Map: Outpost Gamertag: Tempfirefox00 Gametype: 4v4 Link: https://www.halowaypoint.com/en-us/...ireFox00_97d75edf-1604-4695-bcf2-2c1f38e33781
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...
Map: Outpost Gamertag: Tempfirefox00 Gametype: 4v4 NO screenshot.. changes made. Link: https://www.halowaypoint.com/en-us/...ireFox00_97d75edf-1604-4695-bcf2-2c1f38e33781
Map name: storm beta Gamertag: Mr Deliciousman Player count: 4v4 Game type: slayer Map link: https://www.halowaypoint.com/en-us/...ciousMan_f6d7281a-24a0-4b72-8599-60efca0c135f
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
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.
Mapname: EYEOFTHESTORM Gamertag: Mr Deliciousman Playercount:4v4 Game type: slayer and strongholds Preferred game type: slayer Halowaypoint link: https://www.halowaypoint.com/en-us/...ciousMan_5e8268d8-7e5c-454e-9927-9bea54afdc45 Notes: I would like to see how people feel about the art and to see if both sides are balanced. Also, if the patching creates interesting gameplay.
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.
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.
Gamertag: GrayishPoppy210 Map: dreg heap Gametypes: slayer (others may be added soon) Player count: 4v4 Link: https://www.halowaypoint.com/en-gb/...Poppy210_ac24a74e-d79e-4425-8de6-81fea5eb7514 Description: Dark souls themed map based on the dreg heap in the ringed city dlc
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.
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
Please test! Thank you in advance 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?
Is your lobby still running? I haven't heard anything back in a while... scheduling conflicts happen fo sho tho bro <3