I'm looking for: Does it look good? Does it play well? Is the spawning good? Ive had a few complaints about spawning. Any bugs or problems that need fixing? Map 2 name: Overpass Map link halowaypoint: https://www.halowaypoint.com/en-us/... nadekil_ba98e50c-ebf1-4dca-b408-cd7be27bc951 Short description: Remix of Gephyrophobia from Halo CE. Player counts: 6v6, 7v7, or 8v8 Gametypes: big team slayer and big team ctf. What I'm looking for: Does it look good? Does it play well? Any changes that should be done? Map 3 name: Flood Island Map link halowaypoint: https://www.halowaypoint.com/en-us/... nadekil_8e90021f-3226-4d6a-b4d9-3ef470f95d7b Short description: Defend the armory. Similar to defend the house from halo 4. Infected are fast and hard to kill, best suggestion stay in the armory or hide. Player counts: Anywhere from 8-16 players. Gametypes: Flood Island What I'm looking for: Does it look good? Is the map too big for infection? Is the map well balanced? Thanks again! I hope u can test them.
Map Name: Plantation Map Link: https://image.halocdn.com/?path=https://ugc.halocdn.com/screenshots/86be0f42-df63-4e64-9975-8b87138f6804/158485a2-6383-41e2-a8b4-9f6999138a85&width=300&hash=zChol59yjqPMPDcRQsPtl+Zo+dyZELVAX+4BDI0jWnQ= Short description: Symmetrical map, with easy to see colours for callouts. Power weapons include a Reach Grenade Launcher, Beam Rifle, and an Overshield. Player counts: 1v1-4v4 (2v2 suggested), Free For All works great on this map with up to 8 players. Gametypes: Slayer and slayer related game modes (Except Multi-Team) Preferred gametype for testing: Free For All What are you looking for regarding the test? Does it play well and is there anything that could be improved.
Map name: Firewall Gamertag: Mr Deliciousman Players: 4v4 Game type: elimination Description: an asymmetrical extermination map that take place in an artificial world meant to mimic life. Notes: I have made major geometry changes. https://www.halowaypoint.com/en-us/...ciousMan_42d90610-df07-4ae9-ac10-d84262a66015 I'm looking to see if both sides are even and most of all fun
Sunday Screams GT: KeeLoker Map: The Labs 2.0 Map Link Gametype: Project Chimera (Linear Infection) Game Link Player count: 12 players Description: After a failed experiement gets out of hand, evacuation and safety become an absolute priority. This map is unique in that from the start you are given two different paths to choose from both offering very different areas for varying gameplay. Along with side objectives you must complete along the way, the main goal is to get to the saferoom at the end of the map. Does all scripting work? (Waypoints, switches, interactables, etc.) How often did humans make it to the end if at all? If the humans never made it to the end, what was the farthest phase they made it to? (please specify which path was chosen too) At any point did one side feel overpowered? Were weapons too scarce or too plentiful? Any other useful feedback would be appreciated.
Already tested on Wednesday's lobby Check out the stream over here... or read the summary of our thoughts here
I'm down to help out the iForge crew when I can! I have weekly band practices that have been falling on Wednesdays lately so I might not be around on that day until later, but I'll show up when I'm done. I should be able to make most Monday night games. If you're looking for more maps, here's a few that I've done recently. Sadly, I've been mostly working on Extermination maps, and only have one newish 4v4 that hasn't seen much testing. Extermination: - All of these are new and need general testing. Helheim is the one I'm most interested in getting games on. These can get funneled into Unicorn's lobby if there's no room for Exterm maps on Mondays / Wednesdays. Map: Helheim Gametype: Extermination Players: 4v4 Notes: "Forerunner hell" themed map. I'm looking for feedback on the weapon set mainly, but open to other criticism. Map: Tumbleweed Gametype: Extermination Players: 4v4 Notes: This one's set in an old western town and has a custom Rain of Oblivion / no scope DMR as the power weapon. The weapon was made before the recent req update that fixed the Rain of Oblivion, so it's essentially a no scope DMR that fires as fast as you can pull the trigger. I was trying to replicate an old western repeater rifle...It's an experimental map that hasn't seen testing yet so lemme know if it's a **** show. Apologies if it is, lol. Map: Tosche Station Gametype: Extermination Players: 4v4 Notes: Don't forget the power converters! My first ever extermination map - lemme know what you think. Core Maps: Map: The Drumhead Gametype: Slayer, CTF Players: 4v4 Notes: This map never really got a fair shake. I got it about 80-90% done, then I got super sick, had to go out of town for a while and then Extermination came out. As a result it's hardly gotten any testing and is stuck in WIP limbo. Lemme know what you think of it overall, and how it could be made better. Honestly, let me know if it's worth pursing in general. I sort of abandoned it because I wasn't sure if it was good or not. One of those maps... -- Also, feel free to throw on Midala (4v4), Data Mine (4v4) or Circuit Breaker (2v2) some time if you need to fill up spots. All of them are older maps, but I've updated them recently. I plan on submitting some stuff to matchmaking in the near future and am trying to polish them up.
