Follow me on forgehub if you want to be alerted for these posts. Reply to this thread if you have a map you would like to test Fill out this to submit your map: GT: Map name: Gametype to play: Amount of players your map supports: (Be aware that the fireteam lobby is usually pretty big and often full at 16 players... let me know if you would rather not play your map if we have more than the recommended amount of players)Is your map a competitive map you aim to have tested in UCC?:Description: Event Time: Sunday at 4PM EST Event Location: www.twitch.tv/iParaTVImportant note: Stream audio is configured so the stream will hear everything everyone says. On that note i believe it to be necessary to mention that all talkative, nonsensical 12 year olds need not apply. Event Details: Over the last few months I have hosted a customs event on Saturdays. Each event lasted about 5 hours as we tested over about 20 different maps each week on Live Stream. The idea behind these custom game events is to give map developers a chance to see their maps played, give the community a chance to see what we've done with forge, and give my friends and I an opportunity to have some great Saturday gaming and streaming. The streaming also works as a second purpose. Twitch records previous broadcasts - so if you're not able to make it to watch the stream live you can always go back and watch the VoD to see your map or any other map you are interested in seeing play-tested. By the end of the week I will choose 15-20 maps for the event. Event Duration: I would estimate the duration of the stream to be about 5 hours. Event Schedule: I will update this post with a list of maps lined up for the testing event. Feedback will be actively provided through stream. Note: My OS hard drive went out and I lost OBS configuration files so the stream might not look exactly normal - I also lost my old one-install license to Sony Vegas so I won't be able to make map previews. Map Playlist: Doc1777 only 2-10 CTF on Empyrean Remarks from the testers: Work on lighting, piece optimization, amazing visual remake although might not be for competitive play. Feels like an asym gametype map like oddball. Vorked Manback 6-16 Assault on Actaeon Remarks from the testers: Map didnt work for gametype, many hallways were huuuuge. Vorked Manback and Enough Lemon 6-16 Slayer on Mirage Remarks from the testers: Framerate problems sucks, a great map with bad framerate makes a great map not so great. Some player spawning problems - we played slayer. Seems Dangerous 8-16 Strongholds on Filler (WIP blockout) Remarks from the testers: Many parts of the map seem disconnected from other parts of the map. Certain lane/paths feel congested and difficult to naturally perceive. An improvement from last week - you're going in the right direction, just rework some of the congestion Chronmeister 16 CTF on Kingfisher Remarks from the testers: Very organic and unique terrain usage - vehicles were not too overpowered. Maybe 2 spots you can get out of the map. A few spawn points were placed facing weird direction - didn't feel natural. Darkprince909 only 4v4 Slayer on Sadistic Intent Remarks from the testers: Gorgous, played great - doors are awesome - amazing aesthetics - a few spots pathing was weird. Max Extra 8-16 Strongholds on Breach Open Remarks from the testers: Very interesting weapon choices and locations. Jump-ups on the outside of the map that its not clear that they're there (not natural pathing). Strongholds in each base might be too big or positioned where the border of the stronghold was through a door and it was difficult to naturally feel where the stronghold was. N3gat1veZer0 4v4 Slayer or Oddball on Resolute Remarks from the testers: Maybe add another path to blue back room, was very campable for oddball. Played very well, amazing aesthetics. Teleporters could be clearer about which are senders/receivers. Overall well balanced. Captain Punch 12-16 Warzone Slayer on Juggernaut Remarks from the testers: No clue what warzone slayer is - we didn't have enough people anyway. Captain Punch 4-12 (maybe 16) Slayer or Oddball on Cradle v0.7.0 Remarks from the testers: Could not find 0.7.0 version in your files - tried most recent version of 0.5.3 but it wasn't playable. The Grim Dealer 8-16 CTF on Echoes Remarks from the testers:
GT: Doc1777 Map name: Empyrean Gametype to play: CTF Amount of players your map supports: 2-10 players recommended. I would rather you skip the map if you have more than 12 players. Is your map a competitive map you aim to have tested in UCC?: Yes. Description: This 4 v 4 map is heavily inspired by the Orbital Space Elevator section on the level "Evacuation" in the Halo 5 campaign.
