GT: HerrMittmann Map: Brothers Mode: BT Slay0r AR + Mag Link: https://www.halowaypoint.com/de-de/...Mittmann_56330e9a-d41d-4ead-ae89-ed4fc9f4c1c2
Map name: Shulva Gametype: extermination Description: sanctum city from dark souls 2 Waypoint link: https://www.halowaypoint.com/en-gb/...Poppy210_84fe7f9b-91d6-4d1e-bb58-6995958738cb
Just one more. Built it last night, otherwise it would've gone in the previous post. Lijiang Parkway 8v8 BTB CTF BTB companion to Lijiang and Lijiang EX. Does not feature a square, or circular, design. Current object count 1581; of particular interest in this test are the specific locations of any frame rate issues. Although I've noticed a consistently smooth frame rate myself (more consistent than the 200-pieces-less Firebase Tononoka) I am aware I'm playing on PC so I won't necessarily see problems.
GamerTag: Straymorais Map: Cypress Gametype: Slayer Player Count: 4v4 Slayer Description: Treehouse built in lagoon . WIP
NewName : Super M Grifball Author : Straymorais Gametype: Grifball Player Count: 4v4 optimal Description : Grifball map with a Super mario flair. Good old fashion Mario versus Luigi. Enjoy! Forge hub link : LINK Halowaypoint: LINK
Map name: Spine Author: IIICLAESSICIII Gametype: BTB Stronghold Player count: 8 v 8 Description: Forge hub link: https://www.halowaypoint.com/en-us/...ESSICIII_e39f4f4a-8a15-4f0c-9778-76824634dc9a
@Max Extra Thanks for playtesting my poke' map man. I appreciate the commentary and feedback you give during your matches. Looks like you are the poke' champion too haha!
GT: OverlordRaven91 Map: Sanctity Game type: Big team CTF Players: 8v8 Link: https://www.halowaypoint.com/en-us/...dRaven91_db6c2e30-94aa-4a3e-a196-a2aa58c07b1c I replaced the plasma turrets with shade turrets and reduced the central object density by 28 pieces
REX JOURNEY Extermination (both maps) 4v4 Interstice: a new mombasa inspired map Trusion: Skyscraper building feature a complex layout (I can't get links atm, but should be able to get them later today)
aight so GT: Nikko B201 Lijiang Parkway 8v8 BTB CTF Notes: You 'member this, I'm sure. I've made some changes to flag placement, so CTF should play better. I've also added an extra Ghost (one for each team) and thrown in some more cover on the outer promenade area. Something I kinda wanna address is that people were complaining about the spawns being weighted towards the outside - now that's pretty much working as intended. It's a primarily outdoor map, and the inner areas aren't that big a part of it. With the new cover you can expect to spawn at the mid-distance spawns more, but spawning more towards the outside is definitely how it's supposed to be. Lijiang EX 4v4 Extermination Notes: I really wanna get this one properly hammered down for the contest. Ascend tested it on Sunday, and it's got something coming on Wednesday with Duke, but Ascend's test was a straight 5-0 wipe so it's hard to tell if the stalemating issues are resolved. -- Post-Duke update: I've made some changes to Red and Blue sides to make them feel a little more open, and made the ledges in the centre one piece with no overhang. I've also made it possible to get onto the Needler side grass without jumping, by walking up the seats. Finally, I've removed a few plants in an attempt to address framerate problems, but since the map went like 3 playtests without anyone mentioning bad framerate, I don't even know at this point. -- Remaining issues: I don't know how to fix the recurring "too many mini-hops" issue. The only mini-hops on the map are to get onto the grass areas. If I raise them to Spartan height, the critical segmentation issue will return in full force (and it'll look bad). If I lower them to ground level, there will be even less cover - because somehow the map is both too segmented, and too open - and the map will become flatter (and it'll look bad). If I ramp the sides, it'll look really bad. I don't have a solution for this, and believe me I've been trying since it was first mentioned. Other stuff: I'm working on expanding this Lijiang series into a full map pack - one for each basic game setup. Parkway for BTB, Lijiang for classic 4v4, EX for 2v2/Exterm, and as-yet-unreleased maps for Infection, Grifball, and maybe something funky like 2v2 Assault. The Infection map might be playable by Friday in which case you'll see it then - but once everything is ready, I'm interested in discussing the possibility of a session where the complete series is played in one night, running through from BTB to Exterm or 2v2. Obviously that's 5-6 maps rather than 3, so it would have to be some kind of special-circumstances thing, if it happens at all. But having every map playable is a ways off so there's plenty of time to figure that **** out, I'm just letting you know it's out there as a concept.
