GT: KeeLoker Map: Operation: Tidal Wave Gametype: Standoff Players: 12-16 Description: Old school linear infection map set on Riptide. Changes: - Added a second pipe entrance at the start of the map - Revamped the second holdout room: ~ Got rid of the third zombie path in the back catwalk ~ Added an infected path through some pipes ~ Added a barrier in between the entrance to the second room and the elevator ~ Decreased the time it takes for the door to open to the next room
GamerTag: D4rkDeath Map: Jurassic Park Race Gametype: Alpine Rally (Race) Player Count: 6-16, but 12 is optimal. Map Link*: https://www.halowaypoint.com/en-us/...4rkDeath_df395fa8-6221-4a1d-8523-3e194f012c0f
GamerTag: Purely Fat Map: no place test Gametype: slayer Player Count: 2-4 Map Link*: https://www.halowaypoint.com/en-us/...rely fat_9944ba37-363d-4a5c-bacf-f9c8ce5949f0
Gamertag: Draloric Map Name: Eradication Highway S. Gametype: Eradication Player Count: 16 (or as many as possible it shouldn't matter too much) Map Link: MAP Gamemode Link: GAME Map: Overlap Gametype: Overlay Player Count: 8 (4v4) Map Link: MAP Gametype Link: GAME Description: Basically a maze-like map playing CTF. The catch? the map is symmetrical but you can only cross floors the same colour as your team. You will need teamwork to get the flag past the enemies who almost always have the advantage.
Map 1 Name: Flipyap Ressurection (temp title) Gametype: Capture the Flag Link to Map: Link -Restricted some sightlines and pathing -Removed the two Grav Lifts at Bottom Mid Map 2 Name: Stormrider Gametype: Strongholds Link to Map: Link Got a new one for ya this week.
Gamertag: Draloric Map Name: Eradication Highway S. Gametype: Eradication Player Count: 16 (or as many as possible it shouldn't matter too much) Map Link: MAP Gamemode Link: GAME Changes: - Blocked some ways to exit the map - Added a tiny bit more cover - Dropped % of starting infected from 40% to 30% - A game-changing surprise possible issues: - Zombie first 'door' spawns are set up a bit weird so please make certain that zombies are spawning where they should for the first 'door' or two. Map: Overlap Gametype: Overlay Player Count: 8 (4v4) Map Link: MAP Gametype Link: GAME Description: Neutral Flag in an outdoor arena. The catch? You can only walk on floors specific to your team's colour. Changes: (Yay! - My first time forging in months ) - Respawn time increased (Should help to pull flag w/o constant attack) - Spawn Grenades now 1 instead of 2 (Should mean a few less explosions) - Team Barriers now much thicker (Should prevent flag TPing) - Flag reset shortened to 1 second (Other team shouldn't be able to steal flag after it's been pulled) Additional: The other feedback about changing the height of some areas and making more interesting map elements has not gone unheard. I think that that is a fantastic Idea, I didn't implement it on this map (And I don't know if I will) but future Overlay maps will certainly have something like that. (See below map ) Map: Overlap - Snakes Gametype: Overlay Player Count: 8 (4v4) Map Link: MAP Gametype Link: GAME Description: Neutral Flag in an outdoor arena. The catch? You can only walk on floors specific to your team's colour. This Map: - Inspired by the game Snakes And Ladders - New One-way barriers - New launchers / lifts - Different height 'terrain' - Completely new Layout (Still Symmetrical) - New black barriers (Blocks everyone) - New Cover Pieces
GamerTag: IIIClaessicIII Map: Krakken v12.7 Gametype: BTB CTF Player Count: 16 Map Link*: Krakken GamerTag: IIIClaessicIII Map: Ossuarium Gametype: BTB CTF Player Count: 16 GamerTag: IIIClaessicIII Map: Raptors Nest Gametype: Avian Flu Player Count: 16
GamerTag: Erk x15 Map: Loading Please Wait... Gametype: Slayer Player Count: 4v4 Map Link*: https://www.halowaypoint.com/en-us/..._Erk x15_3c2f5d82-aaa3-4a9c-b674-9d88490b0a5c Description: WIP Map
