Prepare for some CTF Arena come Tuesday. Custom gametype pulled and edited from 'Lightning Flag' (Action Sack Playlist).
And we're full up. As a reminder, anyone who isn't on my friends list, you should message me at 7 tomorrow to get an invite. If you don't, I may or may not come looking for you.
This will actually be my last lobby for awhile here as I will not be making any more maps for awhile as well. I'm on the verge of making a dream become reality and I can't divide my attention to something 'for fun' like forge. After Tuesday, I'll be stepping away from forge hub for awhile.
I'm probably not going to make this one, actually. As for you Hulk, I hope to see you soon and wish you the best of luck.
Good luck with whatever you are doing next Hulk, you'll be missed. Keep us posted on how it works out!You know you'll be back sometime tho...
See You Around Hulk! Your Urban Skills Will Be Missed! Any Chance You Can Move Me Up Out Of Reserves Nut?? I Will Definitely Be There Tonight, and Now That There is Another Spot Open, I was Just Curious ;P
Yeah your internet connection must have sucked last night. Nevermind, we only had two more games after you left.
Double Helix Definitely a great map, its a looker too. It played really well with CTF thanks to the many routes you can take around the map. I found the lifts that spit you out at the very top were annoying because I would jump to dodge shots and end up going up them without wanting too. Apart from that I enjoyed it a lot. Zion Park This map was great because of its such unique layout, the very open and flat spaces are quite daring but I think it can be pulled off with a few tweaks. The spawning on the road needs to be re-worked, I sometimes saw players spawning over there and I also spawned there myself and got shot at straight away. There just needs to be a safer area over there to spawn in. The large building is a great power position, but I think it may be a little too powerful. You could maybe develop the other side of the map a little more to combat its height advantage. It just seemed too difficult to get anywhere when the other team had players up there. Desalination Another map with a very unique layout, it looks fantastic. It was great fun battling to take control of the centre structure. I think the top of the base with the cliff face on its left is too powerful. It definitely had better sight lines than the other base. You could maybe removed the cover from up there so players can't hide behind anything while sniping etc. The weapon layout could be changed up a little. As we were discussing, it is a good idea to not put weapons where they are intended to be used. For example the Snipers. They spawn on top of the bases, right where they are best to be used. The small island is a great idea, and I love how a Speed boost spawns there to help you move around the open area. Transit I didn't have any major problems with this map. Its a great design, the atrium in the centre looks great. The only small problem was a rogue spawn point out of the map and a couple that were behind a fallen tree. I'd love to play this again.
'Sup. DOUBLE HELIX I played this map a few days ago 2v2 and it was fun then- yeah I can see how the changes apply to 4v4 but it was a little too busy with 5v5. Hella fun though- your lifts work great and the twisted ramps up and down look good. Ppl had difficulty scoring the flag it seemed- that might have been the flag at home setting but then you needed that cos it is a horizontally small map. Regicide was a lot of fun too- we used a lot more of the map during this game. KOTH should be fun on here. ZION PARK I didn't really get on with this one- the gametype was a valiant effort to recreate an H2 experience but IMO it's not as fun as H4 settings. I like getting ordnance, I like AAs and the weapon variety, so personally would like some regular infinity slayer on here. The map was cleanly forged but Too simplistic for me, and for the last part of the game, one team stayed in the big building and suppressed the other. Try linking the buildings up a bit more- so that there is an incentive to move safely around the map without exposing yourself in the open just to travel around. DESALINATION A very unique design and you almost pulled it off, but the choke point was the centre of the map and that held all the action. Jumping down was dangerous cos of roaming ghosts- but added a much needed slice of variety to the H4 palette. The big building sniper was OP obviously but perhaps you could move that building out to the sea a little to try and take the emphasis outta that 45 degree bend, allowing you to also add more routes between the bases. SCIMITAR Surely a very exciting attempt at a new kind of thing