el Dunco Verminpool Extermination https://www.halowaypoint.com/en-us/...el Dunco_6f51f606-fe0b-4237-b526-acec5de38fe8
*/*/*/*SPECIAL DAY*/*/*/* February 10th, 2017 will be a special Forged Friday. I plan to try to fill up the list of maps or at least fill up the night by playing only Extermination maps and variants. This is to help people submitting to the contest and to try and get some more attention to the game type. Any maps submitted for the 10th that aren't extermination will be post-pwnd to the next week. I'd like to see what you all can come up with. Side note: Forge bucks are for entertainment purposes only and not to be cried over. collect and gamble at your own risk. and no I will not be changing the system cause you lost bucks or don't gain as quickly as before. side side note: you're a bit too nosy if you're still reading this.
Slayer on Epirus Strongholds have been polished to the point where I'm comfortable with them, so now I'd like to make sure Slayer is at the same level. Extermination on Poonflip's Revenge Scaled down the map again and changed a few other things.
GT: OverlordRaven91 Map: Gypsum (My second map entry for this week) Players: 4v4 (8) Gametype: slayer Link: https://www.halowaypoint.com/en-us/...dRaven91_051e813a-ffc0-4647-9a21-676015d00f3c Description: asymmetrical core map. Crystal cave theme
GT: Uncommon future Map Name: Elysian FIelds Gametype: 4v4 Extermination Map Link: https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/map-variants?lastModifiedFilter=Everything&sortOrder=BookmarkCount&page=1&gamertag=Uncommon future#ugc_halo-5-guardians_xbox-one_mapvariant_Uncommon future_4118bbd0-fe92-4351-b91b-ed6488ff4db6 Description: Ring shaped perimeter with overlapping "8-looped" center circle area I have updated the map slightly from the Thursday 13 lobby. -Speed Boost replaced with Damage Boost. -DMR replaced with Song of Peace Suppressor -2 Light Rifles added opposite each other on flat plane under the wide tunnel. I want to see if maybe adjusting the map weapons can affect gameplay before I do any major alterations to the map geometry.
GamerTag: WarriorFish343 Map: Temple Ruins 1.5 Gametype: BTB Slayer Player Count: 8v8 Map Link*: https://www.halowaypoint.com/es-es/...rFish343_fcb24b90-d4da-4357-ae51-32096a04c5eb Description: Two monoliths, two teams. Let´s Go
Submiting for a friend GT: pCarmain gear Map: Plaza Foundation 2.0 Gametype: BTB CTF Player Count: 8v8 Map Link: https://www.halowaypoint.com/es-es/games/halo-5-guardians/xbox-one/map-variants?lastModifiedFilter=Everything&sortOrder=BookmarkCount&page=1&gamertag=pCarmain gear#ugc_halo-5-guardians_xbox-one_mapvariant_pCarmain gear_7acdc7f7-c135-448c-af74-3ba2621db44a Description: Simulate urban ubicaton for the UNSC to Spartan training.
