Gamertag: FRED lllll Map: Ascendence Final ( Beta ) Gametype: Free For All Slayer PlayerCount: 6 players The Map is not done, and this map may have been born infamous, but I will be damned if I with all my new forge experience make this dreamscape enjoyable to play on! Enjoy this map MAJOR TWEAKS: Alot of islands have been closed from 2 jumps between to one, Alot of bridges have been shortened, Alot of routes have been altered, A flying Sentinel now roams the map and is almost done ( it opens and closes certain routes ), alot of art is not done, but I am looking for feedback on the prototype forerunner art design and MOSTLY the maps Gameplay! A old island has been removed, cove has been entirely redisigned, a entirely new Island has been added, Portal Island has been redone, portals have been redone, weapons have been re balanced. Green island has been raised up to counter the two closer islands
Gamertag: Cougar cleal14 Map Name: crossbow Gametype Requested: 8v8 assault (if you want to i also need flags tested) Short description: general game play, spawn, aesthetic feedback. Link to Map: crossbow map link (some miner layout updates have been made. new test version)
Gamertag: A Beardzerker Map Name: Thieves Den Gametype: BTB Strongholds (Primary) or BTB Assault (Secondary), 16 players. Short Description: “Outer Colonies likes these serve as prominent black markets for smugglers and mercenaries looking to sell stolen UNSC tech.” (If you could test Assault or Flags just to see how they work, that’d be great. Strongholds has been tested a few times already.) Link:https://www.halowaypoint.com/en-us/...rdzerker_bd004bdf-d88c-4a8c-80e5-456fcf8ea9f1
it me I got 2 for ya - if you're pressed for time, please just test the newer one the new one actually is pretty broken and missing blockers out on the 'veranda', so maybe you're better off doing the 'remaster' instead please test the new one, 2v2 - it's ready newest one: WIP: WESHALLSEE you can do 2v2 - though I wanted it to be 1v1 so do 2v2 pls pls ty ty third in the 'Sketched' family teleporters are dot-coded while in beta . to . (also artcoded) .. to .. (also artcoded with pseudo non-Euclidean geometry) ... to ... (also artcoded) older remaster: ETCHED same problem - try 2v2 pls! original 'Sketched' map with new pathing, new aesthetics, new weapons, new spawns, etc.
Map Name: Scarabeus Gametype: Awoken Player Count: 12-14 Map Name: Ironhall Gametype: Slayer Player Count: 4v4 At the beginning of the match there are no powerups/weapons - Camo (120s), OS (120s), Sniper (120s), Rockets (180s)
Gamertag: Foge Map Name: Russet Gametype Requested and Player Count: 4v4 Whatever. Slayer/CTF/Strongholds Short description: Just want to see the performance looking from bases to base with 8 players on the map. Link to Map: https://www.halowaypoint.com/en-us/...ant_Foge_acbecb8e-7b81-46ae-88ea-df47f3ee9ed8
Gamertag: The 0micron Map Name: STURHGHIRZHRR Gametype Requested and Player Count: 4v4 CTF/Slayer Short description: Performance checking and overshield/weapon testing primarily. Link to Map: https://www.halowaypoint.com/en-us/... 0micron_54e6aab8-22c0-4e1b-ba4b-9b18d3d7f696
Pls fix link. It only links to your fileshare, not the individual file. I don't know if you know this, but opening the map in a new tab then copying that new tab's url provides a direct link to the bookmark button. If you did that you most likely need to make it visible :V
Thought I'd leave some thoughts here in addition to what's on stream. If something I write here is incoherent or confusing, let me know and I'll clarify what I meant. Maluvai - 4v4 Slayer @? First time playing this map. Map felt like it was ready for: Polish. Overall layout feels complete, but lots of quality of life things. Primary things to focus would be invisible blockers on stairs to make grenade gameplay smoother. Something to keep: Layered gameplay felt very fresh. Provided a unique experience. Something to revisit: Hard to finish kills without coordinated teamshotting. Perhaps switch carbine for a regular BR to improve auto aim, or find a way to increase player lethality. Ironhaul - 4v4 Slayer @Buddy Jumps First time playing