Max Extra's Forged Friday

Discussion in 'Halo and Forge Discussion' started by Max Extra, Mar 1, 2016.

  1. NikkoJT

    NikkoJT Legendary
    Forge Critic

    Messages:
    235
    Likes Received:
    251
    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.
     
    Max Extra likes this.
  2. MrDeliciousman9

    MrDeliciousman9 Legendary
    Senior Member

    Messages:
    296
    Likes Received:
    419
    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
     
    Max Extra likes this.
  3. Spaceork02

    Spaceork02 Legendary
    Senior Member

    Messages:
    64
    Likes Received:
    56
    map 1:
    parallax
    (Blockout)
    gametype: 4v4 Extermination
    map-variants

    map 2:
    1.5(Blockout)
    gametype: 4v4 Extermination
    map-variants
     
    Max Extra likes this.
  4. Flippant Solutions

    Flippant Solutions Legendary
    Senior Member

    Messages:
    83
    Likes Received:
    69
    Max Extra likes this.
  5. Rex Journey

    Rex Journey Forerunner
    Senior Member

    Messages:
    111
    Likes Received:
    125
    #1225 Rex Journey, Feb 23, 2017
    Last edited: Feb 24, 2017
    Max Extra likes this.
  6. ReinaStorm

    ReinaStorm Nostalgia never dies
    Senior Member

    Messages:
    222
    Likes Received:
    444
    Max Extra likes this.
  7. IIICLAESSICIII

    IIICLAESSICIII Legendary

    Messages:
    67
    Likes Received:
    76
    Max Extra likes this.
  8. KeeLoker

    KeeLoker Legendary
    Wiki Contributor

    Messages:
    277
    Likes Received:
    375
    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.
     
    Max Extra likes this.
  9. The Grim Dealer

    The Grim Dealer Forerunner
    Senior Member

    Messages:
    287
    Likes Received:
    369
    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.
     
    Max Extra likes this.
  10. HerrMittmann

    HerrMittmann Legendary
    Senior Member

    Messages:
    127
    Likes Received:
    111
    Max Extra likes this.
  11. ravenking91

    ravenking91 Legendary
    Senior Member

    Messages:
    99
    Likes Received:
    93
    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
     
    Max Extra likes this.
  12. Pat Sounds

    Pat Sounds Legendary
    Forge Critic Senior Member

    Messages:
    423
    Likes Received:
    750
    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.
     
    Max Extra likes this.
  13. straymorais

    straymorais Legendary
    Senior Member

    Messages:
    148
    Likes Received:
    120
    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?
     
    Max Extra likes this.
  14. straymorais

    straymorais Legendary
    Senior Member

    Messages:
    148
    Likes Received:
    120
    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?
     
    Max Extra likes this.
  15. straymorais

    straymorais Legendary
    Senior Member

    Messages:
    148
    Likes Received:
    120
    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?
     
    Max Extra likes this.
  16. T-Wheel

    T-Wheel Heroic

    Messages:
    13
    Likes Received:
    7
    Max Extra likes this.
  17. IIICLAESSICIII

    IIICLAESSICIII Legendary

    Messages:
    67
    Likes Received:
    76
    Max Extra likes this.
  18. straymorais

    straymorais Legendary
    Senior Member

    Messages:
    148
    Likes Received:
    120
    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.
     
    Max Extra likes this.
  19. WarriorFish343

    WarriorFish343 Legendary
    Senior Member

    Messages:
    38
    Likes Received:
    27
    #1239 WarriorFish343, Feb 24, 2017
    Last edited: Feb 24, 2017
    Max Extra likes this.
  20. Loonsmile

    Loonsmile Heroic

    Messages:
    5
    Likes Received:
    5
    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.
     
    Max Extra likes this.

Share This Page