Earlier today the Alliance Testing Network released a new 4v4 competitive game type called Extermination. If you haven’t checked out our game type post here. You may also view Forge Hub’s post on Extermination here. ---FORGING EXTERMINATION--- Throughout the testing of Extermination many forgers told me they wanted to make maps for the new game type and now that we’ve released the game I’m really excited to see what the Forge community can create. To make these maps easier to make Max Extra has worked hard to make this game type modular. To have any map work for Extermination here is what you need to do: 1. Load in the Extermination prefab onto your map. 2. Load in the Extermination Sounds prefab onto your map. 3. Load in the Extermination Spawns onto your map. Place the Red Spawn with Spawn Priority 1 in one initial spawn area while placing the Blue Spawn with the Spawn Priority 2 on top of them. Then put Blue Spawns 1 and Red Spawns 2 on the other side of the map. 4. Ungroup all of the Script Brains and Initial Spawn Points. Make sure to “respawn all objects” first because some of the script brains will have despawned. You can always find the prefabs in the game under HaloATN’s files/bookmarks. ---EXTERMINATION MAP TIPS--- 1. The overarching idea to keep in mind while designing an Extermination map is that the map needs to assist teams in getting an Extermination (having the entire enemy dead at the same time). The more features added into a map that will prohibit killing the less likely it is that the map will play Extermination well. It is recommended that you play Extermination and get a feel for the gameplay before trying to design a map for the game. 2. Keep the map small and simple- Most of the maps fit well into a 256x256 floor or smaller; the more complex the pathing is on the map the smaller it will have to be in order to ensure the games are ending in a winner and not timing out. 3. Keep any hiding spots to a minimum or eliminate them all together. You want players to have areas to stake out in if they choose, but do not want players hiding while the other players are on a scavenger hunt to find them. 4. The game type is set up for both symmetrical and asymmetrical maps. When making an Asymmetrical map make sure that both initial spawns are as balanced as possible. While the game type has a built in feature that makes teams switch spawns each round the maps should be balanced without needing that feature. 5. One thing I love about having small maps is that it lets forgers pack detail into every nook and cranny of Extermination maps. However, with a large piece count in a small area it is important to avoid frame rate. ---WEAPONS AND POWER UPS--- The choice of weapons, power weapons and power ups are a critical key when designing an Extermination map. You want people to use the tools you provide to successfully get an Extermination and win a round, but at the same time one tool should not give a team an insurmountable advantage. 1. Power Weapons should be placed on weapon pads and have a 1 minute timer. This allows the weapon to come up twice during a game. Power weapons should give a team an advantage in winning the round but they should not be too powerful that they can quickly take out the entire enemy team by itself. Generally a power weapon should be able to take out 2-3 members of the enemy team. 2. Power Ups should also be set to two minute timers. In tests we found that Damage Boost and Speed Boost perform very well in this game mode while the Over Shield can be too powerful and slow down game play. Active Camo has been used successfully in Harbinger, but remember that you want all tools on your map to push towards the round being won by a team and not ending in a stalemate. 3. Grenades are a great weapon to add to your map but it is recommended that you do not double up on the grenades as Spartans can only carry one of each grenade at a time. 4. Pick up weapons should generally not be overloaded with ammo. Most weapons should have either 0 or 1 extra clips. Automatic Weapons like the SMG have proven to be extremely powerful in testing due to small map sizes so keep that in mind when placing weapons. ---SCRIPTING--- Here are the channels being used (and a quick note of what it is used for). An in-depth Extermination Scripting Tutorial will be posted soon! Use this as a reference in the meantime. Alpha- Attacker Wins Delta- Defender Wins Golf- Game Start Hotel- Heartbeat India- Initializer Juliet- Player Checker Kilo- Player Checker Rodeo- Round Start Sierra- Spawn Priority Tango- Tie Yankee- Game Sound (Last man standing) Zulu- Game Sound (Last man standing) Each script brain controls a different aspect of the game. There are 5 script brains used to run the Extermination game mode (each has a white light bulb) and 3 more for the sounds (each has a pink lightbulb). Below is a list of the colored script brain for the game mode and what it controls: Orange- Game Start Purple- Round Start Yellow- Player Checks Blue- Scoring Green- Spawn Swapping ---EXTERMINATION MAPS--- Please use this thread for any questions you may have regarding the forging of Extermination maps, as well as a place to post your WIP or completed Extermination Maps. Any maps that we test and find to play Extermination well we will include into our bookmarks!
