thanks for the feedback on Desalination: Ninja stated something that I felt was fair about the sniper island. He basically said that it was too far out and too hard to get to in order to harrass the sniper. I'm going to look at balancing that better, but any specific input on that spot would be appreciated. Also, I'd really like some help with spawning on that map. Any of you who are good at deciding where and what type of zones to place, please do me the favor of loading up my map in Forge and taking a look. Let me know if you don't have it in your recent files. Thanks! (I'll type up my feedback tonight most likely)
Yeah in fairness he had a lot to say about everybody's maps. I never considered the sniper overpowered before- its never seemed impossible to cut through the water, just dangerous. And if you are sniping from there its obvious where you are, so you get hunted down quickly. But i suppose its a dominant spot that some might be able to exploit too much.
yea. but going back to your comments above, you seem to have nailed my intent for the map actually. that a team should have to work to push through the middle of the map. If a teammate goes out to snipe, that leaves one less that can directly assist in the capturing, and one less that can thwart off another team's attempts at close range. Sitting out there on the island sniping has its advantages, but I feel it also has some disadvantages. If that sniper gets bored out there and wants to venture into the Lighthouse/tower thingy, they can't stay there forever due to the fusion coil hazard... ANd a ghost driver going out to harrass the sniper has to kind of know that he's taking one for the team potentially. If other team wants to counter-harrass the ghost, that leaves one less team member to do other stuff too. So yea I'm starting to see that this layout is actually pretty good and it ends up balancing itself fairly naturally. It does necessitate a bit of strategy on the part of a winning team.
TCOJ Lobby for 4/6/2013 This is the signup lobby for the TCOJ testing lobby of Tuesday 4/6/2013. Do you like fun and friendly custom lobbies? Do you like feedback? Then you will get both right here. Signup below and you will recieve a slot for your map, I will aim for between 8-10 slots/players, and once we play your map we just pass it along to the next guy on my list. We also try anjd get 2 rotations, so two turns on your map. If you don't have anything to test, no problemo, we will gladly have you along to play and help test. THIS LOBBY WILL BEGIN AT 11PM GMT, 7PM EST. I will usually throw up a feedback thread for the lobby the next day, so check back for some critique/advice/praise!! Recapping is not mandatory but highly encouraged. Any little titbit is of use, so please drop some in the feedback thread for all to read. ATTENDEES: 1.Juanez Sanchez 2. AnotherClaymore 3. JDawg 4. Nakala 5. NuttyMcnutbag 6. basketskate3 7. 8. 9. 10. RESERVES 1.AUDIENCE 2. GG 3. Chronmeister 4. Getrdy2fall 5. Elliot THANKS AND SEE YALL THERE!!!
Nice to see Mr. Sanchez stepping up and running this! Good luck. If life allows, I may be online so invite me if you need an extra.
I've been playing Halo again. If I'm not busy (or actively doing something else on Halo. I have a few projects going on that I'm trying to push out as quickly as possible) I'll join you. reserves.
I'm back in the game; sign me up. I still do not have anything new completely finished yet, so expect more old stuff.
I'm in for Tuesday. I may even have a new map to test. I have balanced the spawns and added two initial drops Kamohoalii to help more evenly spread combat. I'm thinking of running CTF on it this week.
I might be able join. But if I do, I will have to be pretty quiet an leave a little early. I start work at 8:00am on Wednesday.
Thank you everyone who showed up! Some things could've gone better and we were unlucky with the numbers near the end of the lobby, but I'll keep these things in mind for next time I'm hosting a Reach lobby. I had a lot of fun, I hope you did too!