Gamertag: GrayishPoppy210 Map name: Sanctum14 Game type: 4v4 hcs slayer (contest gametype) Link:https://www.halowaypoint.com/en-us/...Poppy210_7ff50240-9a16-4b4b-b206-f1ac0833faff Thanks for the test as usual.
GamerTag: lNeedMoreBleach. Map: transit test 13 Gametype: 4v4 Hcs Slayer. feedback: all feed back. seriously anything.
Gamertag: Knowbodhi Map: Mikasa (beta) Gametype: 4v4 Slayer Feedback: This is a blockout, so: sightlines, flow, spawns, and weapons are primarily what I'm looking for. All feedback welcome, though.
Gamertag: radar3301enigma Map: Sight Unseen Gametype: Standard 4v4 Slayer Map: Counterpoint Gametype: Standard 4v4 Slayer All feedback welcome.
I'm going to chime in early on this. I forgot that you were asking for just the above, then I came back here and realized that this is just a block out, but in any case, I already took screenshots, so... Weird Geometry: Open Pipe Pillar (both sides) Spawn Circle (both sides) Ramp to Outside (both sides) Lighting Issues: picture 1 (both sides) picture 2 (both sides) Weapons/Powerups: 1. Weapons felt very minimal, so I propose adding a weapon to one of these two rings, if not more to other places as well. 2. Having two needlers spawn on the map is just... I can't even describe how much I personally dislike this. 3. I feel like I should make a comment about how having 2 speed boosts on the map seems wrong/too much potential for abuse, but I could be wrong. Flow: 1. Getting to the Powerups from spawn is very confusing and complicated. There *are* 3 ways to get to it, but one is not very obvious and requires a skill jump, the second puts your back to 90% of the play area, and the other way makes you precision drop down on it and if you miss, you're screwed. 2. Getting to the lower platform from here is a bit tricky.
Holy thoroughness, Batman. The extensive, thought out, and well articulated feed back is much appreciated. I whole heartedly agree with points 1 and 2 for weapons. Definitely gonna add some more action and needler indeed felt like an obnoxious, constantly respawning power weapon during play tests. As for the speed boosts, you may be right, but I'm on the fence. For 4v4 slayer, two seperate players on one team each having speed boost would indeed be quite powerful, but it would also require them to memorize two seperate spawn times and often be at two places at once. It'll need more testing to determine a) how achievable is it to consistently get both boosts and b) is having both so powerful it's game breaking. Point 1 for flow is something I simply had not thought of and now that I have, I couldn't agree more. Definitely changing that. Point 2, it was made to be tricky intentionally, but you've made me reconsider if it should be. Thanks again for all the feedback.
I guess I have a different experience then; I consistently memorize the pickup times for both Camo and OS on Empire, and even if I can't get to them, I call out the times on both so a teammate can. It's not that the lower platform is inherently "bad" tricky. The upper platform partially blocks the path to the inside of the platform, and the lift blocks the outside path. All it might need is an adjustment of the lift further back? --- edit --- I like what you've done with the changes with the weapons and power-up positioning. About the lower platform, here's a quick video to illustrate what I mean: link. Of course, I fail on the first couple jumps, but hopefully this illustrates some of my frustration with the geometry of this piece. --- edit 2 --- More weapons thoughts: While I like having/using DMRs, I don't feel it has a place on this map. This map feels very close-quarters with lots of room for cover, and there are maybe only one or two places where I feel the DMR has an effective sightline, thereby reducing its usefulness. My suggestion would be to replace the DMRs with a 0, maaaybe 1, spare clip Shotgun. Of course, I haven't playtested the map with anyone, so again, take it as you will. (As a note: I don't quite feel the same way with the Light Rifle, given its ability for a 3 shot perfect kill.) Also, with being such a close quarters map, add a few more splinters, to use as Area Denial.
Again just wanted to appologize for not being able to host friday's lobby. I will get to the maps this week. We had a pet die unexpectedly and it was a bit taxing at the time.
Can you reserve a few spots for the Scripters Guild please. I am not certain which maps/modes will be ready to go by the next test but we will have something for you.
7th would be a slightly updated version of 1 Flag plaza. 14th, possibly KotH on 2 or 3 maps if it's ready by then.
