Submit Infection Content Here For Potential Matchmaking Consideration

Discussion in 'Halo and Forge Discussion' started by PA1NTS, May 12, 2015.

  1. CommanderColson

    CommanderColson Forerunner
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    'Port Koll' is on my fileshare and ready to be tested. Gametype wise? It doesn't really matter, I've just been playing with settings that allow humans to take 2 hits, SMG starts, and enabled MAP DEFAULT weapon pick up for humans. I'm having difficulties with Forgehub yet again, so I am unable to upload any images as of now, but don't let that stop you from testing; I'd still love for some feed back
     
    #41 CommanderColson, Jun 3, 2015
    Last edited: Jun 3, 2015
  2. PA1NTS

    PA1NTS Forerunner
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    Testing lobby tonight at 8 PM Central. We will be playing through all submissions that have provided a map AND gametype. Send me a message sometime today to RSVP.

    Gamertag: PA1NTS
     
  3. MartianMallCop

    MartianMallCop Legendary
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  4. Orzium

    Orzium Legendary

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    invit please
     
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  5. PA1NTS

    PA1NTS Forerunner
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    Schedule for tonight:

    Hivemind on Generica by TheElderAcorn
    Outlast on Blockhaus by MartianMallCop
    Hivemind on Gas Station by x sl0th x
    Pirates on Paradise Cove by Foxy Papa Smurf
    Village People on The Village by Foxy Papa Smurf
    Hivemind on Boarding Pass by Zandril S312
    Hivemind on Villa Del Pena by CANADIAN ECHO
    Last Stand on Fog by Chicken Forger
    Hivemind on Port Koll by CommanderColson
    Last Stand on Island Plaza by PA1NTS
     
    #45 PA1NTS, Jun 5, 2015
    Last edited: Jun 5, 2015
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  6. MartianMallCop

    MartianMallCop Legendary
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    I'm down for TESTING
     
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  7. MartianMallCop

    MartianMallCop Legendary
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    There is a newer version of blockhaus you will need to grab. Also Outlast Last Stand is the new gametype for Blockhaus and is also on my filshare.
     
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  8. MartianMallCop

    MartianMallCop Legendary
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    Had to hard reset Xbox give me a sec
     
  9. Orzium

    Orzium Legendary

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    My ideal gametype for a infection experience. Leave feedback on what you think!
    Humans
    - Only humans gets points for how long they are alive in a round.
    - Humans don't gather any points for how many kills they get. They only get points for this survival time. So the aim for the humans is to survive as long as possible.
    Infected
    - Infected don't gather any points in a round at all. The whole aim for them is to infect humans as soon as possible.

    Overall
    - If there are 14 people in the game with 2 staring flood, there is 7 rounds to the game. This ensures that everyone is infected for one round making it even.
    - The player with the most amount of time wins.
     
  10. MartianMallCop

    MartianMallCop Legendary
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    I like this alot but there are a few issues with this. 7 rounds is a long period of time. Giving zombies no points leads to less incentive to kill humans. Players risking themselves to clear some of the zombie threat does need some reward for players who have accomplished that feat. Overall I like the idea.
     
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  11. Orzium

    Orzium Legendary

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    Yes 7 rounds is long but it only makes it even for all players. Without it, the people who were flood compared to other humans would uneven. There is incentive for zombies to kill humans quickly because that way when they are human next round they don't have as much time to get back points. (Its hard to explain in words). Thanks for your input though. Write down you ideas of the perfect infection gametype?
     
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  12. MartianMallCop

    MartianMallCop Legendary
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    I think you may have played it. The Outlast scoring settings are what I have considered to be the perfect scoring settings. Rewards players for surviving and getting kills. Zombies get rewarded for killing as many humans as possible and get more points for a kill than the humans do. The gametype setting can be applied to any type of infection. I've already made versions for Hive mind and Last Stand.
     
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  13. HAL0 M4N

    HAL0 M4N Promethean

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    That's no enough motivation to move as an Infected. It's too punishing to be an Infected. It's like a big slap in the face if you're Infected.
    If you're in the middle of the round and you get Infected, bam, you're losing.
    If you become Alpha Infected in one of the rounds, bam, you're losing.
    The same can be said with normal Infection, but the huge gap between points is too high. It becomes severely hard to even think about coming back and possibly winning. Instead of becoming an Infected, and now losing by a kill or even five, you're losing by a large gap of time (and kills if you add in that feature).

