GAMERTAG: Agent Zero85 MAP: Ro Sham Bo 2000 GAMETYPE: Arcade Version WIP or MAP post link (optional): Attending (yes/no): Yes,
GAMERTAG: D4rkDeath MAP: Ancestor GAMETYPE: MAG and Assault rifle starts, Big Team Slayer or Big Team CTF WIP or MAP post link (optional): http://www.forgehub.com/maps/ancestor.2994/ Attending (yes/no): yes
GTag: SoldatDuChrist Map: Colonial http://www.forgehub.com/maps/colonial.3000/ GTypes: Slayer & Strongholds
Gamertag: Bromaniac35 Map 1: Kennecott- Last to Fall Mode: 12 player infection Map 2: Kennecott Mode: 4v4 Strongholds Map 3: Aphelion Mode: 4v4 CTF
GT - LoTuS Map: Jarvik Gametype: 4v4 Slayer UCC: Yes Link Cleaned up a few small areas, this map is just about done. I am pretty happy with where it it at. Map: Kelvin Gametype: 4v4 Assault Supports: CTF, Slayer, and Ball UCC: Yes Link This map has completely dynamic cover in the middle now, the doors open and the cover shifts with the press of a switch either in bottom mid or top snipe nests. Map: Wreckage (lights) Gametype: 4v4 Slayer UCC: Yes Link I had to break the lighting to allow this to be playable. My newest creation began as a redesign of yellow corner from Jarvik but on the new canvas. This quickly became its own assymmetrical beach/castle map with a cave system, glowing alien monoliths and a zipline!
Hey! I have a 4v4 called Composer V.2. Because of the layout and spawns of the map, only Strongholds and slayer are available at the moment. I intend to create CTF and Ball spawns in the near future. GT: Regret Fear Map: Composer V.2 Early versions of the map can be found here Since those videos have gone up, I've made some major alterations along with minor weapon swaps.
gamertag DeathRhinoAC130 Map: Speed Human Gametype Speed Human both are in bookmarks 16 play Just a proof of concept.
GAMERTAG:Tickleme buddha MAP: castle 6 GAMETYPE:ctf WIP or MAP post link (optional):wip Attending (yes/no):no GAMERTAG:tickleme buddha MAP: temple v3 GAMETYPE: slayer WIP or MAP post link (optional): wip Attending (yes/no):no GAMERTAG: brogan MAP:hyrule castle (8 to 12 players) GAMETYPE:ssb test WIP or MAP post link (optional):weip Attending (yes/no):no the last one is a super smash bros mini game object of the game is to knock all players off of the platform by any means necessary, you will want to evenly separate players between red , blue , yellow and green team it uses a breakout game type so when only one team is left on the platform the next round will start
If there's space, I'd love to get another test on Vigil this week. Gamertag: Pat Sounds Map Name: Vigil Gametype: Slayer Halo Waypoint Download Link Feedback Link: http://www.forgehub.com/maps/vigil.2975/ UCC: yes Attending: Yes! FINALLY
GT: Nachtveil Map: Beacon H5 0.5 Gametype: 4v4 Team Slayer. Attending: Yes (Definitely this time) Enjoyed the feedback from last week, so heres the changes i did in response, will enjoy getting feedback on if it works better or not: 1. Too Flat: Raised up the structures in the main courtyard a minimal bit, it does make a bit of a difference. Added platforms over the flag areas to both enclose the area (providing grenade cover from afar), and making a raised platform that you can shoot from (get there from the slide lifts on each side, then boost forward). Also made elevation changes to the outer courtyard (by about 50 units). 2. Heavy Placement: The rockets are fine. Sniper has been removed from its spot and replaced with another weapon that isnt on a weapon pad (good luck). The scattershot spawn has a bit of added cover and has been slightly changed and elevated (Did not move the weapon because I believe in making people move to make the most of the weapons given, except for the rockets of course.) 3. Barriers: There was a barrier and boundary issue, it has been fixed.
Gt: Tom French 343i Map: Troll Island Prefix V1 The map is on TIDAL but I broke the lighting so it WILL load in customs. Game types: Big Team Slayer
Gt: PharmaGangsta1 Map: Tempus Game Type: Grifball Considering submitting it to 343. Would like to check scaling and get opinions on the elevated areas, considering creating a ramp to go all around each platform. No room, no worries. Could've sworn it was Thursday