This week's disaster-in-waiting: no Extermination! It's worse. GT: Nikko B201 Lijiang G-7I (that's an i, for Infection) 12-16 Infection Practice emergency quarantine procedures in one of the primary access routes to the Lijiang arcology - the garage sublevels. It's dark down there, and the rows of car storage racks make it difficult to hold sightlines. Basically, a defensive nightmare. But that's what we have Spartans for. This is a bit of a WIP - the lighting may need adjusting. Note that while the map is part of the Lijiang "series" and is visually themed along the lines of the other maps, it's not circular or square. Speaking of other maps. Lijiang Parkway 8v8 BTB CTF The Lijiang Parkway encircles the base of the main arcology tower, and is the first line of defense against any attack. It also has a great view, when it's not raining. You've played this before and said it's terrible. I've tried to make it better! There's more cover, the structure in the middle is bigger, and there's a big purple surprise(?) waiting in the middle. The interior is also a little more open and hopefully less grenade-y. There have also been a couple of simple-but-wide-reaching colour changes to reduce the Gritty Brown level.
I have 2 submissions. Gamertag is Mr Deliciousman. First map is: Name: firewall Players: 4 Notes: I have made changes to weapon layout and have adjusted spawn and power weapon locations. Game type: extermination Halowaypoint link: https://www.halowaypoint.com/en-us/...ciousMan_42d90610-df07-4ae9-ac10-d84262a66015 2nd map Map name: protocol Players 4v4 Game type: slayer Description: this is actually a 4v4 slayer, stronghold version of firewall. Built for true 4v4s. Halowaypoint link: https://www.halowaypoint.com/en-us/...ciousMan_36566c07-9e46-45f2-aa4a-7fb99c91bf72
map 1: parallax (Blockout) gametype: 4v4 Extermination map-variants map 2: 1.5(Blockout) gametype: 4v4 Extermination map-variants
Ratatouille Extermination new map file: https://www.halowaypoint.com/en-us/...pant Sol_d4c1260b-30eb-429f-a060-9f5eb83bc929 In my files, there is also a rat wo ghost map without the ghost and with speed boost. Try them both if you want.
Map: TRIGUN-V Author: Uncommon future Gametype: Extermination Link: https://www.halowaypoint.com/en-us/...n future_89b83731-24a9-4d75-b688-21bd064b21d7
Gamertag: IIICLAESSICIII Map: OSIRIS v4.5 Gametype: Extermination Player Count: 8 (4v4) Map Link: https://www.halowaypoint.com/en-us/...ESSICIII_bd572803-ec1e-4a10-985b-f1467fc9ad63
GT: KeeLoker Map: The Labs 2.0 Gametype: Project Chimera Players: 12 Changes: Made the search phase on the upper path random every round and a little better overall. I also fixed the pathing in the starting room and hopefully the infected DoT is fixed. That was originally there so people who stayed in the starting room would slowly take damage and have an infected filter over them.
Extermination on Atlas - Added 2 Boltshots to the map, one located at Red Platform and the other at Blue Platform - Added some more grenades around the map Unless something comes up in the lobby, this will likely be the last playtest for this map until the contest is over.
GT: HerrMittmann Map: An Underwater Map Mode: BT Slayer AR + Mag https://www.halowaypoint.com/de-de/...Mittmann_d8e5aaea-71ad-4c4e-a247-feb7a0fcfa38
GT: OverlordRaven91 (co-forged by xMalevolution) Map: Obsidian Gametype: Extermination Players: 4v4 Notes: shortened respawn time on storm rifles. As far as feedback I'm looking for any inconsistencies, dead clambers, weapon tweak ideas, bad spawns. I'm looking to clean it up noce Also... Map: Malachite Gametype: Extermination Players:4v4 Notes: this map is pretty much where I want it to be in terms of game play. Looking for last minute tweaks if need be and if you have trouble with a clamber point out where it is specifically and I will adress it
Would love to get another test on these two. I still have a conflict, but I may be able to attend a little later in the lobby if I get done early. Thanks a bunch for testing as always! Gamertag: Pat Sounds Map: Helheim Gametype: Extermination Players: 4v4 Notes: Recently changed the weapon set to feature a damage boost and an OS, based on a couple people's suggestions. I know it's sort of against the rules, but I would like to see how it plays out. In my own tests it seems to play well. I also added some sight line blockers and worked on making safer spawns. -- Map: Tosche Station Gametype: Extermination Players: 4v4 Notes: Added more spawns, added some height variation to the back wall, added aesthetic detail and closed up some exploitable hiding spots.