GT: Vorked Manback Map name: Actaeon Gametype to play: CTF or Assault. Amount of players your map supports: 6-16 Is your map a competitive map you aim to have tested in UCC?: No, similar to Rat's Nest, but Im sure its not competitive. Description: This 6v6 map is similar to Rat's Nest in design, but holds a center structure where upper and lower levels collide. --- GT: Vorked Manback Map name: Mirage (You'll find it in my Bookmarks) Gametype to play: Slayer or Strongholds. Amount of players your map supports: 6-16 Is your map a competitive map you aim to have tested in UCC?: Yes. Description: Previously posted by EnoughLemon, many updates have been made. This is a combined effort that EnoughLemon had started, and hammered out, together. This is a competitive map that features all gamemodes and a smorgasbord of weaponry. Changelist - Mirage v1.0.1 to Mirage v1.5 Spoiler: Changelist [*]Removed crates from near the Pelican to allow better vehicle flow. [*]Many stumps and rocks have either been moved or removed to allow vehicles to move throughout the map better. [*]Plasma grenades in the small cave system, leading to the pit, have been reduced to 1 per side. [*]Plasma Grenades in the large cave system have been reduced to one per side. [*]Splinter Grenades on the team perches, near the Pelican, have been reduced to 1. [*]Plasma pistols on each side of the map have been removed. [*]Two SMGs were removed that were near the Ghost spawn. [*]Damage Boost pedestals and nearby rocks have been moved to allow vehicles better travel around that area. [*]All weapon magazine/clip counts have been lowered. [*]Manmade supports in the large cave have been moved over so Gungooses can make their way through. [*]Removed clutter and cards from each side of the large cave so vehicles could move through. [*]Halo 2 BRs in each base have been moved away from the DMR and swapped with the standard Halo 5 BR.
I'll have something if I can get the damn glitchy teleporters on red side to work. GT: Seems Dangerous Map: Filler (WIP) Player Count: optimal- 4v4 supports- 8v8 Gametypes: Strongholds and more strongholds aim to have tested in UCC: yessir Description: symmetrical 4v4 blockout for strongholds. there are guns and you shoot people with them.
GT:Chronmeister Map:Kingfisher Players:16 Competitive: Yes I still have some work to do on it, but it should be ready by Sunday.
Happy to see you back at it, @iParanormal! I've got one to submit, but it absolutely, under no circumstance, can support more than 4v4. GT: Darkprince909 Map name: Sadistic Intent (Filename right now is "SI0.1.2") Gametype to play: Slayer Amount of players your map supports: 2v2 to 4v4. Nothing more. Is your map a competitive map you aim to have tested in UCC?: Yes Hopefully I can make it to the lobby this week. I've missed out on a few lately.
just based on how impressive reliquary was I'm excited to see what you've come up with here. is there a wip thread anywhere?
Unfortunately not. It's got a similar feel to Damnation, though. Well, almost like a mix of Damnation and Chill Out. Blaze designed it. I just did art.
GT: Max Extra Map name: Breach Open Gametype to play: Strongholds Amount of players your map supports: 8 - 16 (Be aware that the fireteam lobby is usually pretty big and often full at 16 players... let me know if you would rather not play your map if we have more than the recommended amount of players) Is your map a competitive map you aim to have tested in UCC?: yesDescription: Reworked Strongholds to centralize combat would like to know how they play
GT: N3gat1veZer0 Map name: Resolute Gametype to play: Strongholds, Oddball, or Slayer Amount of players your map supports: 4v4
GT: CaptainPunch374 Map: Juggernaut Gametype: Warzone Slayer Supports: No less than 12 Players Not for UCC I have trouble describing it. It's really big, even though I made it much smaller than it was. Should time allow: Map: Cradle v0.7.0 Gametype: Slayer or Oddball Supports: 4-12, should still function with 16 Eventually for UCC
Submissions are closed for this week. Thanks for submitting them. Event will begin in approx one hour. I'll send you all invites prior to beginning the testing event.
Yeah...my files corrupted when I was trying to work on them last night/this morning to make sure they were ready, so I had to delete them and basically passed out, didn't wake up till after you had gone past my stuff.