Also, if you'd be interested, "Totem" has gotten an update if you wanna give that another go FFA recommended
Map Link to Halo Waypoint: https://goo.gl/4WhA0G Short description let’s see what kind of galaxy we woke up too. Halo Wars 2 themed battlefield set for new gamemodes like Heavies, Extraction, and more! Map is a large 8v8 big team battle map with 3 blitz hills and a crashed unsc heavy frigate surrounding it. Has an aesthetic mix of the natural terrain of the Halo ARC, Forerunner structures, and Banished themes on top Player count 2-16 (16 best experience) Gametypes Slayer Heavy Strongholds Specially designed CTF Bomb Rush (Halo 2 multibomb) Flag Runner (3 Neutral Flags) Extraction (currently is broken but I will fix it this week) Prefered gametype for testing Heavy Strongholds What are you looking for regarding the test? The map has already been released but I would like some feedback on any of the following topics to enhance the map -Gameplay balancing and issues -Map Flow/Layout -Any other major or minor problems you would like to address Link to map submission on Forgehub CLICK
Map: Battle Shell https://www.halowaypoint.com/en-ca/...DireWolf_cd4b9e98-06ab-4038-bef9-ae592c940b70 Gametype: Blue Shell https://www.halowaypoint.com/en-ca/...DireWolf_751b0f3c-e23e-45bd-9da1-fa70ef0d4da0 Players: 2-16 Short Description: Battle Shell is a mix of N64’s old Mario Kart battle mode and infection with Koopa shells. The concept is simple for the humans: jump on your kart and stay alive as long as you can, while dodging the Koopa shells! The alpha infected controls a rampaging blue shell that will teleport those poor souls that get caught in its path to their deaths. The base infected get to control the red shells, which don’t teleport anyone, but pack a mean punch. Smack, push off, or roll over the humans in their karts to win. - I would love some feedback on any issues that crop up during your play run as it's only been tested a few times, along with any suggestions for improvement to make it more fun. Thanks!
Map: ruins Gametype: x-ball (or whatever it is) Link: https://www.halowaypoint.com/en-gb/...Poppy210_0797457e-60ef-491b-854b-197d2a1d0b6c
Map Name: One Year After Gamertag: The1nhuman3 Link: https://www.halowaypoint.com/en-us/...1nhuman3_2a719769-7a42-47b0-bef6-08cb3b0e2a6c Game Type: Infection Description: Its been a year since the infection epidemic not much is left in world but hey at least the lights are still on but if i were you id stay in the light you dont know whats lurking in darkness. If you cant handle the darkness you don't deserve to survive this infection. this town will become your grave like those who came before you.
Map: Paradise Lost https://www.halowaypoint.com/en-us/...DireWolf_dcdfef56-2516-422f-91c7-53f6c73dc172 Gametypes supported: Slayer, CTF, Stronghold, Infection Short Description: Map is loosely based on Bora Bora in the South Pacific, where gameplay takes place on over-the-water bungalows and a little island. Could you test for: -Gameplay balancing and issues -Map Flow/Layout -Any other major or minor problems you would like to address Thanks!
Ascend Hyperion Map: Stoneshore Gametype: BTB Strongholds Link Desc: BTB map set in and around a massive aging sea wall. Focus on attack/defend style play. Looking for feedback on thematic presence and appeal. Do players feel like they have options on the map. Is the weapon pool fun and dynamic or overbearing? Is there enough movement around the map?
A brand new coat of paint onto a local favorite. Map name: Hex v1.5 Download: https://www.halowaypoint.com/en-us/...ulogistX_fda1a9ad-ba90-4f06-9e58-6b9c995fbb6e Game mode: Neutral CTF 4v4 Just a note: it's not just prettier. She plays a bit differently now
Breakout. But with WARTHOGS! Map name: Gank: Crow's Nest Download: https://www.halowaypoint.com/en-us/...ulogistX_4a109a04-a596-4202-9b3e-fd45ea21d7f2 Custom gametype: https://www.halowaypoint.com/en-us/...ulogistX_29803876-0e55-472f-a106-3597b4e4f63c Players: 4v4 Custom breakout arena accommodated for scout warthogs and various power vehicles/turrets.
