4v4 Playtest Lobby for Tuesday June 11th 7pm EDT Need to know how this works? Click here to read our FAQ and rules. You may want to actually read them this week, if you're not familiar with some recent changes that were made. This lobby will be held on Tuesday June 11th, starting at 7 PM Eastern Standard Time and ending around 10. Attendees: 1. nakala (beemer) 2. Sanchez 3. Chron 4. AnotherClaymore 5. unrivaled20 6. J DawgMillenium 7. 8. Reserves: 1. Nutty 2. Mink 3. Ginger (post gamertag plz) 4. Sup3rNo7a For invite send messege to XBL GamerTAGs: AnotherClaymore & Juanez Sanchez for invite at start of lobby.
*A forlorn tumbleweed blows through* Put me in reserves. I have no idea what I'm going to be doing next week.
Arboretum I like the changes you made where the shield doors were. Although I'm not a big Extraction fan I think that extraction played very well here. Slayer also played well but most of the action happened down the middle but that seems to be the nature of the map. You might consider moving the sniper to reduce its impact at green. Maybe move it down to the ground below where it is now. This way it makes a player move from where they pick it up to where it is useful. Palisade I love the frenetic pace of this map. It is still fun even if 7 or 8 is a bit crowded. Expanding the grassy areas would be cool. It would give you a place for a bit of cover in there and slightly safer spawns as well as maybe make it big enough for 4v4. I do agree with Mink that the center could use a couple ramps to the upper ring. Maybe at the ends at orange and sea foam. Villainous (SVH1) SVH1 Was my working title. It stands for Super Villain Hideout, the original concept for this map. Despite the large chunk of the floor in front of blue that was missing and the shortened game I think it played very well. I'm glad everyone liked it, thank you. I have added some cover at gold and tuned the weapons and of course fixed the floor. I look forward to playing this in its complete form next week. Paranoia Hills The spawning went smoothly. I do agree that it would be much better with more players, 12 to 16 I think would be best. I did find that I was getting caught on the ramp out of the needeler spawn room but that can easily be fixed with a wider ramp. I think you could expand the third level of red base toward the front t accommodate a turret to help balance objective games. You might also consider building something to replace the gold two story building with the turret to eliminate the jump up to the rocky hill. Double Helix I really like this map. Regicide played very well here. The ceiling lifts could use some pointers like the ones at red ans blue. I never even noticed they were there and I even saw someone use one of them. Lol. Kamohoalii It's pronounced Ka-moho-ali-i. lol. It is Hawaiian It is the name of a shark god. I think CTF played very well. Both top and bottom routes were utilized, there were no bad spawns and the away spawns worked the way the should. Claymore I think the gameplay was more up top as a product of the flag home spawns being all on the upper level. The weapons did not respawn but they do now. I have retuned all the weapon spawn settings. That should also help push more gameplay downstairs. Mink, watching the film you are right it can be a dominant position but it took a lot of work for you to get up there. I can add soft kill zones up there if it becomes to dominant But for now I'm going to leave it to see how many others try to exploit it. Updraft This map was a lot of fun to play. Unfortunately I didn't get to take the mantis for a tour but that's my luck. I think there is good cover for both the mantises and the banshee. I like how the bases are symmetrical and rocks and crates are not. I do think there is a bit of a choke point for the mantis on blue side near the base but more so near the rocky way up to the top. there is a horizontal and vertical rock and a tree that looks like very tight fit for the mantis. I think you could just move the tree a bit and open it up quite a bit. Smallasylum This was a blast! Hyjinx This map had a great layout and good flow. CTF was a lot of fun and with regular settings would make for some fast paced games. I did notice that several people had trouble with the jump at lower mid. The flag platforms felt a bit exposed.
I'll be in reserves as a tester. I will attempt to make something in forge other than a giant ***** one day, I promise.
Thanks for posting this, Clay. I'm in of course. Do you wanna take it in turns to host this thing then? might work best.
I'll take a Reserve slot. I hope to have a new map ready to test in time for this, but I don't know. The geometry itself is pretty much done, but I still have to place all the spawning, kill boundaries, weapons, and objective gametype objects and such, so it may not be ready by then.
List updated. I was out for the weekend. Yeah Sanchez. We can still just kinda Co-host, If you happen to start the thread great, if it's not up when I log in I'll start it. And Vice Versa. Only two open spots. If your new to this lobby please post your GamerTAG on XBL and send me GT: AnotherClaymore a message at the start of the lobby.
Oh yeah, forgot that the forum "upgrade" doesn't have the GT's under our user info anymore. Sorry 'bout that. ^^; GT: Sup3rNo7a
Looks like I'm a no-go for tomorrow night - people are coming to see our house during the same general time frame.