I'm collecting BTB maps for the May Community BTB update so we need to actually start testing again. Looking for 8v8 customs but 7v7 is acceptable with 6v6 minimum.
If you have a map yourself that has good performance for 2 player splitscreen and supports 8v8 btb play, bring it tonight.
I'm collecting BTB maps for the May Community BTB update so we need to actually start testing again. Looking for 8v8 customs but 7v7 is acceptable with 6v6 minimum.
If you have a map yourself that has good performance for 2 player splitscreen and supports 8v8 btb play, bring it tonight.
If at all possible, I'd appreciate a second opinion for my map on spawns specifically, before we start testing. Kor gave me some advice yesterday which helped a ton, but more opinions are always better.
Jesuits on
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NocrenLt Futz, Back in ActionNorth CarolinaRegistered Userregular
edited March 2011
Dammit... I get off at 11pm AND have to cover half the morning shift tomorrow...
Looks like I'm not playing till Friday/Saturday.
So I went into arena today since the seasons are longer now. Pulled a 1533, and am left wondering if that's any good. I did very well in all four games.
First game I had over twenty kills and was about plus fifteen kill to death ratio. Most kills and best ratio.
Second game I had twelve kills and three assists, but only died twice. So a plus twelve. Best ratio.
Third game was basically the second game, except I ended up only at plus eight. Most kills and best ratio.
Fourth game was pretty much like the first two.
I averaged over plus ten kill to death ratio, and led every game in performance if not kills. Second game had a teamate who had twenty kills, three assists, and five deaths. I got my 1524 for that game and he got over 1630. It was a real wtf moment for me. He had more kills, but my ratio was better. Yet he scored over a hundred higher than me.
Anyone have insight into arena scoring/ranking?
Daris on
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ViscountalphaThe pen is mightier than the swordhttp://youtu.be/G_sBOsh-vyIRegistered Userregular
edited March 2011
My halo reach disc is missing. I took it to a friends house for some lan fun. Haven't seen it since
Thanks for the help guys. Anyone have any text based feedback to give me?
here's my observations:
Skywalk - nice layout, people seemed to like it, but the spawn weighting needs to be fixed
Relic v5 - low object count while still feeling like Relic, needs to not have sided spawns in Slayer though - too much downtime
Tears of Joy - Looks like everyone loved this map in the first round. I changed it to DMR start and everyone's praise for the map turned to discontent. Once again, people don't understand that locked spawns only work on Valhalla.
Skywalk was nice, but the layout was complicated enough that I'd need a few games to really wrap my head around it. Not a bad thing, necessarily. I'm doing my best to not let those random noisemakers color my impressions of the map.
Relic felt like Hemmorhage with less vehicles - it didn't seem to alter the Blood Gulch formula enough (except in the Less Vehicles direction, which is not a good thing, in my opinion). Part of this was probably a lack of DMR starts, and another part from personally never having played the original.
I liked Tears of Joy both with and without DMRs - Halo truly shines in BTB for me when there are tons of vehicles going at it simultaneously, and there certainly wasn't a lack of them here. That may just be a personal predilection.
Long Division - loved the technicolor caves. Map may be a bit too big for its standoff nature - the sniper rifles were so far back that raiding parties had no chance against 'em without a countersnipe, so teams pretty much stayed to their own sides. Being a standoff isn't bad, so long as there's a constant exchange of fire - the long rifles put a damper on that. Maybe replace snipers with lasers (so vehicles can still be taken out) and close off some of the more superfluous space?
--
After our games, I went and fixed up Siege of Dioscar a bit. Added an alternate path that loops back around behind the defense's flag. Should help clear up the bottleneck some. Also moved more mid-weight weapons and a camo powerup down on the beach - conc rifles, focus rifles, grenade launchers, that sort of thing. I hope this will encourage some defenders to head down there and try to grab some stuff before the attackers get it, as well as devote more attention to shooting at the attackers down on the beach, where there's relatively less cover. Still no human snipers, rockets, swords, hammers, or shotguns on the map, deal with it.
How customizable are the spawn rules when making a custom game type. I had an itch to make a Halo version of my favorite camp game, Everybody's It.