GamerTag: lNeedMoreBleach. Map: transit test 13 Gametype: 4v4 Hcs Slayer. feedback/notes: progressive updates have been made so any and all feed back is appreciated. GamerTag: lNeedMoreBleach. Map: nohaven Gametype: 4v4 Hcs Slayer. feedback/notes: i got bored also probably over scaled this map, narrow's and haven's illegitimate love child, anyway all feed back i suppose.
Re-submitting these two (new link for Sight Unseen; same link for Counterpoint). A couple of notes about Counterpoint: There were a few comments/complaints about the excessive amount of Shotgun ammo available. I just wanted to point out that they had no "Spare Clips" and they only respawned once depleted. I reworked some of the weapon placements, timers, and spare ammo on the map, as well as removed the Camo. Sight Unseen has been completely rebuilt, with hopefully a larger overall feeling. I added a few more pathing options as well.
Gamertag: Sikamikanico Map: Eden Falls Gametypes: HCS Slayer (4v4 Contest Map) Would like to test this again - have completed significant piece/lighting reduction in an effort to eliminate perf issues. Watched/Listened to feedback on starting spawns (and that players felt they started next to each other?) Unfortunately, your stream seemed to miss the first 30 seconds or so of the match (was like it was playing on fast forward for some reason) so I couldn't see what the problem was. The spawns are literally on opposite sides of the map. Blue spawn on the balcony of blue temple, and red spawn in the door at the furthest point away. Really looking for detailed feedback on area usage/weapon setup/spawns in general: Do all areas feel utilised/necessary? Is the Plasma Caster a weapon players feel is worth fighting for on the map? Is OS to OP? Is the map too convoluted? Do spawns feel repetitive/dangerous etc? Lastly, I heard some comments that it was just a reskin of a previous map - it's not entirely. I've taken about a half a map I really liked and wanted to improve, and that's pretty much it. #triggered
GamerTag: lNeedMoreBleach. Map: Transit 4v4 contest map Gametype: 4v4 Hcs Slayer,strong holds or oddball. Feedback: performance/Frame drops are the big thing's i'm looking for but if you could answer these few questions id appreciate it. Are all the areas being used/utilized? does the sniper and grenade launcher work well together on the map? any trouble moving through out the map? are any spawns unsafe or repetitive? is OS easy to find (bottom mid)? does the map feel balanced?
GamerTag : ArKer Spectre Maps : Seraphim / Suprematie / Aria Noir Gametype : 4v4 slayer, it is for the forge contest. Could you test these maps and give me feedbacks such as if they are not to big, about the weapon or the layout... ? Have I to reduce the fog for Aria ? PS : The 3 maps are different on the esthetic and on the layout : - Aria-Noir is an asymmetrical map which takes place in a .... corrupted world - Suprematie is a symmetrical map with not a lot of verticality - Seraphim is a symmetrical map with a lot of verticality and movement possibilities which takes place in a ruin.
Gamertag: King Kantalope Map: Cerberus Gametype: 4v4 slayer Purpose: Testing for forge contest. This map is a 4v4 map, but starts out as 4 1v1 maps with simple objectives that allow players to enter the actual 4v4 arena. There are no weapon pads, and initial spawns should work properly with player counts from 1v1 to 4v4. Feedback wanted: Are 'objectives' and 'progression' obvious enough? Is it either too easy or too hard to progress? Is there any visibility issues with the geometry? Are the environments fun to fight on? Are the 'objectives' obnoxious to look at and negatively effect gameplay?
Contest map. Reworked paths and art work and weapons. Basically started from scratch. GamerTag: L1MN0DR0MUS Map: Oasis Gametype: Team Arena (Any of the 3) Player Count: 8
Gamertag: GrayishPoppy210 Map name: 25 (Yes this is version 25, yes it's also not that much different from 14. Many things were changed. Many things didn't work) Game type: 4v4 hcs slayer (contest gametype) Link:https://www.halowaypoint.com/en-us/...Poppy210_c8dad80b-c455-4589-a46d-c29cdafe89ac Thanks for the test as usual. P.s. On top of the usual, one particular thing I'd love people's opinion on is the weapon set.