HSFN / iForge Custom Testing

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

  1. brusky0086

    brusky0086 HSFN/iForge
    Forge Critic Senior Member

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    Core map testing in 30 i need 3 players if anyone wants in message me soon.See ya on stream.
     
  2. Justinsane

    Justinsane Legendary

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    "Sunday Screams"

    Map : Forest of the Dead
    Gametype : Flood
    Player Count : 16 (Stress Test)
    'Short' Description :
    Big Team Battle meets infection, the Library from Halo ce but made for infection.

    What am I looking for :
    "Is it fun" and a "rating out of 20." :salty::yes::no::salty:
     
  3. brusky0086

    brusky0086 HSFN/iForge
    Forge Critic Senior Member

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    The iForge Experience

    2-14-17 and 2-15-17 Testing
    Stream Available at
    www.Twitch.tv/Brusky0086
    First thanks and foremost to the helpful testers on Tuesday and Wednesday Night into early Thursday.
    I appreciate your help along with all the forgers.
    All the tests are available to view in the Past Broadcast section of my Twitch linked above or just search for gamertag. Please Follow so your alerted next time the live stream is on .

    Core Tests

    Map 1-
    Malachite
    by OverlordRaven91 (iForge)
    Extermination 4v4
    Games Played- 3
    I thought the maps layout catered well to EXT
    and the games were pretty sweaty on it.Color scheme is nice although we thought the green pillars should be shiny instead of bland so shellac would be nice.Mixed reaction on double speed boost for powerup there were a few rounds were a player got both and was super fast.One feature on here that is brilliant is the moon you have created peaking through the holes in cliffs.Well done it looks great.More feedback on stream from lobby.

    Map 2-
    Corrupted
    by FlandersNed
    4V4 Core
    Games played-2
    A very unique theme that we all thought was smart and different.The execution of it is tricky though although most if what you have works.Making the center block clammorable on all sides is better for center and also try lowering it so that the sides become access points to bottom and vice versa. Shield for floor besides the two spots where lifts shout u out might be too much,a lot of falling off deaths maybe cut back on amount and see.More Spawns in center and sides.Keep working on it though I like we're this is going and I will test further for.Good Job tho I think it has potential to be great.More feedback on stream.

    Map 3-
    Tosche Station
    by Pat Sounds (iForge)
    Extermination 4v4
    Games Played -2
    A Star Wars Themed Map and one of the best yet.This art style is killer Pat.Very nice Landspeeders as well.Layout wise I think it played very well as did lobby.Very few complaints at all.The games were fairly balanced and competitive so I think the weapon choices work and the Damage Boost is a good option here.I'm sure there is some changes suggested on stream but not from me.A very well crafted EXT map.

    Map 4-
    Clockwork
    by Grayishpoppy210 (iForge)
    2V2-3v3 Core
    Games Played- 2
    A rad theme poppy, I would love to see gears turning if you can find someone to script them. The map is built inside you guessed it a Clocktower with two main levels to interact with and the gears split the center.Overshield was not being grabbed I think you should move to top catwalk section where more visible and put a power weapon down low.Spawns seems ok and map worked fine and played better I think 3v3 instead of 2v2 .Especially strongholds which worked well and was fun.More feedback on stream.

    Maps only tested once-
    Carlyle
    Outskirts
    Bags of Sand
    Big Rigs
    Waist High
    Once I get a second or third test I will type up feedback.I will have it done by Friday.
    Bonus Maps on Streams
    The Power of One (Race)
    The Gate (MiniGame)
    ChillPillP2 (2v2)
    Car Wash (FFA)
    More!!
    --- Double Post Merged, Feb 16, 2017 ---
    Calypso tested once not Carlyle
    --- Double Post Merged, Feb 16, 2017 ---
    Mini Game Tests coming this weekend!Sign em up peoples:)
     
  4. FlandersNed

    FlandersNed Legendary

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    Hey,

    Watched the stream and saw your comments.
    • Tried making the cube clamberable but it's not possible to make it entirely clamberable without blocking people from getting on it. However....
    • ...Good idea on making the square a diamond, that will make it easier to clamber and traverse for everyone. Will replace the cube soon.
    • Will see if lowering it makes access easier.
    • There are actually shields for the floor besides the lift shield areas, but when you fell through it in the stream someone had broken it. I'll colour code it back to white so it's more visible, maybe reduce the respawn time.
    • You said that there should be better access to the bottom floor from the middle, but actually there are already 2: one from the spawn after jumping past the top lift, and the other is down the hallway next to the one way lift shield.
    • The bottom area isn't that interesting; I will see what I can do to make it more so. Perhaps a bigger playing area, multiple pathways on the bottom?
    And finally...