GT: Vorked Manback 4v4 Map Name: Mirage Map thread link (if available): http://www.forgehub.com/maps/mirage.2121/ Gametypes supported: All Gametypes are supported Preferred gametypes to be tested: Slayer or CTF Any specific feedback you are focused on receiving: How it plays competitively. Would you prefer to be present when your map is tested, and if so best availability: I would like to, but my work schedule is during the more active times. I work 4pm to midnight CST. Would you like this map to be considered for UCC Pro Testing Lobby: Yes
HI Duke, I am trying to get my maps a little more play testing other than my immediate groups available. Anyway, here is a few of my older maps and my most recent one. Hope you enjoy. GAMERTAG: i LoTuS i MAP: Kelvin 13 GAMETYPE: 4v4 Team Slayer or CTF - (both if possible) MAP link: newest WIP has no link yet. UCC: Yes MAP: Dimensions GAMETYPE: Breakout FFA (in my files) !!!THIS IS 8 PEOPLE FFA ONLY!!! WIP or MAP post link (optional): http://www.forgehub.com/maps/dimensions.2097/ Consider for UCC (yes/no) no, more mini game 1v1v1 than competitive. MAP: Battle Canyon GAMETYPE: 4v4 CTF MAP link: http://www.forgehub.com/maps/battle-canyon.1113/ UCC: Yes MAP: Convicted GAMETYPE: 4v4 Strongholds MAP link: http://www.forgehub.com/maps/convicted.1512/ UCC: Yes Attending (yes/no): no, but watching, appreciating, and taking notes.
I posted in the wrong thread, whoops. anyway GT: Divade011 Map: Highrise (description: 1.4.1) Link: http://www.forgehub.com/maps/highrise.1700/ Gametype: Ctf, slayer, oddball, and/or classic S. Feedback: opinion on interlevel play semi-secret 4th level general feedback UCC: sure
GT: The Grim Dealer Map Name: Heights 0.1 Gametypes supported: All core gametypes supported Preferred gametypes to be tested: Strongholds, Slayer maybe Oddball. Any specific feedback you are focused on receiving: This is the first playable version, so I'm mostly interested in feedback on the map layout Would you prefer to be present when your map is tested, and if so best availability: Yes, I should be available anytime after the lobby starts Would you like this map to be considered for UCC Pro Testing Lobby: Yes
MAP: 7071 (currently v1.3) GAMETYPE: 4v4 Slayer, Strongholds MAP link: http://www.forgehub.com/threads/7071-wip-4v4-arena.151830/ UCC: Yes I'll probably be on tonight, but it will be later. If you are doing two matches, I'd like a match on v1.2 and a match on v1.3 to see what one is preferred. Duke, I'm experimenting with your suggestion of removing the pit that you said you didn't like.
I have been building and finessing a bunch this week. A new map and big changes to two others. Hope you all enjoy. I will check it out on stream. GAMERTAG: i LoTuS i MAP: Kelvin GAMETYPE: 4v4 Team Slayer and CTF - (both if possible) MAP link:http://www.forgehub.com/threads/wip-kelvin-new-name-new-color-better-performance.151743/ UCC: Yes MAP: Jarvik Prime GAMETYPE: 4v4 Slayer and Strongholds - (Both if possible) WIP or MAP link: http://www.forgehub.com/maps/jarvik-prime.2380/ UCC: yes MAP: Gilded Sanctum GAMETYPE: 4v4 Strongholds/assault MAP link: http://www.forgehub.com/maps/gilded-sanctum.1657/ UCC: Yes Attending (yes/no): no, but watching, appreciating any feedback, and taking notes.
GT: The Grim Dealer Map: Heights 0.1.2A and Heights 0.1.2B Gametype: Strongholds 0.1.2A is the same version from Max's lobby the other day and 0.1.2B has a revised Strongholds layout. I want to compare these two back to back, but if you're not okay with doing the same map twice then 0.1.2B takes priority.
