GamerTag: Fiipyn Co-Forgers: ii Sega USA ii Map: Royalty Link: https://www.halowaypoint.com/en-us/...t_FIipyn_8ff95c92-48d3-4c67-9476-991266a39064 Gametype - 4v4 CTF or Slayer GamerTag: Fiipyn Map: Trinity Link: https://www.halowaypoint.com/en-us/...t_FIipyn_9fd9a6f0-7e00-40cd-a2b9-8bf679d79668 Gametype - 4v4 CTF or Slayer
GT: IMAROLLINGSTONE Map Name: TF RE9 Gametype: BTB Strongholds Player Count: 16 Map Link: Click Description: Redesigned a sector of the map (Blue-right leading out to Red-left); added cover; raised height of terrain and paths around Blue base; minor alterations to base interiors. *Sorry for late post; I be a busy boy.
Just a heads up rollingstone. Due to the lack of btb maps this week I've started to alternate btb weeks. just so we can try to knock out a group at once. We will get to this one next week. In the meantime I can take a gander on my own or with you at some point to discuss the map if you want
Alright so I submitted 3 maps again because it doesn't look like you have too many (And maybe the last one doesn't count because I didn't make it?). If you want to cut one cut Overlap. Overlap's flags are still a mess so we are gonna try a slayer variant I made instead. Map: Overlap Gametype: Overlay Slayer Player Count: 8 (4v4) Map Link: MAP Gametype Link: GAME Gamertag: Draloric Map Name: Gatehouse Gametype: DuelType Player Count: 2 Map Link: MAP Gamemode Link: GAME Another 1v1 map I made along time ago, not looking for feedback. Just for funzies Gamertag: Soldat Duchrist CoForgers: Draloric Map Name: Gatehouse Gametype: DuelType Player Count: 2 Map Link: MAP Gamemode Link: GAME This was a remake/revamped version of my map Gatehouse. Unfortunately I still have not tracked down the spawning issues on Eradication highway so we can't really play it tonight
No worries and no need to jump in. If the next version has the issues mentioned on prior nights, then I'll take you up on that.
GamerTag: lNeedMoreBleach, ARC1T3CTZ, kawecki 22 Map: crossbow Gametype: btb any feedback: any feedback you can give. GamerTag: lNeedMoreBleach Map: unrigged Gametype: infection. 12 to 16 feedback: this is an older map that i updated. would like any note worthy feedback. GamerTag: lNeedMoreBleach Map: wasp nest Gametype: extermination feedback: how the initial spawns feel. any and all! game play feed back. thanks
Gamertag: Knowbodhi (formerly Harmonic Bliss) Map: https://www.halowaypoint.com/en-us/...nowbodhi_f9249045-a5f2-4ad8-9dec-a8f6f073cb58 Gametype: 4v4 Slayer Description: Finding players is significantly easier now with new lines of sight, reduced verticality, less lifts and less teleporters, all as suggested. Red and blue bases have been simplified. Shield doors and death pit removed altogether. Bottom area also removed for streamlining and to keep only frequently used parts of the map.
Gamer tag ARC1T3CTZ Map name x wip Map link Game mode extermination Gamer tag ARC1T3CTZ Map name x wip 2 Map link Game mode extermination Gamer tag ARC1T3CTZ Map name ancient .......... sorry arpod bin working on a map with this name 4 a bit lol peace. Map link Game mode Slayer 4v4 Changed out x wip 3 with ancient peace
Gamertag: Fiipyn Map: Idol Gametype: Slayer/CTF Link: https://www.halowaypoint.com/en-us/...t_FIipyn_169208a1-3e3b-4c1f-9dd7-dbbf1d9db3ef Description: Map may be too open across middle, looking to see if thats the case in a 4v4.
