I'm watching some of last night stream right now and that is some lobby you are hosting. So many maps, awesome. My timezone is **** for your lobby but I will give 2 maps for whatever friday isn't full yet. I will have to skip sleep to attend but maybe I will lol. GT: MULLERTJE Map: JAGUAR Gametype: 4v4 slayer Description: Overgrown Mayan shrine http://www.forgehub.com/maps/jaguar.2591/ Map: DEVOTION Gametype: 4v4 slayer Description: A Covenant military vessel with an unstable powercore http://www.forgehub.com/maps/devotion.2690/ Thanks in advance.
I have a few maps I'd like to test and get some extra opinions on. GT: Uncommon future Map 1: Down Below Gametype: Infection Link: http://www.forgehub.com/maps/down-below.2539/ Map 2: The Autumn's Engine Room Gametype: Infection Link: http://www.forgehub.com/maps/the-autumns-engine-room.2692/ Map 3: Pinnace (formerly know as Ragert) Gametypes: 4v4 Slayer and Strongholds Link: http://www.forgehub.com/maps/pinnace.3279/ Map 4: Initiate Gametypes: 4v4 Slayer, CTF, and Strongholds ( I want to test CTF and Strongholds) Link: http://www.forgehub.com/maps/initiate.2890/ Map 5: Train of Consequences Gametypes: Neutral Flag and "Assault the Train" (custom gametype) Link: http://www.forgehub.com/maps/train-of-consequences.3366/ Assault the Train details: Gametype link: https://www.halowaypoint.com/en-us/...n future_e03b201b-ec36-49a0-8b00-27876128ca40 An assault variant focusing on one target. Red Team must defend the train from being destroyed. Blue team gets the ball and they must get from the back of the train to the very front. Settings: Red team spawns at the middle of the train. Blue team spawns at the back. The ball carrier moves slightly slower (90%) but has 150% shields. Melee is also a one-hit kill for ball carrier. Either team can pick up the ball (since I can't change that setting), but only Blue team can score. Throwing the bomb off the train will cause it to respawn at the back of the train (Blue Spawn). This game is very fun, and very chaotic. It requires some teamwork to move the bomb from the back to the very front. If possible, I'd like to have 2 games of Assault the Train. One where one group is red team, then once the game is over, have red switch to blue, and vice versa. Different perspectives. If I don't have to work Friday, I will be attending. If I can't get all of these tested this Friday, I'd like to get Down Below for sure. Train and Initiate are up for pick. But I'd appreciate if I can get as many tested as possible.
Same as usual the past few weeks, i think I'm honing in on the issues. Gamertag; I am Aschur Map: Snake Pit Gametype: Slayer Doubles Description: A hectic mosh of tunnels and rooms based off of Rats Nest from Halo 3. Changes: Tuned weapon spawn timers Placed OS on weapon pad Put larger blockers on middle pipe to help make sneaky clambers from sniper easier Added extra visuals to sender teleporters to read better as not just an empty doorway Added some color coding to bases to help orientation Extra changes: Changed the corners in the back hall into a rounded corner with a window and pushed the pipe that is above them in towards SMG spawn more so that you cannot look down the hallway while on the pipes. It should be noted that some of the changes have made frame drops in the corners by the new windows more noticeable than before, I am hoping that the next forge update fixes that, but am looking at ways to fix that. EDIT: The map link has been updated as of 8/11/2016 do not use the previously linked version.
Same thing next week please: Map: Chartis Graphein Game type: Big Team Stongholds + & Big Team CTF+ Thanks for the play test on Chartis Graphein guys! Ok, lots of changes from feedback: Made it so vehicles can go inside the map, a lot of you wanted that Added more vehicles Added Weapons Standardized weapons and vehicles across game types Decreased weapon spawn and vehicle spawn times Created custom game types to fit the map better; Big Team CTF and Big Team Strongholds +, has quicker spawn times more ammo per load out and longer duration of game; 15min vs 12, along with specific changes per game like flag runners always show, and 3 strongholds per score Moved Stronghold Locations to promote Vehicle gameplay Moved flag locations to do the same Added 2 more routes into Blue base dropping though the roof or up a lift in the back Moved base weapons closer to spawns Improved lighting of pathways for easy identification Marked red and blue bases with Accent colors, and added light sticks to the boundaries of the teams side of the island Decreased shine of bases from 10 to 6 Moved 2 Easter eggs to easier spots to find. http://www.forgehub.com/maps/chartis-graphein.3254/ --- Double Post Merged, Aug 6, 2016 --- Oh and if you could Save gameplay for each gametype in theater for a trailer? Thanks Max!