this map. Map felt like it was ready for: More design. Verticality is an interesting hook, but map had one mode - hold White Corner, which felt a little unbalanced. Something to keep: Great unique feel - I actually don't mind the High Ground feel of everyone pushing up to the top. Something to revisit: Better flanking routes to White Corner would help - right now I can take the stairs (fun to fight on) or assault via two lifts (not fun). A 4th flanking route where I don't have to take a blind jump would help that tug of war feel more fun. Russet @Foge - had you in the lobby, so won't write up. Felt like a solid 4v4 entry. Sturhghirzhrr - 4v4 Slayer @The Omicron First time playing this map. Map felt like it was ready for: Art touch-ups. Gameplay felt tight, no obvious changes. Assuming framerate isn't already capped, I think you're ready for final touches & visual flair. A little color to the interior rooms in terms of lighting or wall decorations (green screens in one, orange screens in another, for example?) Something to keep: Snipers felt great - not overpowered, but highly relevant for a skilled shooter. Something to revisit: How would needles feel in one or both of the Carbine spots? OS didn't seem to impact Slayer, but I have a gut feeling it would be a big deal for Strongholds or CTF. Camo would serve a similar high risk purpose, but escaping to the central Carbine rooms would let you make something of it. Alternatively, a weapon I can walk away with - rockets with 2 shots seems like it might fit.
thanks @Ascend Hyperion et al. for the playthru - I should have posted a walkthrough with the tele pathing first, so my bad for throwing you all in at the deep end I'll post one in WAYWO later and link it here
Gamertag: vPrimeval Map name: Factory Game type(s): Slayer/Strongholds (4v4) Description: 4v4 map set in a malfunctioning factory in a desert. Colour scheme is similar to that of Molten or Rig. Link (Waypoint): https://www.halowaypoint.com/en-gb/...tags=&gamertag=vPrimeval&lastmodifiedfilter=0
Gt: Nivalack Map: Accumulation (beta 2.7) Gametype: Btb slayer Link: https://www.halowaypoint.com/en-us/...Nivalack_90cf53e9-a2d4-4fbc-8560-b00484543105 Wasps have been removed from map and I've put more effort into providing cover for infantry, though I am a little worried the changes make vehicle paths too cluttered, so any pointers in that regard would be appreciated. (Edit 4/19) after some time, I made changes that felt more appropriate to feedback. Link has been updated. I'm still looking for feedback on how to improve cover for infantry.
Map Name: Scarabeus Gametype: Awoken Player Count: 12-14 Info: No spawnkilling anymore (humans can't shoot or walk into the zombie spawn) The zombie spawn after the first door is better now, too, it was ridiculous before for the humans (it was directly above the humans, now there is a little gap right after the door, so if the humans push through quickly they can easily kill dropping zombies (there were multiple gaps before))... The punishing teleporters do not spawn as quickly anymore - if the humans play the game normally there shouldn't be any problems Map Name: Ironhall Gametype: Slayer, no radar please Player Count: 4v4 Info: 30 seconds after match start Sniper (left side of red spawn, 120s respawn timer) and Camo (lava cave, 120s) spawn in 60 seconds after match start Rockets (under red spawn, 180s) and OS (under white top mid, 180s) spawn in And in case you want to/there's enough time, the new Optic Prison is ready, too. ^^
ETCHED try 2v2 (no radar, no ARs) pls! original 'Sketched' map with new pathing, updated aesthetics, new weapons, new spawns, etc. it still needs camera and piece optimization in a few places, so don't mind the aesthetics (like the teleporters - 2 of them) or the framerate Thanks!
Gamertag: Cougar cleal14/lneedmorebleach Map Name: crossbow Gametype Requested: 8v8 assault or flags not fussed Short description: spawn and base/objective feedback Link to Map: crossbow map link (some miner layout updates have been made)
map:keyes https://www.halowaypoint.com/en-us/...E ORK 02_1d992078-5bcf-4c50-a689-a036fe6bf1e1 players: 12 gametype: infection