Map: Cryo Stasis Gametype: Halo 3 Strongholds Player Count: 4v4 GT: ANEVILSPAR7AN Reason for Testing: I need Objective gameplay tested since Slayer works perfectly.
Sunday Screams Map: Chimera Labs Gametype: Project Chimera Player Count: 12+ Description: Linear Infection map set in the initial fall of a Spartan laboratory. Only option is to flee to a saferoom on the opposite side of the facility with two optional paths to take. Note! You and your group can only choose one path per round. Which ever path is chosen first must be progressed through and the other path cannot be accessed until the next round if chosen. I've tested this map before in this lobby but recently, after being on a small hiatus from forge, I decided a good way to jump back into it was by revising an old map I created. A lot of the map has been changed in terms of design physically and aesthetically. I'm looking to see if these changes improve and enhance the gameplay more so than it was previously. I'd also like to know if the map is aesthetically pleasing.
I'm finally back, and this time I've remade that 3K_Smash map that was really unclear before. Map Link to Halo Waypoint (Required): https://www.halowaypoint.com/en-au/...ndersNed_ac46c3e6-ca50-4537-b3b0-b25a16122898 Short description: A remake of the CS:S Classic, mg_3k_smash_lego_copter. Survive the falling tanks long enough to get Void's Tears and bring down the other platforms, or jump to the middle and teleport to the Phaeton to bring them down yourself (or use the Void Boltshot.) Player counts: 8-16 Gametypes: Custom gametype, link here. Prefered gametype for testing: Custom gametype What are you looking for regarding the test? (spawning,art,weapons,etc): Need to make sure it's fun and more understandable now. I also need to make sure that the weapon spawning works properly and that you can't kill people directly (by shooting them) Just in case, here's what I remade:
Map name: StormVeil Gamertag: Mr Deliciousman Player count: 4v4 Game type: slayer and strongholds. Preferred game type: slayer Halowaypoint link: https://www.halowaypoint.com/en-us/...ciousMan_991c783b-e95c-4de8-9f44-572b93109e97 Notes: I would like strongholds to be played and tested. I have also made adjustments to spawn more specifically to blue spawn and have adjusted lighting.
map name: Tokyo-3 Ruins Gamer tag: FOTUS Doomsday Gametype: Evangelion. Players: 7min 16 max Perfered testig game type: Evangelion Map link: https://www.halowaypoint.com/en-us/...Doomsday_4eb65d38-fecd-4371-bc19-7e3f4c12a95f Gametype link: https://www.halowaypoint.com/en-us/...Doomsday_40d0574d-9e57-4457-920a-700ea6bc0150 I'm looking for information on how it plays for both human and infected, if it's to hard to see, if it's to easy for humans to win. If infected win every time. I also need to know if the zombies fly out of the map to often, or if players drown to often. This map is a new survival concept, and currently is designed to not have weapons on the map, so if they are required I can place them around the map but right now there are none. In general it's a highly experimental gametype, and I have zero clue if it can work in its current state, nor do I have time to test it with a lobby myself.
map name: Mini Wars -Working Title Gamer tag: x sl0th x Gametype: Mini, slayer Players: 7min 16 max Preferred testing game type: Mini Wars,Slayer Map link:https://www.halowaypoint.com/en-us/... SL0TH X_932c7e0e-9d71-4ff7-ba5e-79601d5522f3 Gametype link: https://www.halowaypoint.com/en-us/... SL0TH X_7e139529-f7cf-47c9-8ac9-f6eb5ab844fb This map and gamemode is in Alpha stage and I am really wanting feedback when it comes to how smooth the game play is. My main goal is to create a fast mantis swat gamemode. The map is very early on design and I really only want feedback the concept and if it is working.
SacredEulogistX Map name: Archives https://www.halowaypoint.com/en-us/...ulogistX_abf28912-411d-4999-9301-c1e81d5ec53b Players: 4v4 Mode: Team Slayer Link: https://www.halowaypoint.com/en-us/...ulogistX_abf28912-411d-4999-9301-c1e81d5ec53b