GT: King Kantalope 4v4 Map Name: Amphitheatre v1.5 Map thread link: Here Gametypes supported: Slayer, CTF(2-flag and Neutral flag), Strongholds, Oddball/Assault Preferred gametypes to be tested: Primarily CTF and Strongholds, but I'd be happy with Slayer Any specific feedback you are focused on receiving: Map flow and Power Weapon effectiveness Would you prefer to be present when your map is tested, and if so best availability: Yes, every other Friday/Saturday/Sunday 2pm-12pm starting when I post this and every Tuesday/Thursday 6pm-11pm Would you like this map to be considered for UCC Pro Testing Lobby: Only if it is sweaty enough for that
GT: el Dunco Map: Refuge Map thread: http://www.forgehub.com/maps/refuge.2318/ Gametypes supported: Slayer, Strongholds, CTF, Assault, Oddball, Infection(?) Preferred gametypes: Strongholds, Oddball Any specific feedback you are focused on receiving: spawns and weapons Would you like this map to be considered for UCC Pro Testing Lobby: Yes
GT: Qrrbrbirbei 4v4 Map Name: Reconciled v2.1 Map thread link (if available):n/a Gametypes supported: assault, ctf, slayer Preferred gametypes to be tested: assault / slayer Any specific feedback you are focused on receiving: layout, drop hole functionality, readability/coloring Would you prefer to be present when your map is tested, and if so best availability: nah, just need a little push to make this a solid 4v4 Would you like this map to be considered for UCC Pro Testing Lobby: yes plz
GT: Randy 355 4v4 Map Name: Gridiron 0.01.00 Gametypes supported: Grifball Preferred gametypes to be tested: Grifball Any specific feedback you are focused on receiving: The map is a non-traditional Grifball Court. I need to know if the court's differences are still fun and sensical for Grifball play. Would you prefer to be present when your map is tested, and if so best availability: Yes. I'm available all night every Sunday. I'll make sure I'm online. Would you like this map to be considered for UCC Pro Testing Lobby: No.
Narrowing these down to finished maps. Hoping you will pass these to UCC after this week. GAMERTAG: i LoTuS i MAP: Kelvin GAMETYPE: 4v4 CTF MAP link:http://www.forgehub.com/threads/wip-kelvin-new-name-new-color-better-performance.151743/ UCC: Yes The doors in the base are able to be opened and closed with a toggle switch inside. Changes to spawns and finesse. MAP: Jarvik Prime GAMETYPE: 4v4 Strongholds WIP or MAP link: http://www.forgehub.com/maps/jarvik-prime.2380/ UCC: yes I changed this one significantly. wider doorways, yellow corner geo and teleporter change. Adjusted initial/respawns. Fall pit is much smaller and marked with kill balls for easy recognition. Weapon and power up placement changes.
GT: The Mighty Dino 4v4 Map Name: Overpass Map thread link (if available): http://www.forgehub.com/maps/overpass.2469/ Gametypes supported: Slayer Preferred gametypes to be tested: Slayer Any specific feedback you are focused on receiving: The whole map... More specifically though, weapons, weapon respawn times, player spawn points, maneuverability, and any spot that's too over powered. Would you prefer to be present when your map is tested, and if so best availability: Yes, but I don't have set schedule so if I am not on, no worries. Would you like this map to be considered for UCC Pro Testing Lobby: I suppose?
GT: King Kantalope 4v4 Map Name: Amphitheatre Alt Map Thread Link: here but not up to date Gametypes Supported: Slayer, CTF, Strongholds, Assault Preferred Gametypes to be Tested: CTF, Strongholds Any Specific Feedback I'm Focused on Receiving: How are spawns, flow, and mainly objective play in a competitive arena sense. Also, is the indoor area too cramp or used enough is a big worry for me. Would I Prefer to be Present When my Map is Tested: What kind of question is that? Of course! I'm available every other weekend. If I'm not available, then test without me. Would I Like This Map to be Considered for the UCC Pro Testing Lobby: Yes, but only if it is ready.
MAP SIGN UPS: GT: Looonski 4v4 Map Name: Strongest Map thread link (if available): http://www.forgehub.com/maps/strongest.2479/ Gametypes supported: Slayer, Oddball, and CTF Preferred gametypes to be tested: Slayer, Oddball, and CTF Any specific feedback you are focused on receiving: Is Top control OP? Would you prefer to be present when your map is tested, and if so best availability: Yes, I'm available most weeknights after 6PM CST. Would you like this map to be considered for UCC Pro Testing Lobby: Sure