Exterm Dragon is the smaller version. I have not uploaded it here but it is visible on my files. You could also test out exterm trucks.
Map - Eclectic Xe By Bloodpony and Blaze Extermination 4v4 Slayer Check size and configuration from the original Eclectic to this Extermination variant (other variants exist if Xe does not work out). Also, how long do the rounds last, too much cover / separation, too little, etc. Almanac 8v8 Slayer Strongholds CTF Check frame rate with a full lobby plus any other feedback. Will add the link shortly
I have an extermination map called "Oasis" 4v4 extermination gamemode looking for feedback on map movement and weapon choices
Just saw the stream and noticed you tested my map, thank you for that! Just some points I wanted to bring up: I agree that the cube needs to be traversable, and that I have to make spawns not right next to falling-off points. I'll make that something to-do right away. I'll also see if I can reduce some of the fog too. I heard some qualms about the layout and that it needs to be more core-gameplay focused, but I'm not sure what It needed specifically as I couldn't hear over the match audio. What specifically needs to change? I actually have tons of neutral respawns points on the map, It's weird that they didn't seem to work when you tested it. Maybe it's a line-of-sight thing? What was needed about 'making some areas traversable'? I couldn't seem to find any areas that were non-traversable. I noticed that you spawned at a neutral initial spawn point, which shouldn't have happened. I will investigate to see why... And finally... There was a bottom area to the map that you guys (or at least, the streamer) never explored. Was it hard to see this aream or was there no incentive to go there? I had hoped with the scattershot at the bottom it would have a reason to go there, but perhaps I need to make it clearer that it IS there. That's all I could think of for now. Please tell me if I missed something.
Sunday Night Screams Lobby 2-12-17 Breakdown and feedback Stream on twitch now! www.Twitch.tv/Brusky0086 Thanks again to all the rad players that stuck with me the whole 3 hours I appreciate it.The stream is in past broadcasts on my Twitch. Now let's get to the maps! Map 1- Scarbeus Gametype-"Awoken" By Buddy Jumps (Forge Factory) Players 12 Games played- 2 First game was very hard to make it to second area.Infected being invisible and also good players made it rather difficult.Lobby felt that the Spartans need either more health or Two hits to kill them.On Second play we did manage to get inside all rounds so it was a little easier once we understood the time for door to open on first area.Inside the temple visibility of infected was still the main complaint.Aesthetically it's looking solid and I know how good you are at that area so no worries.Theme wise very solid and I like the idea of the map and game itself.Full audio from players and a breakdown on the Twitch past broadcasts for more.But another great BuddyJ map so keep working on it I can't wait to play the finished product!I will test this again this week more as well buddy. Map 2- Eagles Nest by SpaceOrk02 ,The222v,JA50N 0 ,Brusky0086,and INFINUT (iForge) Gametype-Infection (Standard) Players-12 Games Played -2 Based on a Halo 3 Campaign Mission E.N. is a group iForge map with the final gameplay ,weapons and tweaks done by SpaceOrk02. The map went over well in the lobby and gameplay was very balanced and fun.Although the Hammer in bottom is strong eventually the Spartans all dies with very few rounds going to them. Small FR issues at end of Hangar however not game breaking.Aethetics and theme are solid and it really is a very accurate re-creation of the area of the UNSC base.More testing tho is recommended since this was the first time it's been played thoroughly.Great finish to a team effort Ork! Keep it up. Map3- Forest of the Dead Gametype- "Flood" By Justinsane Players-12 Games Played-2 Based