    • There are actually respawn points all over the map already, but for some reason they aren't being used in game. I'm thinking its the game abiding by the LOS or Danger rules; maybe removing them will change it?
    Thanks for the feedback, I will be working on this to make it better.
     
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  5. Pat Sounds

    Pat Sounds Legendary
    Forge Critic Senior Member

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    Thanks for playing Tosche Station while I was at practice last night. I got some good feedback and made the following changes to the map:

    - Put a lightrifle at the shuttle (where the carbine was)
    - Moved carbine to the opposite wall from shuttle on the run up to damage boost
    - Added a splinter grenade in mid
    - Added two plasma grenades, one on each side of the shuttle platform

    I"m hoping adding some more weapons will help move the matches along quicker. I think it doesn't need a ton of changes but I'd like to see the map play with fewer tie rounds. I'll probably keep working on reducing nooks and crannies more to cut down on the amount of hiding spots. Might get rid of that pillar in the back corner too.

    Also, I've replaced all of the glass and shields in Data Mine with visible boundaries. The map looks a lot better and I've all but eliminated the frame rate problems. The map plays a lot better now, so feel free to throw that on for a warm up sometime. I wanna make sure the map is free of performance issues.
     
  6. shonbag69

    shonbag69 Legendary

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    Map Name: Conduit
    Short description: A small mostly symmetrical map (terrain differs) with an ancient structure type theme.
    Player counts: 4v4
    Gametypes: Extermination
    Prefered gametype for testing: Extermination
    What are you looking for regarding the test? Spawning, map traversal, weapons, balancing, named locations (do they fit and are they able to be learned quick?).
    --- Double Post Merged, Feb 17, 2017 ---
    I've updated this map to work for Extermination, this includes weapon changes.
    Updated Link: https://www.halowaypoint.com/en-us/...honbag69_185d121c-b422-4dc3-96f8-c2d10708e28e
     
  7. GrayishPoppy210

    GrayishPoppy210 Legendary
    Senior Member

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    For tonight:

    Map name: Shulva
    Description: based of sanctum city from dark souls 2
    Playercount: 4v4
    Gametype: extermination
    What are you looking for?:
    General feedback, size?, Weapons? Etc.
    https://www.halowaypoint.com/en-gb/...Poppy210_84fe7f9b-91d6-4d1e-bb58-6995958738cb

    Map name: Flameless shrine
    Desc: AndyLardboy's Firelink shrine from dark souls 3 edited for extermination
    Gametype: 4v4 extermination
    What I'm looking for?:
    Is it too small?, are boundaries clear?, Another other general feedback
    https://www.halowaypoint.com/en-gb/...Poppy210_8e309735-5eec-4acb-b2e0-cd0d2cfcf800

    Map name: High wall
    Desc: currently in semi blockout. Based of high wall in dark souls 3
    Gametype: 4v4 extermination
    What I'm looking for?:
    General feedback, size?, Weapons? Etc.
    https://www.halowaypoint.com/en-gb/...Poppy210_82402e1a-bf5b-4ba2-8e33-4c505ecf8842

    Thanks
    -GrayishPoppy210 (iforge)

    I won't be on halo alot at the moment because of GCSEs but I'll still try to respond to any feedback I receive
     
    #47 GrayishPoppy210, Feb 18, 2017
    Last edited: Feb 18, 2017
  8. Brandon R.

    Brandon R. Legendary

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    I have 3 maps I would like to playtest. The Core Section of 4v4 maps.

