KRUSHERS WEDNESDAYS TESTING LOBBY 9PM EST

Discussion in 'Halo and Forge Discussion' started by straymorais, Dec 21, 2016.

  1. Tempfirefox00

    Tempfirefox00 Legendary

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  2. a Chunk

    a Chunk Blockout Artist
    Forge Critic Wiki Contributor Senior Member

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    All of these maps have basic lighting and aesthetics. Hoping to get gameplay testing before finalizing the visuals. The maps don't have screenshots attached to them because Microsoft sucks.

    GamerTag: a Chunk
    Map: Crab Grab
    Gametype: CTF (Slayer would be okay also)
    Player Count: 8 (4v4)
    Map Link*: https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/map-variants?lastModifiedFilter=Everything&sortOrder=BookmarkCount&page=1&gamertag=a Chunk#ugc_halo-5-guardians_xbox-one_mapvariant_a Chunk_8186bf69-c22d-4663-b942-9731cdd94b07
    Description: Symmetrical 2-Base map

    GamerTag: a Chunk
    Map: Winsome Melody
    Gametype: Slayer
    Player Count: 4 (2v2)
    Map Link*: https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/map-variants?lastModifiedFilter=Everything&sortOrder=BookmarkCount&page=1&gamertag=a Chunk#ugc_halo-5-guardians_xbox-one_mapvariant_a Chunk_f0c594af-97c7-4526-b90d-175519bcc061
    Description: 2v2 Slayer map where one side is relatively linear while the other side has a lot of overlap.

    GamerTag: a Chunk
    Map: Eventide
    Gametype: Slayer
    Player Count: 4 (2v2)
    Map Link*: https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/map-variants?lastModifiedFilter=Everything&sortOrder=BookmarkCount&page=1&gamertag=a Chunk#ugc_halo-5-guardians_xbox-one_mapvariant_a Chunk_e547a9b2-5465-425e-bff2-f3e877c32ddd
    Description: A Doughnut. Designed to have the pickups drive the movement. It was originally intended to be for 1v1 but I overscaled it, so let's see how it works for 2v2...
     
  3. Tempfirefox00

    Tempfirefox00 Legendary

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    straymorais likes this.
  4. MrDeliciousman9

    MrDeliciousman9 Legendary
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  5. Psinobious

    Psinobious Legendary

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    GamerTag: mang0 c0mmand0

    Map: Red Garden
    https://www.forgehub.com/maps/red-garden.5083/

    Gametype: Big team ctf

    Player Count: 8v8

    Description:
    A large vehicle based ctf map with the wilderness being introduced to big team battle. Each team will be sporting a mantis and wraith that are accompanied by sword ghost, woodland warthog, and gun-goose. The map is designed to set the pacing to around something you would see in a map from Halo 3.

    Map link: https://www.halowaypoint.com/en-us/...c0mmand0_8989fea4-7d55-49c1-86a7-d23fc5c44a7a
     
    #65 Psinobious, Apr 24, 2017
    Last edited: Apr 24, 2017
  6. NikkoJT

    NikkoJT Legendary
    Forge Critic

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    GT: Nikko B201
    Exercise Chiron Gamma
    R.O.E. Chiron Gold
    4v4

    Take on the Chiron orbital training facility's notorious Gamma exercise - an indoor room-clearing setup with an emphasis on precision.
    Under the Chiron Gold ruleset, there's no limit to the carnage; both your team and the enemy team will keep coming back until someone stacks up enough bodies to reach the 50-point mark. With no shields for anyone, it shouldn't be too hard to make that happen.
    You'll be equipped with Tactical Magnums, plus anything you can find in the simulation environment.
     
  7. MrDeliciousman9

    MrDeliciousman9 Legendary
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  8. MrDeliciousman9

    MrDeliciousman9 Legendary
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    Mapname:

    StormVeil

    Gamertag: Mr Deliciousman

    Playercount: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 to see how people feel about the art and to see if both sides are balanced. Also, if the pathing creates interesting gameplay. Also, this submission will override my previous submissions. This one has many updates compared to those.
     