GT - LoTuS MAP - Shambles Gametype - slayer MAP - Shambles GAMETYPE - strongholds MAP - Kelvin GANETYPE - CTF I would like to try two gametypes on Shambles next week, I am trying to finish it so I can move on my next idea. Kelvin has undergone more changes to make the doors and switches more readable. It's almost done as well.
Im glad you have so many maps lol, but we are trying to only give 3 slots a person a week. so let me know what 3 you want this coming week and the others will be moved to next week
GT: The Grim Dealer Map: Heights 0.1.4b Gametype: Strongholds and Slayer I think it's nearly ready for the art pass. Just some more fine tuning here and there and I'll be ready to start making it look pretty.
Gt:Gsomekiller307 Map testing pelicans Game type:what ever Player count: any amount 2 preferably I just want to see how the pelican performers with a wasp welded to it
Infection on Down Below Assault the Train on Train of Consequences Strongholds and CTF on Initiate. Sorry for the massive post.
Gamertag: Taitou1 Map: Weekend Getaway Gametype: Infection Attending: Yes I've been working on fixing this map using your feedback from just this past Forged Friday, and I'm liking the way it's coming out. It is now impossible to break out of the map, the first floor of the cabin has been detailed, and the upstairs floor no longer has a single access point. I'm also going to keep working on it over the week, adding aesthetics to the top floor. I can't thank you and the others enough for helping me out! Edit as of 8/6/2016, 11:39 PM: I have finished detailing the upper floor, and have modified one of the windows as was suggested in-stream, but in a slightly different way. I'm looking forward to how the map functions!
gt: WholeIowa FIN map name: KMS Joukahainen 2v2 slayer i want feed back on gameplay and the aesthetic
Its no problem really. I can only get in one of the game types for Initiate. slots meant games played not maps. At the moment I have CTF down but if you want to swap that just let me know at any time. thanks for submitting and watching by the way. We can get the rest of your stuff in on the 19th. ... I never thought I would be planning maps 2 weeks in advance so sorry for that lol this sort of lobby took off a bit more than I expected.
Total Maps: 26 Maps Remaining: 26 8v8: 4 15% Infection: 4 15% 4v4: 15 58% 6: 0 0% 2v2: 3 12% 1v1: 0 0% Here is a run down of what is submitted so far. As of this post everything is up to date what changes that have been suggested. Its only saturday and there are only 9 spots remaining. Keep it up guys cant wait to test again on the 12th! Max Extra infection hot spring 12 V--MAP LIST--V https://docs.google.com/spreadsheets/d/1SyVkpNebkFDY7tunlwHFNP_2qpfa8UwGwXs-CjgHJqs/edit?usp=sharing
GT: A 3 Legged Goat Map: Spellbound Gametypes to test: 2v2 Slayer and 2v2 Oddball Link: http://www.forgehub.com/maps/spellbound.3317/ Not Attending
For Friday, Aug. 12: Map: Skullus Game: 1v1 Slayer No Radar Attending: Maybe Link: http://www.forgehub.com/threads/skullus-wip.153412/
Hah hopefully last time I'll be putting this map in your lobby. Thanks for your feedback. ALSO! You can play this map like for maybe 2 or 3 rounds only, the only major differences are visual cause that's the suggestions I got so just so you can take a look around Thanks again! Map: Shipment Gametype: Disturbed (Linear Infection) GT: KeeLoker LINK Also have another map that I'll try and get finished by Friday! Map: Meltdown* Gametype: Project Chimera (Linear Infection) GT: KeeLoker WIP *Map name may change I'll try attending but if not then I'll definitely try watching the stream!
GAMERTAG: xXxMENTALxXx MAP: Bulwark High GAMETYPE: Strongholds WIP link: http://www.forgehub.com/threads/wip-bulwark.153416/ Attending: Yes EDIT: Again made some changes similar to the "low" variant from the wip thread but moving it back up to the original height. There is a jump across so it is harder to get to safety and less likely to be "ground pound abused". I still expect plenty of dive bombs, but hopefully not in a campy way. A few other small changes, visual improvements and piece optimization as well with very minimal framerate issues on one or two edges looking across the middle.
Gamertag: Rabid Hogs Map: Torrential Gametype: 12 player Infection Attending: No Want to get this tested again for the contest, I've also made some small tweaks.