    Map 1: Helix- Gamemode- King of the Hill
    https://www.halowaypoint.com/en-us/...rbiter42_c4fd422c-f081-417f-bd59-3731ed37fd88
    Description-Opened up facilities get shut down due to extreme weather for untold centries, leaving a permenant mark in UNSC Data Bases.
    download.png
    What I am looking for?- Well I want to see if theres Framrate, Spawning Issuses, and Weapon Placement.
    Map 2: Quake- Gamemode- Slayer
    https://www.halowaypoint.com/en-us/...rbiter42_e47df8f5-0bd3-4942-896d-3d2dec8b9ffb
    Description-Truth be told, set Relics really identify what Forerunners can do. (IMPROVED Version of Flux)
    download (1).png
    What am I looking for?- Gameplay Changes, Framrate, Spawning, and Lighting Fixes
    Map 3: Cycle- Gamemode- Strongholds
    https://www.halowaypoint.com/en-us/...rbiter42_189bc99d-2171-433c-b427-36ae94fb0465
    Description-Retaining the same feel the original locations had, this spot was known for greatness of view and verticality.
    FUW9L50U.png
    What am I Looking for?- Spawning, Framerate Issues, Spawning Issues, Replay Value, and Gameplay Changes
    Thank you for taking the time to reading this and Happy Playtesting! :) -Goldarbiter42
     
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  9. ImDahUnicorn

    ImDahUnicorn Mythic
    Senior Member

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    I will start the corny customs in little over an hour and I'll be testing 4v4 core and extermination. If you want to join the lobby send me a msg saying "corny customs" (my gt is ImDahUnicorn) and if you want to watch the testing during or after the testing I'll be streaming it on my twitch with the same name as my gt.
     
  10. ImDahUnicorn

    ImDahUnicorn Mythic
    Senior Member

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    Here's the feedback from the corny customs 18/02

    Note: During the lobby I streamed the entire process, however, as I'm sort of a noob on twitch I didn't realize I had to turn on so my streams are saved, so the entire 2,5 hours stream isn't saved
    (too bad cause I hit some pretty sick snapshots :p). Because of that i will try to go more in depth on the feedback here in the post. (I'm sorry for any inconvenience)


    Thanks to:


    • Goldarbiter42
    • WoolySole584
    • ThisIsNotTheNSA
    • Shaady2
    • X SLOTH X
    • spartan blood 1
    • The222v
    • RiceCrispyKillr
    • HaloFanDave1

    for being in the lobby helping me test the maps as well as giving feedback.

    We played for about 2,5 hours we didn't even have the time to play all maps (I will try to make another lobby for those, or start with them in the next lobby if I don't have the time to make another lobby).

    Here's the maps we played and their feedback:
    (we played coremaps first then Exterminationmaps)

    Soulrift by Ascend Hyperion

    • Players didn't feel like there was a real insentive to go down in bottom mid where OS spawns, except for the OS.
    • Some deathpits can be a bit unclear on the map, one being the by upper lane going towards Fuel Rod spawn.
    • Even though I thought it was fine it's worth noting that some players were doubtful about where the Fuel Rod and OS spawns.
    Otherwise the maps looked and played solid :D


    Controlled by xMalevolution

    • Replace the propipe with a plasmacaster, rocket launcher or a normal grenade launcher.
    • When looking across the map there could sometimes be hard to see any depth in the map, throwing some players off.
    • There was a hallway behind the sniperspawn that was connected to the sniperspawn, however that connection was hard to see. I myself only realized it was there until we were in the second half of the game. If you could make it more visible so people realize it's there that would be great.
    • Some players thought the sentinelbeam was unnecessary.
    Otherwise the map played good and people didn't have any direct issues orientating themselves.


    Corrupted by Fl4ndersNed

    • The map could use a bit more ways to orientate players.
    • The bottom 2 layers are not needed, or used. Taking those away would probably make the map play better.
    • The spawns need more work. We would almost without fail only spawn in our bases, and if we didn't there was this one spawnpoint we'd spawn on in the bottom layer.
    The map was very interesting though and with some changes it could probably play pretty good.


    Calypso by PharmaGangsta1

    • There was some framerate on the map, most of it was by the Charlie stronghold, and a bit by Barvo.
    Other than that the map played good and we had a good time on it.


