Gamertag: ExpiredEGGGNOG Map: Hydra and Seek Gametype: Hydra and Seek Players: The more the merrier Attending: Most likely not, depending on what week this gets put in.
Gamertag: Morslupus Map: Mantis Arena 3 Gametype: Mantis Strongholds Player Count: 4-16 Forgehub: http://www.forgehub.com/maps/mantis-arena-3.3549/ Gamertag: Morslupus Map: Mantis Arena 2 Gametype: Mantis Strongholds Player Count: 4-16 Forgehub: http://www.forgehub.com/maps/mantis-arena-2.1155/ Gamertag: Morslupus Map: Fly Swatter Gametype: Swat-A-Fly Player Count: 4-16 Attending: not this friday, but a friend of mine will be. If nothing else, I'd love for Mantis Arena 3 to get tested out (being the newest). The match goes quickly being less than 5 minutes long (not joking). In case you don't want to do strongholds, there are 4 Gametypes you can run with ANY of these maps: Mantis Stronghold (1 round, 1st to 150 points wins, Max time: 4 min 20 sec) Mantis Slayer (First to 2 rounds, 10 points wins, Max time: 13 min, 30 sec (4:30 per round)) Mantis Breakout (First to 2 rounds, Max time: 13 min, 30 sec (4:30 per round)) Mantis War (30 min slayer with no limit) Looking forward to watching the livestream when I get out of my hectic schedule this weekend. Also, tell everyone to be honest on their thoughts. I need to know if there is a way to improve the maps
Reserved: I (hope) I can get my Zero Gs 2.0 beta done by Friday, if not oh well. The better, larger, awesome version of Zero Gs. (glitched weapons included). Edit: Gamertag: Agent Zero85 Map: Zero Gs 2.0 Gametype: Zero Gs 2.0 Players: 16 Attending: Yes Edit 2: Do not, I repeat, do not play my map, under estimated how long it would take to complete.
Let me know in a PM when this post is updated with your map UPDATE FOR FORGED FRIDAYS: August 26th Total Maps 35 Maps Remaining: 35 8v8: 5 14% Infection: 7 20% 4v4: 19 54% 6: 1 3% 2v2: 1 3% 1v1: 1 3% September 2nd Total Maps 12 Maps Remaining: 12 8v8: 8 67% Infection: 2 17% 4v4: 1 8% 6: 0 0% 2v2: 1 8% 1v1: 0 0%
I'm pulling the plug on Aerowalk for the time being. I just haven't had the time to work on it this week. I'll resubmit it when it's done.
Gonna preemptively post this for next week given they way submissions are going right now. Gamertag: I am Aschur Map: Crusader Gametype: Slayer Doubles Description: a sort of mashup of Guardian and Damnation I will make changes according to how the test on the 26th goes.
Map: Thelios 2v2/4v4 Slayer/Strongholds Linkhttps://www.halowaypoint.com/en-us/...iant_Exi_586e1f12-83ae-458e-af3d-df1c19f99e79 Me and my partner will be there.
GTag: SoldatDuChrist GType: Slayer 1v1/2v2 (1v1 primarily, 2v2 also if possible) Preview:http://www.forgehub.com/threads/northern-darkness-map-preview.153646/ Description: A small map taking place on an arctic rig, built for 1v1 with 2v2 support
A plethora of changes have been made ever since the first test. In regards to changes from the last test, they include the following: -Added additional phase 1 and 4 doors that allow the infected to force the humans onward. These doors open once the phase has been completed and put the infected very close to the humans -Made is so the third infected drop in option in phase 3 is only available in the final 15 seconds of the phase -The third phase 2 door is now only available during the final 10 seconds of the phase (Phase 2 is hard because it is intended to be so, but I would like to see slightly increased survival rates) -Humans now restore 10% health when dealing damage to the zombies (This will be removed if the regen rate is too high) -Fixed Phase 5 doors so that the humans have ~15 seconds to get settled into the room ___________________________________________________________________________________________________________________ I would also like to point somethings out to anybody who has played/ plans to play The Dust Palace. The goal is to emulate Raid style play, which is HEAVILY centered around teamwork. Unlike traditional infection, the lone wolf motif is not going to cut it here. Tests have shown that effective teamwork=human progression. It is also important to note that by the nature of the gametype, the infected should have advantage, even if it is slight. They are the enemy and you are in their domain. By no means should the humans win every round or even see high survival rates. That being said, there is still minor work to be done to produce the constant results I would like to see. I appreciate those who have tested the map in any version, as they have allowed me to make the changes I cannot see in Forge. Please be understanding in the fact that I cannot make changes without tests. I know I went the extra mile here with this response, but to all that have tested, thank you!
This post will be for next week's test (9/2). Map: The Labs Gametype: Project Chimera I'll hopefully post a forge hub thread after the 9/2 test Attending: Yes if there's room
Map: prison attack Gt:gsomekiller307 Game type: hunters vs unsc Attending:yes Plz note some stuff may not work this is meant for the anvils legacy update I tried to recreate the hunters cannon as best I could with current forge items
Placeholder spot for a super secret map for the 9/2 lobby. Map and Gametype: secret for now Lobby size: 16 players Attending: Yes
Map: Promontory Gametype(s): Slayer or Strongholds or CTF GT: CertifiedChamp A new map, it suffers from frame drop but I'm waiting for the next update
GT: HerrMittmann Map: Melt in the middle (Link will follow. Otherwise please check my bookmarks) Modes: BT Slayer, BT Strongholds, BT CTF - pick one you like Loadout: AR + Mag