Lately we've been running some 2v2 maps after the main 4v4/5v5 stuff is all over. You could stay and join in that if you like.
Hey gays I'm not signing up (still in 19th century), just wanted to say I'm working on something AWESOME. It started as a remake of an old map of mine you may remember as Turbine Blade. That map never really worked out. So a few tweaks turned into a whole new map. Took a few pages from the book of Haven and the books of 1st and 2nd Cyborg. And I must say its looking good. Really good. Lol
Lol, what are these books of which you speak? Anyways I'm looking forward to seeing the new map. Also, sign me up for the usual two slots please. I'd take more than two if I could get them! But them slots are always teasing me.
By the way, I may have failed to mention, but one lucky TCOJ participant, chosen at random, will get a creepy three-hour foot rub from Audience each week. He insists you wear only your underpants. So, who else is signing up..??
The Master Chief Translation of the Holy Forge Scriptures. Duh. Lol I didn't really copy any of your work it just has some of the stylings and feel of some of your work. And not really on purpose. I just realized it while working on it. your work has touched me deeply! Lol [br][/br]Edited by merge: sign me up Stat!
Oh well better late then never Camber: this played better then i thought because i looked at it before the game and didn't like it. However i still have some problems with it. Here are the main problems i have with the map. One base is much closer to the center area then the other. The base that is farther away has about two wall Colosseum lengths without cover in the center and i think a little rock cover could make this walk to the center area more doable. The vehicles dominate the map, or at least seemed too(not always bad). There is an easy way to spawn kill, you could construct a structure with a one way shield to stop this but nothing makes me hate a map more then when you spawn and immediately have to fight a ghost with no cover as some spawns have none. Evoke: I liked this map and didn't really have anything to comment about it. Impacted: i think that this was a very fast paced game. I think this map would be more suited for slayer as i didn't like how the capture the flag played. This could be because it was 5 on 5 but even with 4 on 4 it would have felt crammed but if we had played slayer it would have been better. i think that moving the flag to the center where the initial spawns are would be good, this map also could use a few more neutral area spawns. perhaps by the random grenade drops. I like this map but we clearly had too many people playing it Octave: this was one of the most fun maps of the night. I do have a few suggestions though. Mainly with the strut area. I think you should put railings on the top of the walls because as of now you can jump over them and die.Or you could create another landing. I have done this and uploaded it to my file share (Unrivaled20) to show you what i think would work well because it would be cool to have more options instead of only jumping forward. I would be nice if you took a look at this nutduster. Inducer: it seems you have played this map before as i was pretty lost and i did horrible this game. This map was pretty creative. However it was not beneficial to my halo skill. I would like to see a small trait zone with 150 jump height near the long railings at -113.3 width and 36.9 depth. I was kinda frustrated that the only way to follow someone with a jetpack here was to walk around the whole corridor. you could also remove the base strips at the small ramp bridge to free up movement Subway: First you need to label you flag stand ctf flag return in order to play ctf. Second i did not like how you slayer variant was set up like ctf. I always spawned on one side of the map and since this is not a symmetrical map i feel that one side was overpower. There are a few spot where you can see the green water through holes and you could use rocks to block off those areas. You can't pick up the rail gun in the center of the area. This happened on one of my maps to and you have to play with it or use a ordinance drop. You should have a more powerful weapon there since your basically dead if you go there too. These games were fun but would have been more fun if i didnt spawn on the same side every time Cartel: First, i wanna start by saying that this map illustrates the reason why i dislike erosion because the long textures are not visually catching, i also found it difficult finding weapons on this because of the textures, I actually went into forge to try and locate them all and i still had trouble. However this map was fun to play on. I like more open maps and enjoyed this one. You should fix the man cannon on the outside of the area as it doesn't work every time you walk over it Windswept: this was probably my favorite map of the night. I think you should make it exactly symmetrical on the one axis Overpass: You need to have the humans die in one hit. I felt like some spots were hard to get to and if enough humans camped there it would be impossible for zombies to get there. Overall i wasn't too impressed with this Fast Animals: This Gametype wasn't fun. Thats about all i have to say about this Annex: as stated before i was pretty unhappy with this Arcrusphere: i liked this much more then your other map. However we played with to many people and during the game i was double teamed a lot because of the uneven teams. You need to put soft kill zones on top of the struts because people camped there all game. I am not sure how somebody got on top of the area but you could add a no armor ability to the trait zone and that might work. Scenario opal: i really like how the rocks are melded in with the structure. i think this is one of the only ways to make an erosion map look good and your creation did this perfectly. the smaller game also played very well and i enjoyed this a bunch. i didn't see any problems with it
"Camber: this played better then i thought because i looked at it before the game and didn't like it. However i still have some problems with it. Here are the main problems i have with the map. One base is much closer to the center area then the other. The base that is farther away has about two wall Colosseum lengths without cover in the center and i think a little rock cover could make this walk to the center area more doable. The vehicles dominate the map, or at least seemed too(not always bad). There is an easy way to spawn kill, you could construct a structure with a one way shield to stop this but nothing makes me hate a map more then when you spawn and immediately have to fight a ghost with no cover as some spawns have none." The bases are exactly the same distance from the center. It might seem like they aren't because of the coliseum walls used for the ground on one side, but I was very careful using the coordinates to ensure they are the same distance from the center of the map. There isn't a single respawn point on the entire map that is not located near and behind cover. That's not to say that a ghost (or even another on-foot player) might not from time to time have an angle at a spawn point when someone respawns, but I haven't noticed many instances such as this since I placed all the respawn points behind cover. I'll look in forge again and see if I can come up with some sort of cover structure for the spawn points by the chasm side. I think with the ghost, it might be the case that the vehicles were too dominant, but overall that should only be in the open areas. I'm not sure I want to keep the ghosts on the map, but I wanted to try them out. For Arcusphere, I'll put those soft kill zones on top of the struts and thanks for the idea about adding no armor ability to the trait zone. I don't know why I didn't think of that.