If you have time we have updated KotH with proper game play sounds and voice over. It has not yet been deployed to all the Classic maps so you can test on Longshore. I also added a conveyor belt to the back hallway under the map, can you check to see of it works properly with full teams? Gamertag: runNOKYARDrun Map Name: Longshore Gametype: Classic Team KotH Player Count: 4v4 Map Link: Longshore Gamemode Link: Link is broken at Waypoint. Grab "Classic Team KotH" from my Files/Bookmarks I would also like to test Pig of the Hill. I have implemented the mode on 5 HCS symmetrical maps (using HCS settings) so it's your choice, but i recommend Fathom for this test. If you have time you can grab one of the other maps. For now, the pig is just a gimmick in the test versions. My intention is to test the viability of a moving single hill as a standard objective game type. I am also looking for feedback on the Hill speed (too slow, or too fast). Future versions may include hill-time scoring as a backup scoring system to prevent ties. Gamertag: runNOKYARDrun Map Name: Fathom PotH Gametype: Pig of the Hill (PotH) Player Count: 4v4 Map Link: Fathom PotH Gamemode Link: Pig of the Hill (PotH) If link is broken grab from my Files/Bookmarks
Standard Submission Form GamerTag:gsomekiller307 Co-Forgers?: Map:upset stomach Gametype:upset stomach Player Count:what ever you feel like more the merrier Map Link*:https://www.halowaypoint.com/en-us/...ILLER307_a40f79fb-33e0-4568-ad68-9d37bda99f05 GameType Link:https://www.halowaypoint.com/en-us/...ILLER307_ce001125-bd5f-440e-a564-69e245d8094c Description:
Sorry everyone for not updating you all here. I had some personal stuff I needed to take care of last week and could not host Forged Friday as planned. This week we are looking to be free and able to get back at it. Next week we will be trying to get people into a discord server to manage party chat because xbox party has been dying way too often. Additionally just some notes coming up. I will not be host a Forged friday on the 16th of february as I'll be on the road to HCS in Orlando. ATN discord In order to best keep up with what is happening with forged friday follow my twitter. Im not the most active but I am trying to get more of a presence there and it is the easiest way to update you all on what is happening. Again sorry for any confusion with last friday and hope I can come back this friday with some more goodies.
GamerTag: Skyward Shoe Map: Riparian Gametype: Strongholds Player Count: 4v4 Map Link: https://www.halowaypoint.com/en-us/...er=BookmarkCount&page=1&gamertag=Skyward Shoe Description: A 4v4 strongholds map set in and around a Forerunner power facility.
Hey Max, I know there is a 3 map submission cap, but there is only a handful of maps tonight and I thought maybe you could slip this into the mix. If you only want 3, then please drop Eradication since that is the least changed map this week. Gamertag: Draloric Map: 1V1X7 Gametype: The Sevenral Duels Player Count: 14 (7v7) or 10 (5v5) Map Link: MAP Gametype Link: GAME Description: Everyone goes 1on1 with someone from the other team. Winner scores a point for their team. This Map: - 7 Micro 1v1 maps - No respawns - No map weapons / grenades etc. - 7 rounds to win (rounds are 1 minute capped, game is between 7-14 minutes) Note: Each room is marked with it's number (1-7), please mark number for room-specific feedback
gamertag: gsomekiller307 map: shia labeouf gametype:shia labeouf playercount: 16 maplink: https://www.halowaypoint.com/en-us/...ILLER307_36b401ca-ec31-47d9-9524-7bca8708fc40 gametypelink: https://www.halowaypoint.com/en-us/...ILLER307_74f3f37a-0a07-469d-a092-c4915eb3c2c4
GT: Skyward Shoe Map: Riparian Gametype: Strongholds Players: 8 Link: https://www.halowaypoint.com/en-us/...er=BookmarkCount&page=1&gamertag=Skyward Shoe For the February 9th lobby.
