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I am working (almost finished) on a dome-shaped map in Impact, and it occurred to me that it would be so much easier to keep people from camping out on the top of the map (the rounded roof) if object "shapes" could be defined as safe/kill zones. Think about it. This simple upgrade with the Forge would make aesthetically designed or rounded maps more practical in terms of blocking players from exploiting "holes" in the design. As a veteran Forger it can be frustrating when you come up with a unique map design but have to use multiple soft kill zones to keep players from exploiting certain areas. On a similar note it would also be nice if the "shape" tool in object editing could also be designated with other object qualities, such as teleporters ( to create false walls to hidden passages, as one example. I have plenty of other suggestions for Forge upgrades that I have mentioned in forum posts with 343i and Bungie with Reach and H3, but this idea just occurred to me the other day and I thought I would share it and see what kind of feedback it receives. CV
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Hi guys, we got a lot of interesting Forge maps circulating on the forums, and several topics devoted to getting people together to play-test them, but I would like to set up something a little more organized. I'm going to begin scheduling Game-Test Nights in an effort to give all us Forgers a chance to play our maps with full parties! For this first outing we will focusing on big team maps, so check out the details below: Game Night! Big-Team Battle / 8v8 Objective Map-Test Sunday Jan. 6th, 8 PM Eastern Standard Time To join, send a message to Gamertag "Rev Righteous" with the text "game night." You'll receive a friend invite in response. Have a big-team map you want tested? Post in this topic before Sunday night with the name of your map and the details of it. Get online at 8pm EST on Sunday Jan 6th (this Sunday) and look for the party Invite from Rev. Share your feedback for the maps in this topic! We aren't just playing, we're play-testing! Remember, the focus for this night is big team maps, so submit your maps and invite anyone you know so we can get a full lobby of 16 going. See you Sunday! Keep you eyes on the forum, as I hope to post future game nights on a regular basis. Game Night Map Submission - Broadside First up, I'm subbitmiting my own map for the night; check out this preview and submit yours to! Name: Broadside Players: 8v8 Gametypes: Dominion, CTF, Big-team Slayer Description: "The UNSC salvage ship 'Hand-to-God' never saw combat until recovery of a Forerunner artifact drew unwanted attention..." The idea for this map is to have a large spaceship being attacked and boarded by a team of banshee pilots. The defenders must risk crossing the open and exposed areas of the ship in their defense vehicles to race the attackers to the objectives on top of the ship. The main aspects I need to test is if it is too easy for one team or the other to get to the objectives. The DOM bases are at the top back on the conning tower, at the top front in the bunker, an in the ship bridge. (Pro tip: if you get stuck on the asteroid behind the ship, there is a teleport back to the ship inside the artifact base) Also, banshees are really powerful, so balancing the defenders defensive weapons, available cover, and vehicles is a challenge. I have several ideas of how to modify/finalize the map, and a good play-test should help me identify the right direction to take it in! Pics Below (until they get Fileshare up and running, some sloppy TV pics will have to do)
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- map testingforge
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