HSFN / iForge Custom Testing

Discussion in 'Halo and Forge Discussion' started by brusky0086, Feb 6, 2017.

  1. PharmaGangsta1

    PharmaGangsta1 Dr. Deathpit
    Senior Member

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    • 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.
     
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  2. brusky0086

    brusky0086 HSFN/iForge
    Forge Critic Senior Member

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    New Times and 2 new lobbies this week so check the top post its been updated.Thanks:)Feedback 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!
     
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  3. nadekil

    nadekil Legendary
    Senior Member

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    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.
     
  4. shonbag69

    shonbag69 Legendary

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    [​IMG]
    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.
     
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  5. MrDeliciousman9

    MrDeliciousman9 Legendary
    Senior Member

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  6. KeeLoker

    KeeLoker Legendary
    Wiki Contributor

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    Sunday Screams :viral:
    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.
     
    #26 KeeLoker, Feb 12, 2017
    Last edited: Feb 13, 2017
  7. ArturBloodshot

    ArturBloodshot The Architect
    Forge Critic Senior Member

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    Already tested on Wednesday's lobby :) Check out the stream over here... or read the summary of our thoughts here ;)
     
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  8. Pat Sounds

    Pat Sounds Legendary
    Forge Critic Senior Member

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    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.
     
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  9. The222v

    The222v Legendary

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    Bags of sand
     
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  10. brusky0086

    brusky0086 HSFN/iForge
    Forge Critic Senior Member

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    Core and Extermination tests at 1130pmcentral
     
  11. LazyStudio

    LazyStudio Mythic
    Senior Member

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    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.
     
    #31 LazyStudio, Feb 13, 2017
    Last edited: Feb 13, 2017
  12. Bloodpony

    Bloodpony Forerunner
    Senior Member

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    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
     
    #32 Bloodpony, Feb 14, 2017
    Last edited: Feb 14, 2017
  13. Hitbox Unknown

    Senior Member

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    I have an extermination map called "Oasis"
    4v4 extermination gamemode
    looking for feedback on map movement and weapon choices :)
     
  14. FlandersNed

    FlandersNed Legendary

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    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.
     
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  15. brusky0086

    brusky0086 HSFN/iForge
    Forge Critic Senior Member

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    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.:)
     
  16. Justinsane

    Justinsane Legendary

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    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 :surprise:
     
  17. Buddy Jumps

    Buddy Jumps Jumpmaster
    Senior Member

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    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.
     
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  18. FlandersNed

    FlandersNed Legendary

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    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)
     
    #38 FlandersNed, Feb 14, 2017
    Last edited: Feb 14, 2017
  19. jexess13

    jexess13 Promethean

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    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 :D
    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.
    upload_2017-2-14_16-0-24.png

    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)
    upload_2017-2-14_16-0-58.png
     
  20. JA50N 0

    JA50N 0 Legendary

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    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 : /
     

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