Free-for-all, dead people respawn when the person who killed them dies. Game ends when there's one person left or probably someone reaches a set amount of kills, because last man standing situations can be pretty rare in Everybody's It. Though when I played it it was with 50+ people so in Halo it might be more common.
It would probably also work in multi-team, with maybe some rules tweaks, but anything else I don't think would have enough chaos.
Tofystedeth on
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NocrenLt Futz, Back in ActionNorth CarolinaRegistered Userregular
edited March 2011
As awesome as that sounds... I don't think the spawn rules are that customizable.
From memory you can add/remove time spent out, and adjust respawn properties (increased speed/damage upon respawn), increase/decrease points earned for different kill types and have the person in the lead change properties (leader is slower/weaker for example).
Long Division - loved the technicolor caves. Map may be a bit too big for its standoff nature - the sniper rifles were so far back that raiding parties had no chance against 'em without a countersnipe, so teams pretty much stayed to their own sides. Being a standoff isn't bad, so long as there's a constant exchange of fire - the long rifles put a damper on that. Maybe replace snipers with lasers (so vehicles can still be taken out) and close off some of the more superfluous space?
.
NICE thanks for the feedback, i'll have to move some things around, maybe add a back wall to the open side. and also, instead of removing the sniper what if i put the ammo down to 4 rounds? would that balance it, because there's already a lazer on the map
can't wait to play more of the raptor game, my one thing if it's even possible to forge: make it so when the teleporter spawns in, a door above the humans visibly opens. that way when they show up we can yell THEY KNOW HOW TO OPEN DOORS
Long Division - loved the technicolor caves. Map may be a bit too big for its standoff nature - the sniper rifles were so far back that raiding parties had no chance against 'em without a countersnipe, so teams pretty much stayed to their own sides. Being a standoff isn't bad, so long as there's a constant exchange of fire - the long rifles put a damper on that. Maybe replace snipers with lasers (so vehicles can still be taken out) and close off some of the more superfluous space?
NICE thanks for the feedback, i'll have to move some things around, maybe add a back wall to the open side. and also, instead of removing the sniper what if i put the ammo down to 4 rounds? would that balance it, because there's already a lazer on the map
can't wait to play more of the raptor game, my one thing if it's even possible to forge: make it so when the teleporter spawns in, a door above the humans visibly opens. that way when they show up we can yell THEY KNOW HOW TO OPEN DOORS
Can't despawn stuff unless it is invasion, unfortunately, and I don't believe structure objects can be moved in-game. Is sad, but at least the teleporters in the raptor spawn sort of look like doors if you squint hard.
Changing the sniper ammo would help a lot, truly. Looks like there's a tunnel on the red side hugging the main wall made out of arches and seastacks that helps blues move in on foot. That's good, but there isn't anything similar on the blue side for the red team to take advantage of. Also, the natural technicolor cave formations on the west side lead directly into red base, but on the opposite end, there's a ton of open ground between the blue cave exit and the blue base. I would suggest either a bunch more cover between blue cave and blue base, or moving blue base over directly connect to blue cave, like red base does to red cave. Or move red base away from red cave, but I would personally try the other way first.
If you ever see me online, hit me up, I can go into more detail.
Long Division - loved the technicolor caves. Map may be a bit too big for its standoff nature - the sniper rifles were so far back that raiding parties had no chance against 'em without a countersnipe, so teams pretty much stayed to their own sides. Being a standoff isn't bad, so long as there's a constant exchange of fire - the long rifles put a damper on that. Maybe replace snipers with lasers (so vehicles can still be taken out) and close off some of the more superfluous space?
NICE thanks for the feedback, i'll have to move some things around, maybe add a back wall to the open side. and also, instead of removing the sniper what if i put the ammo down to 4 rounds? would that balance it, because there's already a lazer on the map
can't wait to play more of the raptor game, my one thing if it's even possible to forge: make it so when the teleporter spawns in, a door above the humans visibly opens. that way when they show up we can yell THEY KNOW HOW TO OPEN DOORS
Can't despawn stuff unless it is invasion, unfortunately, and I don't believe structure objects can be moved in-game. Is sad, but at least the teleporters in the raptor spawn sort of look like doors if you squint hard.
