Thanks everyone for submitting tonight. We again have hit our limit on BTB and it is spilling in to next week. Hope you all tune in 15 minutes from now when it kicks off at https://www.twitch.tv/max_extra
Thanks again for putting it on again, yesterday. I'm from Germany, so joining your lobbies is basically not possible for me with the current time schedule. It is much appreciated. Now I gotta say, I'm a bit dissapointed with yesterday's test. AFK people, no communication, you didn't read my thoughts, only three rounds, basically no ambition to beat it. I get that a lot of maps are getting submitted with a limited stream schedule, that's why more rounds would be critical. Therefore, however, it is even more important to get everything out of one test of one map, wouldn't you agree? After spawning you immediately went to the left to the door and triggered the top spawns for the zombies right away, which leads me to believe that you didn't have time to read my thoughts about the beginning area. It's ok, I'll put them in here, so you don't have to click a link. I strongly recommend for all humans to go into the cave at the beginning, pick up the extra ammunition/battle power and then, together, push for the door. Until the opening mechanism is not triggered by a human, the zombies spawn at the bottom of the buildings, no jumping down anymore. Yes, it falsy says "Escape", but it also gives the incentive to pick everything up before moving on. Going for the door immediately is basically a free kill for the zombies. Then, when the door is triggered (light appears, sound is there), players need to hold out until it's open wide enough to push into the pyramid, TOGETHER. After seeing the test today, I made it, so after 20 seconds (after door got triggered), the zombies get access to the top spawns in the buildings. Those 20 seconds should give the humans enough time to position themselves well and watch the exits of the buildings. It takes 50 seconds to completely open the door, ~40 to jump over the opening door. I made the zombies weaker aswell, less damage resistcance and less camo. I hope after reading this, you could coordinate the humans a little bit better and tell the people in the lobby what the best strategy is. Thank you. Gamertag: Buddy Jumps Map: Scarabeus Gametype: Awoken WIP POST
I was away from the screen and didn't see very much of the map, although i was listening. I think the problem with linear infection is that you must convey to the player what needs to be done using visual queues, nav points etc. since you can't be there to offer advice in every custom lobby.
I know I gave feedback to you before and I never saw the game actually be played in Max's lobby, but when it comes to linear infection or really any map, it's hard to control and assume what the humans will do. You're not able to guide every single player and that really should not be the case. The problem I'm getting from what you described is that you're "incentive" to go to the area that says "escape" is contradictory and misleading. The first round, players will of course go towards that navpoint and then be shown the arsenal available, but when that "exit" closes up, you're instilling the idea in the player's mind that there's no reason for me to go there if all that will happen is that I will get cut off and forced to backtrack. I understand that the main incentive should be the weapons that are available there but when it comes to linear infection, progression is ultimately the main goal and incentive of the humans. They want to make it as far as they can so although it may seem obvious to you that going over to the weapon cache and then going to the first holdout would be beneficial to the humans (which it obviously is) the players are too blindsided by the idea of progression resulting in what you are seeing being played out. I'll try and find time to actually watch the gameplay so I can have a better insight on the problem at hand but hopefully you can find a way to fix that issue. Also, having tested my own linear infection maps in this lobby countless of times, the "lack of teamwork" is very relatable lol.. but give the lobby a couple more chances and like with my maps, they'll get used to it eventually.
Gamertag: Solar Flip Map: Waldo World Arena (Map Link) Custom Gametype: Marathon EMFH (Gametype Link) Players: FFA (4 - 12 players) Description: Frog blast the vent core! This is a faithful remake of the 1994 Bungie classic Marathon. FFA 25 kills to win. Use health, ammo, weapons and teleporters to kill each other in Every Man For Himself. I incorporated feedback from Ascend Hyperion's lobby into the mode: - Nav markers now appear on health terminal and ammo pickups - Replaced ammo pickup with active camo in Mid - Added a tiny jump that's available to players on ledges so they can make low-grav jumps across - Aesthetics are still WIP
Gamertag: Studbeasttank Map Name: Carbide Gametype Requested and Player Count: BTB Strongholds, 16 players Short description: A BTB Strongholds map set in a refinery. Link to Map: Forgehub Waypoint There have been some art and lighting changes, and some weapon and layout tweaks (less grenade pickups). The map is pretty much done, I think. Thanks for testing this so far.
Gt: Nivalack Map: Accum (beta 2.5) Game type: Big team slayer, 16 players Link: https://www.halowaypoint.com/en-us/...Nivalack_83861064-d050-44fb-a807-e4780c092968 Stretched the map out slightly to try to adjust problematic sight lines, minor tweaks to map geometry, added more cover and more routes for infantry, banshees replaced with wasps, gauss hogs are now chain hogs, beach slopes are more gentle, and weapon layout has been simplified. I hope I addressed all main concerns from the last test, the excel sheet seemed a little unclear in some parts to me, and when I went to watch the stream, there was music playing over everything so it was a little hard to hear what some people had to say.
It is Friday, my dudes GT: Nikko B201 Vectal Grace 2v2 Slayer (or 3v3 if you like) Vectal Fury was a map from a while back that had some nice angles for the grenade launcher to bounce off - and a plasma launcher that was hilariously OP. Vectal Grace trades out the plasma launcher for a smaller player count and a massive death pit. Enjoy. Edit: changes since yesterday: - Steam removed to improve FPS because I keep forgetting the xbox is a piece of **** :^) - Ramps added to the upper level side drops which should improve pathing options - Static camera added Notes: - Upper passageway shields change state every 10 seconds. - Death pit floor changes state every 30 seconds.
Gamertag: The Grim Dealer Map Name: Conflux Gametype: 4v4 Assault Link to Map: Link It's got a name now.