on" The Library" from Halo CE this is a very large Infection map which balances that with very fast Infected players.The map theme is solid and a strong re-creation of this area design wise however it's size was the real major drawback.There were a few spots we were able to get high and break but Justin was in lobby and will adjust those.I think collapsing some of the large back halls with debris to keep the gameplay more inside the center room will give you the desired effect you want with maybe 1 it two smaller back routes through the debris. The flood are just too vulnerable on flat open spaces against Magnums.Changing the starting weapon to ARs might help as well.A great effort tho and one I hope you keep working on! Bonus Maps on stream! Silent Hill by Daemon Knight Intonation by INFINUT Highlands by IReclaimerI Origins The Lab by helljumper Acolyte by Pat Sounds More! Core Testing was done Monday Night as well so the feedback on those 4 maps posted soon! --- Double Post Merged, Feb 14, 2017 --- Im typing up feedback for ya Flanders and i will rewatch stream see why i didnt go down there and also want to test a second time before i place judgment or give advice.The theme is solid tho and a great concept.No worries nothing goes smooth first time.
I do my best to utilise any feedback I get, which I have already made some adjustments. With how I have collapsed the large back hallway and how I plan to place the debris I think it should help balance the Magnum vulnerability. Also I shall consider adding in 1 or 2 smaller routes depending on how the areas look. And to also note, I've made my attempt at scripting the large door. I should have things fully updated in about 2 days, then I shall repost for another sunday nights scream That is if it's on at the same time
Hmm, you played a wrong version. The infected are not invisible... I'll check everything before you are able to test it again to make sure you play the newest version everytime. Sorry for that.
Thank you. Just a bit of warning that I've now updated the map a little bit since you played it, so some things might be different (railings, more lights, changed that buggy spawn, reduced the fog and the shininess of the top area, and added blockers so you can go up the lip of the shield areas. Still haven't figured out how to make the cube traversable though)
I have two maps to submit! One will be a mini game and the other is an invasion map Map Name: Pixel Run Classic Map link: https://www.halowaypoint.com/en-us/...Jexess13_3d775765-9956-4a88-86ac-d26ccff7268a Short Description: Run across platforms to earn points. Have more colored platofrms than the enemy team by the end of the round limit to score. Player count: Recommended: (6v6) Max: (8v8) Gametype: Pixel Run Classic What am I looking for? For players to have fun Issues: There are 3 rounds, by the start of round 2 and 3, the points will still be on the score from previous rounds, but no worries! It will correct itself once all the squares are taken. Map Name: Breakpoint (incursion) MapLink: https://www.halowaypoint.com/en-us/...Jexess13_fbb588ba-fc63-4229-9eef-62c2f8029484 Short Description: Incursion is similar to invasion but not quite. So its called incursion for that reason! Capture the territories and deliver the core to score a point. (Hint: Being in both territories at the same time will help capture it faster) Player Count: Recommended: (6v6) (CAUTION: PLAYING WITH 8v8 IS VERY CHAOTIC) Gametype: Incursion What am i looking for? All incursion maps are at playable, however, I am still looking for suggestions on spawns and map control. I had some lobbies where its balanced for both teams but I also rarely had a game where the attacking team had trouble capturing. (Maybe this is just the attacking team sucking? Who knows)
Gt:JA50N 0 MAP: BIG RIG2 MODES: BTB CTF, BTB, ASSAULT, BTB STRONGHOLDS... (you choose ; ) ) In "block out" phase Edit: would also be interesting how a 4v4 holds up too : /