Changing the sniper ammo would help a lot, truly. Looks like there's a tunnel on the red side hugging the main wall made out of arches and seastacks that helps blues move in on foot. That's good, but there isn't anything similar on the blue side for the red team to take advantage of. Also, the natural technicolor cave formations on the west side lead directly into red base, but on the opposite end, there's a ton of open ground between the blue cave exit and the blue base. I would suggest either a bunch more cover between blue cave and blue base, or moving blue base over directly connect to blue cave, like red base does to red cave. Or move red base away from red cave, but I would personally try the other way first.
If you ever see me online, hit me up, I can go into more detail.
sweeeet, thanks for that sir. i will make changes accordingly in a few minutes here, i really like the ideas you have for this map since i just made it on a whim and if it turns out good that'd be stellar.
So my brother was looking through our profiles in the crappy state he lives in and decided he had to call and tell me something he noticed.
He has more grenade sticks than me in BTB.
More than his brother who adores plasma grenades, lives for high quality grenade kills of any kind, makes it a point to never be outclassed in grenade use, and who's played more games of BTB than he has...
So my brother was looking through our profiles in the crappy state he lives in and decided he had to call and tell me something he noticed.
He has more grenade sticks than me in BTB.
More than his brother who adores plasma grenades, lives for high quality grenade kills of any kind, makes it a point to never be outclassed in grenade use, and who's played more games of BTB than he has...
This. Cannot. Stand.
I once got 15 stickys in a territories Rumble Pit game. That was pretty fun.
Also fuck ever playing with Pubies now....TBK has broke me, 3 matchs all slayer, dispite seeing highlands territories 3 times...no fuck you , we're gonna play slayer pro...ugh..
Angel177 on
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NocrenLt Futz, Back in ActionNorth CarolinaRegistered Userregular
edited March 2011
Its a long but.... Anyone have a version of my old map Magik?
Apparently I had it saved on my memory stick that DIDN'T survive a trip through the washing machine...
In other news I have another new map that I need some help with (my usual request for weapon/player spawns) and get some feed back on what you guys think for different gametypes.
So my brother was looking through our profiles in the crappy state he lives in and decided he had to call and tell me something he noticed.
He has more grenade sticks than me in BTB.
More than his brother who adores plasma grenades, lives for high quality grenade kills of any kind, makes it a point to never be outclassed in grenade use, and who's played more games of BTB than he has...
This. Cannot. Stand.
I once got 15 stickys in a territories Rumble Pit game. That was pretty fun.
On that note, I miss spike grenades.
Were you playing the objective or just sticking people who were? o_O That's impressive either way. I miss spike grenades too, not just because they stuck, but they laid down more than any other grenade. On top of that, they penetrated so you could kill a warthog/ghost driver without sticking them directly. I'm sad we've never gotten flame grenades in multiplayer. Those were wonderful things.
Remember how I've been saying people are silly for trying to compare Reach and Halo 3's population numbers because Reach is more accurate and Halo 3 was less accurate and used a different method?
So my brother was looking through our profiles in the crappy state he lives in and decided he had to call and tell me something he noticed.
He has more grenade sticks than me in BTB.
More than his brother who adores plasma grenades, lives for high quality grenade kills of any kind, makes it a point to never be outclassed in grenade use, and who's played more games of BTB than he has...
This. Cannot. Stand.
I once got 15 stickys in a territories Rumble Pit game. That was pretty fun.
On that note, I miss spike grenades.
Were you playing the objective or just sticking people who were? o_O That's impressive either way. I miss spike grenades too, not just because they stuck, but they laid down more than any other grenade. On top of that, they penetrated so you could kill a warthog/ghost driver without sticking them directly. I'm sad we've never gotten flame grenades in multiplayer. Those were wonderful things.
LoL. I'm fairly mediocre at Rumble Pit, and I'm awful at rumble objective games. I just try to make it difficult for everyone else to achieve the objective and hope it works out for me and have fun doing it. The daily that was 5 kills with a plasma grenade in one game, and it happened to give me Crazy King Pro, so I was like, "Hey, I can start with plasmas!". I could have gotten a couple more but one was after the end of the game, and at least one was me bouncing a frag grenade off a dudes chest because of annoying behavior I discovered. Even if you choose plasma grenades for your loadout, if you spawn on top of frag grenades, you'll start with those selected.