    Plus, there's literally no motivation to move the Survivors either. Instead of there being any action going on, the Survivors are spending the entire round hiding, because to win you basically need to hide. The game then becomes a game of Hide And Seek. Instead of feeling like an Infection game, it ends up feeling like a Mini-Game.
    Now, I understand the goal of surviving the zombie-apocalypse, not fighting it, but which is more fun when you're thinking about playing Infection? Actually playing Infection, or playing a Mini-Game?

    Also, 7 rounds!? Dear God. The max any Infection gametype should have is 4, and that can sometimes be pushing it.
    I get the point of giving everyone a chance to be a Survivor, but hell, you get super punished if you become Last Man Standing because next round you will be an Alpha Infected, and that's an entire round of no points. And that freaking sucks.

    At the least, there needs to be a good enough incentive to motivate the Infected to move.
     
  14. Orzium

    Orzium Legendary

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    I do agree with you to a certain degree, but what i'm getting at is that your survival time as a human is the only way to win. Infected players are just their to mealy limit the amount of time (points) human survive with. It would be even because everyone in the lobby will start as an infected player making it even. Again you talk about lossing by a large gap and it could happen, but players should be rewarded if they are playing as a team and are getting kils in order to ensure their time( score) continues to go up. I do agree that something like this would introduce the need to hide and camp but really this is already happening in infection and I would rather see humans work together then try to fight off infected by themselves.
     
  15. HAL0 M4N

    HAL0 M4N Promethean

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    I remember when we were play-testing it was said that we should give our feedback of the Hivemind and Last Stand Betas somewhere, and I guess I'll put it here.
    Note that I'll be posting things that was even added in during the play-testing anyways.

    Hivemind Feedback:
    1) Give the Survivors shields. This allows not only for the Survivors to visually be able to tell when they're weak/not weak, but also give the Infected a visual on who's weak/not weak.
    2) The Survivors health recharge super freaking quick. The recharge settings are currently at Unchanged (assuming you can change the health recharge rate at all), so it naturally only take 5 seconds. This is, of course, waaay too freaking quick.
    3) Give the Infected shields. Currently, they're very weak, especially compared to the Halo 4 version. Also, this allows for headshot-capable weapons to still be headshot-capable, but not at first. Currently, the Infected cannot be headshotted, and while that makes sense for Hivemind with no shields, that's not something Hivemind did.
    4) Give both Survivors and Infected indicators letting them know where their teammates are at. It's very hard to coordinate with your team (especially as an Infected) if you don't know where anybody's at, or where they're attacking.
    5) Give the Last Man (or Men) Standing an indicator for the Infected to know where they're at. They have much better properties than the average-joe, and everyone should know where to attack. Also, it doesn't feel very "Last Man Standing" if not every single Infected in existence is trying to take you down. It makes the LMS a much more usual intense experience than when you're just the average-joe.
    6) y no infected head?

    Last Stand Feedback:
    1) Make the Survivors' melee instant-kill.
    2) Give the Survivors shields. This allows not only for the Survivors to visually be able to tell when they're weak/not weak, but also give the Infected a visual on who's weak/not weak.
    3) Give both Survivors and Infected indicators letting them know where their teammates are at. It's very hard to coordinate with your team (especially as an Infected) if you don't know where anybody's at, or where they're attacking.
    4) Currently, the Survivors' shields take 30 seconds to recharge. Originally, in the Halo 4 version, it was 20 seconds (with the shield recharge rate being 25% instead of 50%). Because of this, it takes a whole 10 seconds longer than usual to get ready to get back in the fight. Not only does this slow down gameplay because the Survivors have to wait even longer before they can any kind of attack, this also makes it even easier/much more forgiving the Infected to try and kill some Survivors.
    5) The Infected's damage resistance properties are also different from the Halo 4 version. In Halo 4, it was 100%, but in here, it's been cut by half. This increases the kill times on an Infected by double, which is quite fast, obviously. This can make it especially very difficult for the Infected to get in close enough to a group of Survivors.