All submissions are final this week. Any submissions beyond this post will be on next weeks list. A reminder, due to the issue I am having through xbox live parties we will be moving the chat to the ATN discord server. ATN DISCORD: https://discord.gg/XtPdMRG
Map 1 Name: Artifact Complex Gametype: BTB Strongholds Been a while, so I need to revisit this one to find the problem spots Map 2 Name: Conflux Gametype: Classic CTF After some consideration, I've decided that the current version of Conflux would be better suited to classic gameplay. For now, I want to adjust this version to better play with classic settings while I come up with some changes for the default version. Edit: Disregard Artifact Complex for this week. I've begun rebuilding parts of the map and it's far from a playable state currently.
Played Conflux at a LAN a few weeks back. It played great for classic settings. BR starts were great. CTF was all we played on it.
Oh sweet, I'm glad it worked out. There are a few things I would want to change for flow reasons, but it's good to know that the map works without any adjustments.
I'm looking to test some new Big Team Battle modes. We're looking at two different modes. Big Team Super Heavies (Tentative Name), and Big Team Super Fiesta. They'll be tested on altered variants of Big Team Battle maps from matchmaking. These altered maps include powerful REQ vehicles and weapons on them. These tests are intended to gauge what is fun, and if having all of these REQ variants on the map is enjoyable or too much to handle. These maps are not final! They are just being used to gauge how this mode will play. Big Team Super Heavies (Tentative Name) This is the same as normal BTB, but players spawn with Halo 2 Battle Rifles. This is so players can spawn with a weapon capable of defense against REQ weapons found on the map. I'm looking to see if this is too obnoxious, or if it feels good against the chaotic weapon variety. Big Team Super Fiesta This is what it sounds like. Score goes to 100. Should the score stay at 100, or go higher? The REQ vehicles spawn on the map, but weapons are not present. Gamertag: Randy 355 Map: Viking Super Heavy (Original by No God Anywhere) Mode: Big Team Super Heavies Requested Feedback: - Is this fun? Why or why not? - Are the weapons and vehicles too powerful? - Does spawning with a Halo 2 Battle Rifle feel good, or is it too strong? - What would you change, if anything? Gamertag: Randy 355 Map: Altar Super Heavy (Original by WyvernZu) Mode: Big Team Super Fiesta Requested Feedback: - Is this fun? Why or why not? - Do the vehicles feel useful? - What would you change, if anything? Gamertag: Randy 355 Map: Guillotine Super Heavy (Original by PsychoDuck) Mode: Big Team Super Heavies Requested Feedback: - Is this fun? Why or why not? - Are the weapons and vehicles too powerful? - Does spawning with a Halo 2 Battle Rifle feel good, or is it too strong? - What would you change, if anything?
Gamertag: FIipyn Map: Seclusion Link: https://www.halowaypoint.com/en-us/...t_FIipyn_143289e1-4c63-46f4-9bcf-91e6d76f94b1 Gametype: Oddball
Gamertag: Knowbodhi Map: Planeswalker Description: Art pass mostly completed, significantly improving player orientation. Base to base sightline is still included as a playstyle preference to allow for sniper fights and to discourage direct routes for flag runs. Still only testing slayer though.
Gamertag: BarrenFatal Map: Unearthly Link: https://www.halowaypoint.com/en-ca/...renFatal_d4538426-b6fc-4d29-a022-080190db6fc0 Game Type: Race (Unearthly) Link: https://www.halowaypoint.com/en-ca/...renFatal_2f891d8e-5e87-44cd-9361-2377535ca341 Player Count: 8-12 Mainly looking to see if spawning, cinematic cameras and checkpoints all work properly.
Gamertag: BarrenFatal Map: The Catacombs Link: https://www.halowaypoint.com/en-ca/...renFatal_38554423-79e3-4aa2-84a7-ca8f2ee88c0b Game Type: RY9 Outbreak Link: https://www.halowaypoint.com/en-ca/...ard Sean_2b0abda8-4e37-4fa4-ba8a-12c784477db2 Player Count: 12 players Wanting to see if sight lines for survivors are in need of adjustments to balance out each phase.
Gamer tag ARC1T3CTZ Map name x wip Map link Game mode extermination Gamer tag ARC1T3CTZ Map name eridanus ll Map link Game mode extermination