FYI, I didn't mention it in my last post, but Strongholds is the primary gametype for Wet Dream. I guess if one of the games was Slayer that'd be okay (maybe I'll set it up for Oddball too if I get a chance), but any changes made to the map would be heavily weighted towards making it play Strongholds better, and other gametypes will be an afterthought.
my map is slayer and oddball only, have not played oddball on it yet and would like to (so im down for this lobby). thank you for considering the fact that my map has potential
Just forewarning, but this might be pushed to Sunday instead. Going out drinking Friday night, and I get the WORST hangovers. Will keep everyone posted.
Spillway 4 (current file name). 1 flag is the preferred gametype. Both map and gametype are in my files. Message me on Skype before the lobby
Map Name: Collide Scope Author: Dead Cassette Game Mode: Slayer, CTF, Strongholds Map Description: Asymmetrical UNSC home base ment for 4v4, that features a vareity of trick jumps and wide angles. Forge Hub link: http://www.forgehub.com/maps/collide-scope.3812/ Way point File Browser link:https://www.halowaypoint.com/en-us/...Cassette_92798c2c-23de-4b7e-b38b-0ee910538387
C9-Renovate - had you in lobby, Bear, so skipping this one - the only thing I really wanted was a few more tier-one weapons. I know they're not sweaty, but a boltshot or two might play fairly well with your scaling. I've seen it work on Scotch Palace and it might be interesting to try. Marble Dream - had some problems with ledges - the lip near the sniper pit (I think) bounced a grenade back in my face, and there was an ankle high window ledge that overlooked speed boost that needs to be smoothed or raised. It was right near one of the strongholds. Grain of salt: this was my first two games, but speaking of strongholds, it felt a little tight for 4's. Slayer felt about right, and I could see this being a strong doubles map. Positives, the map was super readable, even without color. It was really easy to figure out where to flank an area, and crossfire felt very powerful. Probably my favorite of the night! No real macro feedback. Tesseract - thought this was too flat across the top - having some movement options across the middle, having some height variation between the levels would definitely help the map. Scaling felt a little large as well - the gameplay pace seemed to sag around 35-40 kills. The room with the planter in the bottom floor has some collision issues on the edge of the planter. Enjoyed the kitty-corner jumps through windows and lifts to connect major rooms - I thought they promoted map movement that didn't feel harried, which is something I see missing from a lot of Lockout/Guardian maps. Individual encounters were fun, unless they happened in the bottom For your next iteration, I would focus more on your your high level connections between the rooms and how they relate to each other, as that's the part that's leaving a bad taste in my mouth. The micro felt pretty good overall, and should be left until after the high level is figured out. Love the sky box use.
Today's Feedback: Thermal by @Sn1p3r C Pros: Cool Skybox Pretty fun for Breakout Cons: Breakout Closed Fist Lack of routes - Three Lane C9-Renovate by @Brotastic Bear Pros: Fun Hammer worked well Turret worked well Cool geometry Cons: Spawning often near turret Easy to lock down from turret tower Poor weapon variety Lack of art Wet Dream by @a Chunk Pros: Cheapbox sucks Easy to pick up layout Good readability Speedboost actually worth grabbing Cons: Lack of color Needlers suck Snipe spawn could become a bit of a clauster **** Weird ledges that players have to jump on when it looks like they can walk up Tesseract by @thesilencebroken Pros: Pretty looking Cons: Booooring Scaling felt too large, especially in center Moving across center is a death sentence Very campy Each area feels flat
I wouldn't mind some unrestrictive, unrelenting nitpicking for Backlash MM version. Play it on Slayer, Assualt, Maybe CTF or Strongholds if you get time. Tear it to pieces, let there be some..... Backlash? I go kill myself for the pun, safe everyone time
Map: High Sanctum CE GT: itsDethMacoll Gametypes Available: CTF, Slayer (4v4 maybe 2v2 if it feels cramped *hopefully not*) Feedback Requests: General Map Layout, Game Pacing, Sight Lines, Weapon Choice/Placement. Notes: Main blocking is done, and art is still in progress so I would only like to test Slayer for now. Attending: I would like an invite.
You playing this week Schnitzel? If so, send me an invite. I've got a map, but since I was in last week, I'm expecting others. If there is a slot though... I'd like to bring my asymm map, Junglerock. It'll be with the new mm breakout settings. It's a lot more polished than Thermal was, but since the sandbox just changed, I need to ensure the core gameplay. Aeshetics are nearly done, but there's still some imperfections.
This weekend's linup! Spillway by @MartianMallCop Backlash by @Kell Of Scots Collide Scope by @Dead Cassette Reliquary by @Ascend Hyperion High Sanctum CE by @DethMacoll We'll play through each map on Slayer, and back through on an objective gametype. Lobby starts at 8pm EST and should last for about 2 hours.
This weekend's linup! Feedback for people that weren't in the lobby. Collide Scope by @Dead Cassette Pro: Looked interesting... Fix spawns and we'll play again at a later date. Cons: Ended Early.... Only one area where players could spawn Reliquary by @Ascend Hyperion Pros: Aesthetics Hallway Combat on right felt nice Middle sights were good for team fights Back Courtyards connecting to middle hallway felt solid Cons: Over complicated routes (Mazey) OS Side Under Utilized and Under Powered Everything other than middle chamber, clausterphobic,too CQC Every elevation area was the same level (flat) Jumps that look possible aren't possible High Sanctum CE by @DethMacoll Pros: Really enjoy the layout Middle is most unique Liked how bottom played Cons: Don't like rings around middle room Base connections to middle feel clunky Automatics and splinters on a CQC map with small doorways Top ring in middle room Middle and bases are too congested, too small, too clausterphobic Top was easy to camp