    That's all I can think of off the top of my head that I can remember right now; It's very late. I'll add more to this post when I think of more stuff to add.
     
    #55 HAL0 M4N, Jun 6, 2015
    Last edited: Jun 6, 2015
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  16. PA1NTS

    PA1NTS Forerunner
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    Okay guys, testing lobby was very productive. We were able to pinpoint some settings that I overlooked during the creation of the BETA versions of Hivemind and Last Stand. Today I'll be updating my fileshare to include Hivemind 1.1 (Official BETA) and Last Stand 1.1 (Official BETA.) I'll mainly be using Halo Man's feedback and focusing on getting the player traits and infected traits working properly. Expect issues to be present in the next tests, since there is alot being changed. We'll get it eventually though!

    As for the survival points system, I think that only Outlast should have those settings. Outlast has it's own scoring system which completely changes the way the game works. Incorporating this into Last Stand and Hivemind would (A) Take too long to test and tweak. (B) Force changes to other settings in the gametype to compensate for the different scoring system, drastically changing the foundation of what Last Stand and Hivemind were.

    I think that since no one is even making Flight gametypes, Outlast could be the 3rd gametype. It's a completely different ball game. Thoughts?

    Maybe @MartianMallCop can be in charge of testing, tweaking and hosting the official version of Outlast since it's his own gametype.

    Above all else, we need to start collectively agreeing on settings. Discussion is great, but heated debates are not. Arguing gets us nowhere.
     
  17. PA1NTS

    PA1NTS Forerunner
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    Since we were tweaking alot of settings, we only got around to testing 7 maps.

    Map feedback:

    Hivemind on Generica by @TheElderAcorn

    I enjoyed this one alot. The theme was kind of boring, but gameplay seemed pretty intense. It did remind me of Until Know. People in the lobby we're mainly saying that the map seemed a bit small.

    Outlast on Blockhaus by @MartianMallCop


    The gametype seemed to have damage and health issues. It was very easy to kill infected. I'm not sure what was going on. We played Last Stand on it afterwards and it worked flawlessly. I love the dynamic elements. I can't really remember but did you raise the ceilings? I know that was an issue earlier. I love this map.

    Pirates on Paradise Cove by @Foxy Papa Smurf

    The infected could kill survivors in 1 hit, no one really liked that. Everyone did agree that the ship was very impressive and the map design in general worked fine.

    Hivemind on Boarding Pass by @Zandril

    There was still framerate anywhere on the outside looking towards the center, need to remove some pieces. There was also one really overpowered spot that needs to be soft killed. It was in one of the corners of the map, there was crates and a door piece or teleporter frame built up into a crevice in the wall that players could get on top of. Fix those issues, and this map should be good to go.

    Last Stand on Fog by @Nate Rutledge


    The underwater effect is really cool. I still think the visibility is too low to tell what's further than a couple meters in front of you. The map wasn't really that interesting, it just seemed like a bunch of scenery pieces plopped down and walled in. I think this setting would be better for making a hide and seek infection gametype.

    Last Stand on Iota by @CommanderColson

    This map is beautiful, the aesthetics are really unique and it plays a fantastic game of Last Stand. I was blown away the first time you showed this to me.

    Last Stand on Island Plaza by @PA1NTS

    This map is garb, whoever made it should quit forging and never come back. In all seriousness though, I need to nerf the two story building even more.
     
    #57 PA1NTS, Jun 6, 2015
    Last edited: Jun 6, 2015
  18. PA1NTS

    PA1NTS Forerunner
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    Most recent versions of Last Stand and Hivemind are on my fileshare now.

    Search Gamertag: PA1NTS

    Gametypes: Hivemind 1.3 and Last Stand 1.1
     
  19. CommanderColson

    CommanderColson Forerunner
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    You may have updated it again since last night, but the version of Hivemind I downloaded once you left the lobby succumbed humans to dying after being hit once, just a heads up
     
  20. TheElderAcorn

    TheElderAcorn Video Team
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    Glad you liked Generica Pants. Unfortunately due to the fact of my soon departure to Portugal I wont be able to work on the map any further or continue playing Xbox at all. If anyone wants to take the map into their care and beatify the map( which would be very easy considering the entire piece count is below 350) knock yourself out!
     
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