here. The pathing was insane- almost totally unscripted attacks and very hard to predict enemy movement. The only thing was that it might have needed smoothing out a little- chucking verticality into a map can work wonders but too much can be confusing. A lot of fun however, I would like a go on this next week. NEW LIFE This was Eliot's map right? Formerly Mah Map? Not sure of the changes you made- but the hard kill zone you already know about. For CTF I think you need to revise the spawns cos I appeared right next to the enemy flag. I looked at cyborganthro's Mobilize recently for a great CTF spawn model- layered up zones are the way to go i think. Lees people seemed to be using the hogs this week- that or they were just getting wrecked more quickly. Fun as hell and the top mid section is great to fight over. A true Halo experience, I think. GRAVITAS Mine. It worked this time! Very hard to pull the flag as it should be for one-flag- I wonder if maybe the Mantis was a little too much or maybe just Nutduster was a little too much. Damn that's a cold-ass honky. Not impossible to pull the flag as there was a score in the third round, but I am very sorry for putting overtime on as it lengthened the game too much for the fourth round. I can only apologise for this typical blunder. ORCUS Asymmetric arena map is good. Seems designed for team games that need fluent movement and areas difficult to camp. I liked some of the structure a lot- and I am going to have to rip this up in forge to see how it was put together. I liked the lofty ceilings and weapon spawns too- has this been tested much before? plays like it has. TRANSIT A lot of fun- but quite linear. Eliot was right about the great-looking central lobby- and the routes up to the upper level are easy and safe. I just got my incendiary cannon in ordnance and died before I could get a shot off. But that's neither here nor there. On the whole I thought the spawning was fine! got a couple of confusing ones behind a tree as did Eliot. But bring this baby back next week and we can run some objectives on it. Oh I also got the best cheeky double kill of my life with the sticky det.
My map is called New Life I hope you didn't get them all mixed up! haha. Thanks Juanez. Sorry I didn't get feedback to everyone, I forgot to write notes while playing on a few of them
New Life by Elliot Really liked the layout. A few more pieces of structure to break up the main open area would prettyt much make this perfect. I'm not sure why, but the layout kind of reminded me of some Star Wars game single player levels, but it certainly worked good for MP. Which actually made me wonder if a Mantis here would be fun. Worth a try? Scimitar by Xunnn Great use of the rocks as structure. Love the varied paths and elevation, but at times it did feel like it was a bit too varied and hard to know where enemies were. But at the same time, it broke up 5v5 battles so everyone waws not in the same spot at once. Overall I liked it quit a bit. Double Helix 1 by AnotherClaymore Cool layout. Cleanly forged map, even the middle section where you hand to shrink the size of the octagon made by those bridge pieces and had to make them all slightly different heights. that's hard to do and not make it noticable, but you pulled it off. I did find myself confused by the spot at yellow and green where there is a ramp underneath part of it. It seemed to lead nowhere and serve little purpose. Love the decorative wires on those sides as well, though the green side wires look to be off-center. I look forward to playing this again. Orcus by HgT Noise My only criticism of this could be that there are far too many flanking opportunities, unlike some maps where there are too few. Close up a few walls here and there, and personally I would think it would improve. But that could just be a preference thing. Good map though! Gravitas 5 by Juanez Sanchez Pretty cool locale for 1 flag for sure. I'm not sure if the Mantis was OP or if Nutduster is just OP. But maybe something a little stronger to try and counter it would be good. Both teams seem to be able to equally scramble for Rocket and Mantis, and if you make it more likely that one team will have to give up one for the other, it might balance it out. Moving the starting location for either might accomplish the job. Looks like a new instant classic, though! Zion Park v1.2 by TMR Legend You know, it's weird but I didn't notice the hazy effect until watching the replay, but it looks nice! The Hog breaking through the wall was a nice aesthetic touch too, not to mention the superbly created boat. The town-center approach to this level works as a nice theme, and as a layout. I would like to see some additional cover by the highway/road, though.