Panic! on a Halo 4v4 Strongholds or CTF I've given this a resize pass. Aside from a moderate reduction in overall width, I've made a number of internal rearrangements to bring things closer together and make the map a little more intricate. Interested in your thoughts on how well it worked out.
I'm having to work 10 hour days this week so I may be starting a little later than normal but I will try my best to get to these!
GamerTag: IIICLAESSICIII Co-Forgers?: Map: WAR RIVER V.2.7 Gametype: BTB CTF SLAYER Player Count: 12-16 Map Link*: https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/map-variants?lastModifiedFilter
I tried doing more to Panic! On a Halo, but I couldn't figure it out. So instead, I took something you said and went hard on that. I think the result is a stronger map than Panic! was. Launch Complex D21 2v2 (probably) or 4v4 (maaaaaybe) Slayer/CTF
Bringing this back, obviously. Launch Complex D21 2v2 Slayer or CTF I think you'll like the changes that have been made. Hopefully you can find a few players to give it a go.
This again, of course: Launch Complex D21 2v2 Slayer I also have something else in the pipe but it remains to be seen if it'll be in a ready state for Friday. edit: here Steel Sphinx 4v4maybe Slayer This may or may not have spawn points set up by tomorrow. If you open it in Forge and there's no respawn points, it's just that I haven't found time to do it - they'll be there eventually.
Launch Complex D21 has received a lighting touch-up. The changes are relatively minor - I'd skip this unless you have enough people to play it, there's not much point opening it in Forge. 2v2 Slayer or CTF if you play it. Steel Sphinx 2v2 Slayer Changes: - Lighting balance - Added containment - Plasma pistols reduced to 70% charge on spawn - Replaced OS with camo - Added named volumes and cameras - Fixed windows - Added scripted bits.
Steel Sphinx 2v2 Slayer More frames. More routes. More cover. More Overshield. Less rockets. Less switches staying interactive after the other one's been pressed. Less broken intro cameras. Less tank health. Good times.
Unfortunately I wasn't able to find time to work on the new map I wanted to this week. Maybe next week. In the meantime, Steel Sphinx has received some changes: - Slightly reduced rocket respawn timer - Slightly increased tank respawn timer - Added a secondary clamber route to rocket base - Adjusted the trapezoid speedbumps in the back alleys to be lower across most of their width - Reduced the tank's starting health - Added explosive barrels to rocket base - Added respawns to physics objects so they can't be used to permabreak the map - Tweaked lighting of the vent peeks Loading this in Forge wouldn't give you any information you can't imagine from this post, so I wouldn't bother. Refining the gameplay through minor changes is the key at this point. It would be good to get some rounds of 2v2 Slayer in, but otherwise there's not much else to poke at.
The most I can really test right now are 2v2's and its not guaranteed. If the map is bigger than that I'd still love to spend some time walking around on it and point out what I see.
Hola, quería tener el casco "olive", pero no soy muy bueno con los mapas, este mapa es una pequeña copia de la jefatura de la policía, quisiera que lo jugaran, muchas gracias de antemano. Gamertag: El Carronhero Mapa: Cuartel General de la Policía Modo de juego: Husky Raid Rodear a: https://www.forgehub.com/maps/police-headquarters.7517/
No problem, Hopefully we have enough people. If we don't have enough people I can at least try to walk around on it to show it off on the stream.
Thanks for doing these again. I'll be on tonight and be able to help fill the lobby. Gamertag: Knowbodhi Map: Ellimist Gametype: CTF, Slayer Player count: 6-10 All feedback encouraged, but my focus is: 1. How is gameplay effected by the Endgame? 2. Do the unique strengths and weaknesses of each flag spawn balance out fairly? 3. Are player spawns (particularly for CTF) sufficiently safe yet quickly accessible?
My sleep schedules been a bit rough this week so I'm going to get in a quick nap before getting on. Sorry if it's a bit later than normal. Thanks everyone for submitting the maps!
I've done some minor changes to Steel Sphinx in an attempt to reduce the hitching. You shouldn't notice anything visible, but hopefully it'll be less likely to freeze when you look across mid. Aside from that, I've also changed several physics objects to be fixed. The stuff we talked about with moving boxes to do things is still on my mind, but on this map it's too exploitable. The only thing I really need is 2v2 games played on this. The only thing to be done if there's no players is a quick check to see if the hitching is fixed, since I can't detect that myself.