GT: HerrMittmann Map: Brothers Mode: BT Strongholds AR + Mag Link: https://www.halowaypoint.com/de-de/...Mittmann_56330e9a-d41d-4ead-ae89-ed4fc9f4c1c2
Gamertag: Opixonic Co-Forgers: Architex (For making the working scoreboard) Map Name: Grif Bowl Gametype: Airball Player Count: 4v4 to 8v8. Ideally I do imagine this as a 5v5 game, but you are free to try it with 8v8, it just gets slightly more crowded. Map Link (w/ picture of map): Grif Bowl Gametype Link: Airball Description: This old decommissioned grifball stadium now resides as the birthplace of a sport for those Spartans with a good arm...actually, I originally built this map for the first pass of grifball matchmaking maps almost a year ago. The map itself was meant to somewhat resemble the large, flat bowl shape of the Rose Bowl in Pasadena, California, and simply capture the essence of playing in a massive stadium. The game type itself though, named Airball, is a combination of American Football and Ultimate Frisbee. You must throw the ball to score, since if you are holding the ball, you cannot move. You can score in one of two ways. You can throw the ball through the goalposts at each end for a two point field goal, or throwing it to a teammate and have them catch it in the opposing team's end zone for a five point touchdown. Each game lasts 12 minutes with a 3-minute overtime if the score is tied at that point. Simply put, most points wins. It is important to note that you can only kill the ball carrier (3 hits, ball carrier can extend this to more by deflecting damage though), while everyone else is invincible. Because of this, it is not simply a game of sacking the quarterback, but playing a full defense, having people covering receivers, and trying to catch the ball is first and foremost. Please take note of a few things within the map, and also a few tips while you're playing... If you throw the ball into the end zone and no one catches it, there is a soft kill boundary just above the goal that will reset the ball. This soft kill also prevents people from camping inside the end zone. The ball does not spawn in the center of the map like in other sportsball type maps, but rather in team-owned, protected spawn zones on the sides of the map, which alternate between spawning for red and blue team each time. Because of everyone besides the ball carrier being invincible, having the ball in the center would lead to mosh pits in previous testing, and for some reason the Red team would keep getting the ball off of spawn. With this setup however, each team has equal possessions. Just be careful, since you're always starting on your own 25-yard line. And no, you can't just leave the ball spawn alone and have no one on your team grab it to create stall tactics. The other team can still break the shields and grab it themselves. These ball spawn zones also have soft kill boundaries inside them, so to get out of them, jump up into the gravity slide right above where the ball spawns. This will also prevent opposing players from intercepting you up close if they are hounding the ball spawn. There are also shields in front of each end zone to prevent either the ball carrier from running in, or a missed throw from rolling into the end zone, causing it to reset. Players without the ball can still jump over these shields, while the ball carrier can not. Although if you're defending your end zone, you won't need to jump over them since the shields are assigned to your team. Just be careful to regard the short gravity slides in front of each end zone that pushes the ball away from the shields, to prevent situations where the ball carrier has to throw right against them. If you are the ball carrier, you are the quarterback, throw your teammates open and try to spot holes in the opposing teams defense. Know when to make a short, straight, and quick strike of a throw, or when to air it out down the field, putting some height under it. For field goals you'll want to be just past the middle of the circles on the field before lobbing a throw towards the field goals. Throwing touchdowns will take timing between you and your teammate, so throw them open to a spot in the end zone where they can make a play. Also, don't try throwing the ball out of the map. There are invisible barriers surrounding the map, save for around the end zones. Also, if you are getting attacked as the ball carrier, melee them back. Your melee has a significant knock back, so not only may doing this deflect some damage, but you'll also gain distance, and a little more time from the pass rush. For anyone else on offense, just run and do your best to get open, and give your ball carrier an option to throw to. They might not have too much time to throw, so possibly have someone close by as a checkdown to throw to as a safe play. You can also act like an offensive line, and attempt to block any pass rushers on the opposing team. If you are on defense, do not all go for the ball carrier. Similar to American Football, on any play or throw it is ideal to have the entire field defended along with a good pass rush. Send only a couple people to kill the ball carrier. Also, everyone gets a motion tracker, so look at it to see where opposing players are, and use that to cover if you are trying to intercept a pass. Everyone also has significantly increased strafing speed, so use this to your advantage to make quick reactions to the ball, as well as to be able to watch the ball carriers head to see where they are aiming their throw. There is also a spectating area if you change to yellow or green team, so if you wish to watch a game play out, that is always an option for you. Again, I would like to credit Architex for creating the scripting and scoreboard prefab that I used to build the working scoreboard on this map. I'm still trying to figure out how he did that...Speaking of which, TurbTastic, I know you have that basketball map, maybe ask Architex if you can use his prefab to make a working scoreboard there too . I just ask when this is being tested to please try to have even teams. Again, you can test it in anything from 8-16 players, although do note that those 7v7 or 8v8 games might be a bit too crowded. From the few times I've tested it with others from back in the Forge.World days, it's still fun regardless. Try both 5v5 and 8v8 if you're all up for it, but I'm sure there are a lot of maps to get to, as always, so don't make that a priority Max