Even so I managed to be about 1 second away from 4th place, and about 15 out from 2nd. The 1st place guy blew everyone else away so it didn't really matter. Stats
I also put it in my file share cause I wanted to show it to my friend when I went over to his house.
Tofystedeth on
0
NocrenLt Futz, Back in ActionNorth CarolinaRegistered Userregular
Its a long but.... Anyone have a version of my old map Magik?
Apparently I had it saved on my memory stick that DIDN'T survive a trip through the washing machine...
In other news I have another new map that I need some help with (my usual request for weapon/player spawns) and get some feed back on what you guys think for different gametypes.
Well, look at that, I had it in my file share!
Thank god...
So who wants to help me test/build a couple of maps a later on?
Posts
Doctor's office called and changed my appointment to tomorrow morning.
thats fine. I ended up being stuck at work later then expected. Seems a quite a few people from kroger's main office is showing up at our store
*joy* /sarcasm.
Mark V is totes worth it though.
Is this gonna have multi? I'll prolly buy it anyway if not.
TESTING TONIGHT, SHOW UP
I'm collecting BTB maps for the May Community BTB update so we need to actually start testing again. Looking for 8v8 customs but 7v7 is acceptable with 6v6 minimum.
If you have a map yourself that has good performance for 2 player splitscreen and supports 8v8 btb play, bring it tonight.
If at all possible, I'd appreciate a second opinion for my map on spawns specifically, before we start testing. Kor gave me some advice yesterday which helped a ton, but more opinions are always better.
Looks like I'm not playing till Friday/Saturday.
This guy.
Switch: 6200-8149-0919 / Wii U: maximumzero / 3DS: 0860-3352-3335 / eBay Shop
message 'FyreWulff' for inv
I'll be on in 5 min.
Switch: 6200-8149-0919 / Wii U: maximumzero / 3DS: 0860-3352-3335 / eBay Shop
First game I had over twenty kills and was about plus fifteen kill to death ratio. Most kills and best ratio.
Second game I had twelve kills and three assists, but only died twice. So a plus twelve. Best ratio.
Third game was basically the second game, except I ended up only at plus eight. Most kills and best ratio.
Fourth game was pretty much like the first two.
I averaged over plus ten kill to death ratio, and led every game in performance if not kills. Second game had a teamate who had twenty kills, three assists, and five deaths. I got my 1524 for that game and he got over 1630. It was a real wtf moment for me. He had more kills, but my ratio was better. Yet he scored over a hundred higher than me.
Anyone have insight into arena scoring/ranking?
Sad panda is sad.
here's my observations:
Skywalk - nice layout, people seemed to like it, but the spawn weighting needs to be fixed
Relic v5 - low object count while still feeling like Relic, needs to not have sided spawns in Slayer though - too much downtime
Tears of Joy - Looks like everyone loved this map in the first round. I changed it to DMR start and everyone's praise for the map turned to discontent. Once again, people don't understand that locked spawns only work on Valhalla.
Relic felt like Hemmorhage with less vehicles - it didn't seem to alter the Blood Gulch formula enough (except in the Less Vehicles direction, which is not a good thing, in my opinion). Part of this was probably a lack of DMR starts, and another part from personally never having played the original.
I liked Tears of Joy both with and without DMRs - Halo truly shines in BTB for me when there are tons of vehicles going at it simultaneously, and there certainly wasn't a lack of them here. That may just be a personal predilection.
Long Division - loved the technicolor caves. Map may be a bit too big for its standoff nature - the sniper rifles were so far back that raiding parties had no chance against 'em without a countersnipe, so teams pretty much stayed to their own sides. Being a standoff isn't bad, so long as there's a constant exchange of fire - the long rifles put a damper on that. Maybe replace snipers with lasers (so vehicles can still be taken out) and close off some of the more superfluous space?