    We played 2 more core maps but since the creator was in the lobby he got the feedback directly and I won't write it down here.


    Firewall (was named exterm beta 2 when we played it...) by Mr Deliciousman

    We didn't really have anything negative to say about it, it played good in our opinions.


    Helheim by Pat Sounds

    • The map needs more safe spawns as there was a lot of spawnkilling and in general, a lot of spawns close to enemies.
    • Spawns in the pit would be nice as both safe spawns and just in general giving the game the option to spawn you somewhere else than where you have the spawns right now.
    • The yellow door (as we called it) in the middle going towards the damage boost could be made going through a bit easier, as a lot of players had issues trying to go through.
    The map looked really good though and except the issues I just pointed out it played good.


    Tumbleweed by Pat Sounds

    • The map feels flat (best word/way to describe it) when playing it.
    Other than that the map looked really good and played good, it just had that feeling...


    Tosche Station by Pat Sounds

    • might need some sort of chokepoint or it needs to be smaller as players keep running in circles, the so called donut syndrome
    The map aesthetics look really good though, and the weaponlayout was solid.


    Those were the maps we had time to test.


    Maps we never got around to were:

    The Drumhead by Pat Sounds

    Conduit by shonbag69

    shulva by GrayishPoppy210

    flameless shrine by GrayishPoppy210

    Obsidian by OverlordRaven91

    Malachite by OverlordRaven91


    Note: i did not pick any maps over another to test, except coremaps over exterminationmaps as there were so many exterminationmaps. I simply played them in the order they were submitted to the thread. (Soulrift being the first 4v4 to be submitted)

    If you have any questions regarding the feedback feel free to send me a message over on xbox.
     
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  11. Pat Sounds

    Pat Sounds Legendary
    Forge Critic Senior Member

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    Yo, I really appreciate this super detailed feedback post. I tried to scope the stream but like you said it was missing. This more than makes up for it! I'll see what I can do to address your feedback here, and hopefully fix most of the issues. Thanks a bunch for testing them.
     
  12. ImDahUnicorn

    ImDahUnicorn Mythic
    Senior Member

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    I'm glad you find the post useful, I spent 2 hours making sure I didn't get anything wrong... (and to play around with the colors lol)
     
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  13. Justinsane

    Justinsane Legendary

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    Is Sunday Screams still a thing? Because I've been waiting for Brusky to jump on and invite me for testing but have yet to see anything. Did I miss something. Or is Sunday Screams happening on a different day due to some circumstances.. idk..:(
     
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  14. ArturBloodshot

    ArturBloodshot The Architect
    Forge Critic Senior Member

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    It's still a thing, just gonna be a little late :p
     
  15. brusky0086

    brusky0086 HSFN/iForge
    Forge Critic Senior Member

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    Be on soon got called into work earlier my bad guys:(
    --- Double Post Merged, Feb 20, 2017 ---
    What a rad job ImDahUnicorn did Saturday wih a great lobby and great feedback!!
     
  16. FlandersNed

    FlandersNed Legendary

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    Hey,

    I've been working on a much better version of the map that makes the bottom area more usable and also provides a lot more orientation. However, I've been having problems with waypoint and the map does not appear there.

    Just to make sure, did the map have an orange coloured skybox or a grey coloured skybox? The grey coloured one with stairs from spawn is the new one.


    Also, I have no idea why but all spawns expect the spawn are being ignored. I have respawn points all around the map but the map chooses to only use the spawn ones.
     
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  17. brusky0086

    brusky0086 HSFN/iForge
    Forge Critic Senior Member

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    Rip to my Halo 5 Disc.
    Its done for and i must purchase a new one.
    Will try today if i have funds available.But the disc did last over 95 days playing timr so i guess it was a trooper tho.:(
    #Bruskysadness
     
  18. ImDahUnicorn

    ImDahUnicorn Mythic
    Senior Member

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    tbh I can't remember, I was gonna go in and look now but it's no longer visible :/
     
  19. ImDahUnicorn

    ImDahUnicorn Mythic
    Senior Member

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    RiP :(
     
  20. KeeLoker

    KeeLoker Legendary
    Wiki Contributor

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    Probably should just buy it digital then...
     
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