Possibly, but we're not in a hurry to change. Might do it on a different night once in a while. But Tuesdays are working and people are used to them, so...
Sign me up for the reserves. Has been a while since I have signed up formally, but my Tuesdays are usually busy now and only for the last few weeks have I actually had some free time.
Submit Your Halo 4 Flood Maps Here! This Thread is for posting Halo 4 Flood Maps only. BIOC: Bloodthirst Infection Only Customs Hey everyone! Finally finished up that awesome flood map you've been working on for so long? Want to submit it to BIOC to be played in our Halo 4 custom game lobbies? Well you've come to the right thread. If you want to submit a map for us to take a look at, here is the place where you can do so. Our staff will test each of the maps posted here. The maps that we think play the best and show the most originality will be saved and later added to the Flood Map Database for Halo 4. Keep in mind, you can still post maps that are without a download link. Just remember, we can't actually test them properly if you don't give us a way of finding the map. BIOC is strictly Flood maps and other Flood Gametypes/Minigames. Don't bother posting anything else. A submission is only valid when it contains the following things: Gamertag: [Your gamertag] Map name: [The name of the map] Gametype: [The name of the gametype, if there is one. If not, skip this line] Description: [Short description of the map] Tested: Yes / No Finished: Yes / No (optional) [Post screenshots of the map] [Please, no more than three pictures] We will download the map from the File Share that the map resides on. Adding a screenshot will increase your chances of getting your map looked at soon. If you have any questions, then don't comment them here for they will be deleted. Post your questions in the FAQ discussion. Thanks. Happy posting!!
FATCOJQ (Frequently Asked TCOJ Questions) Got a custom map? (Or just want to play some fun customs on others' maps?) We will help you test it - twice! We start most Tuesdays at 7 PM Eastern Standard Time, or Eastern Daylight Time during spring/summer, and usually wrap up around 10:00. Occasionally a lobby will happen on a different day or time - always check the sign-up thread for details. A new sign-up thread will be posted each week on Friday or Saturday. Signed-up attendees are given priority for both getting into the lobby and getting to test their maps. Rules 1. You get up to two slots, to test whatever you want (even the same map twice). You don't have to use either of them, but they're yours if you want them. These slots are non-consecutive; we do two complete rotations of attendees. If you sign up first, you'll get the first slot and maybe the ninth (if we have 8 players). 2. We go in order of who signs up first or pre-requested slot numbers. If you want to go earlier, sign up earlier - or swap with somebody else and let me know so I can update the list. Sign-up threads appear at 1 PM EST each Friday. There is one exception: if you plan to run a small or large map (for less than 8 players or more than 10), let me know and I will put BOTH of your slots at the end of the lobby so we can try to get the party size you need for your tests. 3. The first ten people to sign up are guaranteed slots if they are online between 7 and 7:10 PM on the night of the lobby, and if they accept the invite we send. At 7:10 we start inviting reserve players and no slots are guaranteed after that point. 4. Don't ask for party leader in the lobby. We will smite you. You'll be given lead for your testing slots when the time comes. 5. Don't ask for more than your two slots (at least until after the scheduled tests are done). Again - we will smite you. 6. If you've never played with us before, send xAudienceofone or Nutduster a message on Xbox Live around start time to get into the lobby. 7. If you're planning to bring one or more guests, please say so. We don't mind guests (in fact, often we need them to fill up the lobby) but sometimes guests will crowd out people who signed up. 8. If you have to arrive late (later than 7:10 PM) or leave early (earlier than 9 PM) please say so, and I will make you a reserve instead of a guaranteed attendee. It's too difficult to rotate people in and out at strange times. We will make every effort to get you in anyway, but we need to give preference to people who can be there from 7-10. 8. Please try to limit each game you run to a 10 minute time limit. This allows us to run a lobby that doesn't exceed three hours, and to ensure that all players get to test their maps with a full complement of players. For CTF games a one minute overtime period is fine; for round-based games, you can go 12 minutes (4 rounds of 3, for example). Those should be the only exceptions. If your game lasts longer than 10 minutes I will message you at the 10 minute mark and request that you end it early. Recap There's always a recap thread the next day. The critique is not mandatory but is highly encouraged - after all, why play each others' maps if we're not going to give feedback? Who's steering this ship, anyway? Me. Used to be GrenadeGorilla8, also, but he's on hiatus. My current co-host is xAudienceofone. If you need anything, drop one of us a PM.
I think I'll try this out. I don't have a map to test, but I may soon. I'm assuming 4v4s only? EDIT: Oh, you're full. Could you guys put me on reserve?
our forte is 5v5/4v4, but later on the participants begin to depart and I often test out my usually small maps then. This would most often be around 10pm EST using the remaining members.