Map: Solitude ( WIP - padded in some areas -underdeveloped details in others) Gametype: Extermination Players: 4v4 Notes: Added some blockers from last night's lobby as well as adjusted some lines of sight and hiding spots. Debating if I make a vent or drop down on back of third floor? Are there enough paths to the 3rd floor? Are there spots that are feeling unused? The weapon choices .. good or bad? Is it worth developing the concept of a hanger or is it feeling corny? Are there things that are jarring to the eye more so than just lighting?
Map: Nemesis ( WIP -underdeveloped details in areas) Gametype: Extermination Players: 4v4 Notes: Removed some of the far respawns and moved in initial spawns towards the base . Tightened up size of map near the far weapon pad ( less surface area) . Detailed some more of the interior structure. I was thinking about an atmosphere to put in the distance any suggests to structures would be appreciated. I want the base to be clean and simple /modern /futurist but I would rather the atmosphere around dictate the futurist complexity of the map. Are there any OP spots? Are there still spots that are feeling unused? The weapon choices .. good or bad? Are there things that are jarring to the eye?
Map: The BAUER MILLING FOUNDRY ( WIP -padded for the most part) Gametype: Extermation Players: 4v4 Notes: Are there any OP spots? Are there still spots that are feeling unused? The weapon choices .. good or bad? Are there things that are jarring to the eye?
Map: The Arbiters Perch Forger: twheel300zx Gametype: 4v4 exterminination Waypoint: https://www.halowaypoint.com/en-us/...eel300zx_250bf40a-beef-4924-a51a-2279f0d37e2c Massive changes.... --- Double Post Merged, Feb 24, 2017 --- Map: Fall Creek Forger: twheel300zx Gametype: 4v4 Extermination Waypoint: https://www.halowaypoint.com/en-us/...eel300zx_99a8583c-5d57-474c-861f-3afb7ee1f91a New submission
GamerTag:IIICLAESSICIII Map: OSIRIS 4.7 Gametype: Extermination Player Count: 4 v 4 Map Link*:https://www.halowaypoint.com/en-us/...ESSICIII_173bd1cd-24aa-4cff-a8ac-4724ff313b2c
Map: Redbull Rampage ( Racing Map- WIP ) Forgers: Straymorais & Octopusbeak Gametype: Zion National Park Players: 8 Go thru gates to collect points. First team to 25 pts.
Gamertag: WarriorFish343 Coforger: pCarmain gear Map: Temple Ruins 1.5 Player Count: 8v8 Gametype: BTB CTF Link: https://www.halowaypoint.com/es-es/...rFish343_fcb24b90-d4da-4357-ae51-32096a04c5eb Description: With alot of new and improve results.
Gamertag: Loonsmile Map: Spacewalk Gametype to test: CTF Player Count: 8 (4v4) Description: Back to the Stars. File Link: https://www.halowaypoint.com/en-us/...oonsmile_6d3f3fe2-c2bc-4c65-bf3c-8f7c0b5e01cb Thanks for testing this map this past Friday (Feb 24th) I should've asked to test a different gametype as assault is just ok for this map. I'd like CTF to be tested this next coming Friday (March 3rd). And thanks for your feedback on the google doc, so there is something with this map that breaks up the sightlines in mid with scripting that i've done my best to make apparent with labels on the map and in the cutscenes. There's a shield barrier that can be activated on top mid, there's a green button to press that activates the shields and there's a big label "Blast Shields" with an arrow pointing to the button. Also if you're in Red or Blue yard or the bases looking at top mid theres signs that can be seen on top mid saying "Blast Shields Access". Also there are the shield generator forge objects up on top mid where the shields spawn from on scripting. The shields last 30 sec, and from activating the shield it takes 90 sec for the switch to respawn. This helps to counter the snipers. As for the snipers being dominant, they are, to a point, I designed the map this way as I enjoy that style of play. The outer ring walkway is a great way to flank camping snipers as they have no sightlines to the outer ring from the top of either base or top mid. The outer ring is a flanking route to counter snipers or campers. I have the snipers on a 4 min weapon pad respawn so the map isn't too saturated with them. As for the map being flat, it is, I designed it partially inspired by Sanctuary from Halo 2 which is about as flat as this map. Thanks for your opinions, Id like to get your feedback on the CTF gametype on this map.