--
After our games, I went and fixed up Siege of Dioscar a bit. Added an alternate path that loops back around behind the defense's flag. Should help clear up the bottleneck some. Also moved more mid-weight weapons and a camo powerup down on the beach - conc rifles, focus rifles, grenade launchers, that sort of thing. I hope this will encourage some defenders to head down there and try to grab some stuff before the attackers get it, as well as devote more attention to shooting at the attackers down on the beach, where there's relatively less cover. Still no human snipers, rockets, swords, hammers, or shotguns on the map, deal with it.
I was expecting to see a demolished TV or controller.
Free-for-all, dead people respawn when the person who killed them dies. Game ends when there's one person left or probably someone reaches a set amount of kills, because last man standing situations can be pretty rare in Everybody's It. Though when I played it it was with 50+ people so in Halo it might be more common.
It would probably also work in multi-team, with maybe some rules tweaks, but anything else I don't think would have enough chaos.
From memory you can add/remove time spent out, and adjust respawn properties (increased speed/damage upon respawn), increase/decrease points earned for different kill types and have the person in the lead change properties (leader is slower/weaker for example).
I've put in some contacts, now I can't see anything. Am I doing it right?
NICE thanks for the feedback, i'll have to move some things around, maybe add a back wall to the open side. and also, instead of removing the sniper what if i put the ammo down to 4 rounds? would that balance it, because there's already a lazer on the map
can't wait to play more of the raptor game, my one thing if it's even possible to forge: make it so when the teleporter spawns in, a door above the humans visibly opens. that way when they show up we can yell THEY KNOW HOW TO OPEN DOORS
I meant use your contacts at Bungie. Not use some guy at Bungie's contacts. Take them out, wash them off, give them back, then go talk to somebody.
Can't despawn stuff unless it is invasion, unfortunately, and I don't believe structure objects can be moved in-game. Is sad, but at least the teleporters in the raptor spawn sort of look like doors if you squint hard.
Changing the sniper ammo would help a lot, truly. Looks like there's a tunnel on the red side hugging the main wall made out of arches and seastacks that helps blues move in on foot. That's good, but there isn't anything similar on the blue side for the red team to take advantage of. Also, the natural technicolor cave formations on the west side lead directly into red base, but on the opposite end, there's a ton of open ground between the blue cave exit and the blue base. I would suggest either a bunch more cover between blue cave and blue base, or moving blue base over directly connect to blue cave, like red base does to red cave. Or move red base away from red cave, but I would personally try the other way first.
If you ever see me online, hit me up, I can go into more detail.
sweeeet, thanks for that sir. i will make changes accordingly in a few minutes here, i really like the ideas you have for this map since i just made it on a whim and if it turns out good that'd be stellar.
HD version is on my fileshare for the moment
He has more grenade sticks than me in BTB.
More than his brother who adores plasma grenades, lives for high quality grenade kills of any kind, makes it a point to never be outclassed in grenade use, and who's played more games of BTB than he has...
This. Cannot. Stand.
http://www.halo4sucks.com
there is a new brocast
I once got 15 stickys in a territories Rumble Pit game. That was pretty fun.
On that note, I miss spike grenades.
yay!:o
Also fuck ever playing with Pubies now....TBK has broke me, 3 matchs all slayer, dispite seeing highlands territories 3 times...no fuck you , we're gonna play slayer pro...ugh..
Apparently I had it saved on my memory stick that DIDN'T survive a trip through the washing machine...
In other news I have another new map that I need some help with (my usual request for weapon/player spawns) and get some feed back on what you guys think for different gametypes.
Were you playing the objective or just sticking people who were? o_O That's impressive either way. I miss spike grenades too, not just because they stuck, but they laid down more than any other grenade. On top of that, they penetrated so you could kill a warthog/ghost driver without sticking them directly. I'm sad we've never gotten flame grenades in multiplayer. Those were wonderful things.
BAM
tl;dr Reach counts people actively in a game, Halo 3 iterates over all games recorded in a time period and counts the unique players in those games.
Even so I managed to be about 1 second away from 4th place, and about 15 out from 2nd. The 1st place guy blew everyone else away so it didn't really matter.
Stats
I also put it in my file share cause I wanted to show it to my friend when I went over to his house.
Well, look at that, I had it in my file share!
Thank god...
So who wants to help me test/build a couple of maps a later on?