  9. InvokingTexan

    InvokingTexan Mythic

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    Gamertag: InvokingTexan.
    Co-forgers: none.
    Map name: Case Zeus.
    Gametype: Infection.
    Player count: Twelve total players.
    Link to map (Halo Waypoint): https://www.halowaypoint.com/en-us/...ingTexan_9ebfffe0-a980-48ad-8fef-ffdda68053a9
    Short description: Medium to large sized underground military base that has been left desolate due to a a prisoner revolt, and viral outbreak.
    What feedback I am looking for out of the test: spawning, line of sights, player flow, readability, balance of power positions, weapons, art, and everything else.
     
    #69 InvokingTexan, May 8, 2017
    Last edited: May 15, 2017
  10. GrayishPoppy210

    GrayishPoppy210 Legendary
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  11. MrDeliciousman9

    MrDeliciousman9 Legendary
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    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 have made changes to improve frame rate and slightly to layout to improve the flow of gameplay. I would like to see if there are any spawn trap issues and overall if any areas are too powerful in relation to the other areas.
     
  12. Wardo

    Wardo Forerunner
    Senior Member

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    Mapname: WP Hallelujah Mountains
    Gamertag: Wardo29
    Playercount: up to 10v10. Teams of 4v4 and up work best.
    Gametype: WP Hallelujah Mountains (Stronghold Game type)
    Halowaypoint Map: WP Hallelujah Mountains
    Halowaypoint Gametype: WP Hallelujah Mountains
    Description: This is a Mini-Game that uses strongholds. Players armed with gravity hammers and Spnkrs traverse floating rocks to fight for a central stronghold. Players take negligible damage and blast force/radiuses are increased for every type of attack enabling players to knock each other off the map.
    Notes: Would like to see how easily various people can traverse the map and how combat flows having only one "Hill". Also looking for input on weapon choice and balancing options among other small changes.


    ScreenShots: 1, 2, 3, 4, 5, 6, 7, 8, 9
     
  13. ExTerrestr1al

    ExTerrestr1al Forerunner
    Senior Member

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    Please test! Thank you in advance :D


    GamerTag: ExTerrestr1al
    Co-Forgers: n/a

    Map: Castle Wars Reforged (WIP)

    Gametype: CTF

    Player Count: 16 or as many as you can

    Map Link*: Waypoint

    GameType Link: not necessary. Though, I do recommend using a basic CTF with slightly longer duration - at least 20min. This will provide a moment for players to get acquainted and then figure out the best way to push across the bridge. See below. RED V BLUE ONLY, so you may also want to try to prevent that by choosing "balancing only".

    Description: Remake of the popular Castle Wars, but better. Maybe a lot better? I'll let you decide. It has been completely reforged revamped, rather than most of what you see out there, which is someone just taking the map and "modding" it by adding a few pieces or something. There is of course a large castle on either end of a large bridge, which forces players to push across and carry the flag back.

    Key things to note: This map employs new "technology" i've designed, which hopefully will be used in other maps. Not only is there a working cannon, which is an adaptation of "Cup of Joe's" youtube demonstration seen here, but it also utilizes a technique for doing player count-based releasing of vehicles. That will help BTB map forgers tailor their experience for those moments when a 2v2 is ensuing as you wait for others, and keeping that asshole from grabbing the tank and continuously mowing you down! Another thing worth mentioning. This is for Red v Blue only, and also employs a trick to continuously punish players for switching to anything but. It puts up a navpoint marker that (hopefully) makes it clear they should "Go To" Red or Blue. <-actually, if you want to test this in the map and give me your feedback, that'd also be good.
    Questions I'd like answered include:
    • When you have the appropriate number of players, is it really too large? Or, does the way it's designed help to alleviate that?
    • Is the Hydra OP? I have that Echidna version in each base (window), but with not a ton of ammo and not respawning very quickly, but still. Or, does that help to balance a hog carrying a flag back to cap?
    • does it crash (the map/game) for anyone?
    • Do players relatively quickly catch on to the new "tech" and features?
     
  14. Unfound

    Unfound Art Team
    Forge Critic

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  15. qrrby

    qrrby Waggly piece of flesh
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    Is your lobby still running? I haven't heard anything back in a while... scheduling conflicts happen fo sho tho bro <3
     

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