GT: Buddy Jumps Map Name: Scarabeus Gametype: Awoken Player Count: 12-16 (don't know if anything glitches with 16 players, needs to be tested) Info: https://www.forgehub.com/threads/scarabeus-wip.155345/
GamerTag: D4rkDeath Co-Forgers?: weeeeemann Map: Ancestor Game-type: Big Team CTF Player Count: 16 Map Link*: https://www.halowaypoint.com/en-us/...4rkDeath_76ab4002-5520-4777-99ee-42b583fc8360 GameType Link: Description: This is solely for a MM update due to weapon tuning. Please test the weapon changes alone, disregard layout, vehicles, and weapon pads.
Gamertag: Flippant Sol Credited to: Flippant Sol, THE ONE BIG RED, C0 Assassin, Crusading Dude, Sigmund82 Map: Super Halo Mk II (Glacier) Map Link: https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/map-variants?lastModifiedFilter=Everything&sortOrder=BookmarkCount&page=1&gamertag=Flippant Sol#ugc_halo-5-guardians_xbox-one_mapvariant_Flippant Sol_fcc921ff-e3a5-4d71-9310-9cc3d8d2bd54 Gametype: Super Halo Mk II (Breakout) Gametype Link: https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/game-variants?lastModifiedFilter=Everything&sortOrder=BookmarkCount&page=1&gamertag=Flippant Sol#ugc_halo-5-guardians_xbox-one_gamevariant_Flippant Sol_f6423148-1807-4789-860b-1f7a9d61ba81 Maximum Player Count: 16 Recommended Player Count: 16 Acceptable Player Counts: 8, 10, 12, 14, 16 Minimum Player Count: 8 Description: You drive down a track avoiding sniper fire, then at the end of the track, you can either get out on foot and be teleported to your own sniper tower or you can drive straight into a brick wall and teleported to the enemy sniper tower. Spawning is prioritized so that each team will always have a sniper, and racers will fill the garage starting from pole position backwards. The garage is on an elevator system so that AFK players will be rightfully eliminated. Snipers will have access to a custom-built rocket launcher that spawns every 45 seconds that has a high ROF and a 20 rocket capacity, but a weak scope, and players will have to factor wind, leading, rocket speed, and rocket drop into their shots. Or they could just snipe. Snipers will not be able to fire upon each other until one of two conditions occur (a player reaches the end or the round has lasted 45 seconds) and a Bangarang is heard. This is enforced by a yellow sun (a spinning post-it note in the sky) that blocks the line of sight. Tower windows are tinted with UV vision. There are many more nuances to the gameplay I could discuss, but why did I write all of this? To make this gametype sound convoluted and out-of-focus, when really, it's just a simple, fun, and open-ended romp for everyone. TL;DR: Press X to get in Tundra Mongoose. EDIT: The map is in fact a variant of Glacier. EDIT: I will not be able to attend. Please leave feedback in this thread.
I have implemented Pig of the Hill on the 5 HCS symmetrical maps (using HCS settings). I would like to test Truth PotH for this round. If you have time you can grab Mercy PotH. For now, the pig is just a gimmick in the test versions. My intention is to test the viability of a moving single hill as a standard objective game type. I am also looking for feedback on the Hill speed (too slow, or too fast). Updates to Pig of the Hill since the last test: There is a Nav Marker counter which shows the number of players currently moving the Hill. The mode now has a secondary (hidden) scoring method to prevent a tie if the 12 minute timer runs out. Thanks to Agent Zero for the scripts. Gamertag: runNOKYARDrun Map Name/Link: Truth PotH HCS map Gametype/link: Pig of the Hill (PotH) HCS settings Player Count: 4v4 If link is broken grab from my Files/Bookmarks Note: There were AFK players in the 2 previous tests. It's difficult to gauge if the mode is viable when you see players standing still at spawn in a game which counts players as it's primary objective. It would be appreciated if you could ask the players to commit to the game.
Map Name: Flipyap Ressurection (temp title) Gametype: Capture the Flag Link to Map: Link -Altered Red/Blue base layouts slightly -Adjusted pathing under Stage to be a little more pleasant to fight in -Replaced OS with Camo -Added Grav Lift at Outside for another route to Top Mid I'm hopeful that a few subtle changes will help normalize the pacing of the map. I'll work out some more big changes if necessary. Also, this is a new map file, so don't use the old one if you have it bookmarked.