Gamertag: IMAROLLINGSTONE Map: TF RE1 Gametype: BTB Slayer Player Count: 16 Map Link: here Description: big map.
Gamertag: IMAROLLINGSTONE Map: Busted.1 Gametype: BTB Slayer Player Count: 16 Map Link: here Description: a donut.
GT: space ork 02 Map Name:keyes https://www.halowaypoint.com/en-ca/...E ORK 02_59c2b820-81f4-424d-b81a-8ff23f7e5356 Gametype: infection Player Count: 16
Gamertag: Draloric Map Name: Eradication Highway S. Gametype: Eradication Player Count: 16 (or as many as possible it shouldn't matter too much) Map Link: MAP Gamemode Link: GAME Changes: - Added 2 new doors - Extended round length - Dropped # of rounds (to compensate for above change) - Added a scorpion - Added a crashed pelican (With supplies) - Added a true "Last Stand" final room Known issues: - New areas are very undeveloped (poor aesthetics, probably ways out of map etc.) - Waypoints are hit and miss it seems, Please note if there are any times when waypoints show up when they shouldn't or a door isn't marked while open Possible issues: - Tank is too powerful - Tank can't navigate the map (Should be able to make it to the first new section, but not farther) - New area might have problems with spawns - New area might not kill players left behind Also since there is a pretty reasonable chance that in 4 rounds nobody ever gets to the end, maybe I could request that if the humans don't make it to the new parts in the first few rounds then the zombies could perhaps go easy on them for the last round or so? Map: Overlap Gametype: Overlay Player Count: 8 (4v4) Map Link: MAP Gametype Link: GAME Description: Neutral Flag in an outdoor arena. The catch? You can only walk on floors specific to your team's colour. Can't wait to play tonight
GamerTag: Mags II Map: Rigor Mortis Gametype: infection Player Count: 10-14 MapLink*: https://www.forgehub.com/maps/rigor-mortis.6147/ Description: The Rig tailored for infection. Has interactive doors and switches paired with map themed props and structures for map matching aesthetics. Bungie.net file share Halowaypoint link:https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/map-variants?lastModifiedFilter=Everything&sortOrder=BookmarkCount&page=1&gamertag=Mags II#ugc_halo-5-guardians_xbox-one_mapvariant_Mags II_9fc69520-3384-45e4-80fd-84b7877746fa Just looking for general feedback, specifically with the weapons on the map to make sure that the Humans don't have to much of an advantage. the weapons have been changed since last week. Walls were added and removed since last weeks test to increase map mobility and an invisible ceiling was added to certain parts. Really trying to bring out the fun factor found on most infection maps.
Gamertag: Foge Map Name: Russet Gametype Requested and Player Count: 4v4 CTF Short description: Competitive focused 4v4 Link to Map: https://www.halowaypoint.com/en-us/...ant_Foge_acbecb8e-7b81-46ae-88ea-df47f3ee9ed8
GTag: SoldatDuChrist Map Name: Bloodlet Throne GType: 2v2 Description: Welcome to spoooKY Vampire Kastle! Shoot bad guys in the throne room, castle courtyard, coffin room, torture room, a dilapidated tower, and an organ room!!! Oh yeah, pick up the key to open locked doors have fun ..... mmmmwWAAAAHAHAHAHAHAH Link: https://www.forgehub.com/maps/bloodlet-throne.5935/
Couple things here, firstly I'm sorry you feel dissapointed. It is never my intention to have someone feel that way. Secondly I did read your thoughts but apparently did not fully comprehend what you had meant to get across. As for afk people, unfortunately I was not aware of them when we started and I do not believe they were that way long. Asking for thought out communication in that sort of environment especially when it is some players first time to the map and those who have played it before hand have little to no clue how to move through the misleading clues is a tall order. And as far as I know I did encourage communication I cannot force everyone to speak. I also play maps as submitted if your gametype only has 3 rounds then that's all we play. We typically cut off infection games at round 5 fyi. And as for 0 ambition to complete it lol. You are sadly and utrerly mistaken. I would not host this game night to waste my time if i had 0 ambition to win or complete these maps. Do not knock on my willingness to help you out or complete a map because the map did not perform as well as you had hoped. I am always willing to play it again and glad you have resubmitted it. Please understand you are not having this tested in a vacuum. Players are not on the same page, and some have difficulty comprehending things as quickly as others, especially this type of map that involves puzzle and other aspects not to mention infected flying down upon you from out of view. I would recommend submitting the game type with more rounds giving us more chances to try and figure out how to move forward. Your concept is difficult and challenging and players should be allowed time to absorb, adapt and advance through your map. And again sorry for the disappointment you felt. Thanks for submitting
Last Map: It's one of my first maps ever. Gamertag: Draloric Map Name: Ecompassed Gametype: FFA Player Count: 4 (FFA) Map: Ecompassed Description: A well hidden private art gallery becomes the battleground. This was the first map where I used aesthetics in depth, so the map itself is fairly boring but the scenery is kinda neat.
Gamertag: GrayishPoppy210 Map name: Old Yharnam Gametype: Hunted Player count: 16 Description: an all new infection/linear infection style minigame based in old yharnam from bloodborne. That's all I'm giving you detail wise as I need to see how easy it is for players to pick up how to play. You should have no problems but I'm doing this just in case. Please note the aesthetics while nearly done still need work so don't judge based on these. I'm looking for feedback on stuff like framerate and just the gamemode itself. Screenshot: Map link: https://www.halowaypoint.com/en-us/...Poppy210_62479001-51a2-41b4-8d4c-fbbd4b335e51 Gametype link: https://www.halowaypoint.com/en-us/...Poppy210_d29f463d-2210-4b44-a888-ef9ad083ebb5 "Let the hunter become the hunted!"