Tuesday, September 30, 2008

In the Works: September 30, 2008

Infiltrate: Almost Done

I know, there has been lots of testing for Infiltrate. I'm getting a feel for the setup and trying to perfect it. I understand some of you are a bit sick of it, but I am almost there, and when done, it'll be played as much as any other custom. My next steps before restesting:

- Lockdown (Rat's Nest): adjust to two alpha zombies.
- Ghost Town (Death Rate) and Massacre (High Ground): add fusion coils to main camp spots.
- Doomsday (Standoff): trashed.
- All: new custom powerup. because the custom powerup is no longer used for the sniper role, it will be used to a new effect. 2 minutes into the game it will spawn. Directly beneath it will spawn a BR (no spare clips) and 2 frags. The custom powerup gives them a 5 second ability to pickup weapons. This will be used as a late boost for the zombies to get the last couple humans.

And after those are completed, Infiltrate likely will be too. I'll have one big fest for it to go out with a bang when testing is complete, and will possibly have a Youtube vid of the games made (I've been saving them).

Later Projects: in more detail

There are a few projects that have not been released to the public, but will be worked on after Infiltrate's completion.

- SF Epilogue: a very quick forge was designed around Epilogue for SnipeFlag. Epitaph was an epic success, so Epilogue should only be better.

- SF Remains: SnipeFlag's more in-depth project: a Foundry map. The main feature will be a couple snaking pathways to drop down from above on the flag base. There will be several collapsible "trees" made of barriers and crates, that with a few bruteshots, tumble down and are capable of splatters. There will be a good deal of geomerging and interlocking, and it will have a ghost town feel. (Not relating to the map) Attackers, among other weapons, have access to two mongeese for moments of either epic failure or epic success.

- Air Attack: Air Attack has not been formally started yet, but I have the blueprint. I will be taking lots of time to ensure the roof is done perfectly. It is a game of One VIP where teams spawn in armories. Select your weapons. After 10 seconds, the defenders' team opens, and they all enter the arena through one teleporter on ground level. Attacking team has one teleporter open after 20 seconds, that can go to any one of 10 different receivers (I will use 2-ways). They go through the tele, and are forced to be dropped into the arena (They can't wait and spawn camp from above). No one has radar, so the defenders must be ready to survive the air raid.

Friday, September 26, 2008

In the Works: September 26, 2008

In this edition of In the Works, many new projects have arisen, and some have dropped.

First off is the ever-changing story of Infiltrate. With the H3Customs match on the horizon, the amount of maps have been cleaned up. The only three maps as of now for Infiltrate are Doomsday (Standoff), Massacre (High Ground), and Death Rate (Ghost Town). All of them, along with the gametype, are available on my fileshare.

I also am requesting help. Due to the fact that the custom powerup can only last 60 seconds max, after that, the Sniper goes back to being really slow. I was wondering if anyone had an alternative idea, but keep in mind, we don't want Alpha Zombies getting out of their Ghosts at normal speed if they aren't the sniper. I'm really hoping I don't have to cut out the sniper role and just have the two Ghosts as alpha zombies, but it might be a possibility.

As for other maps, my priorities are as follows:

  • SF Remains

  • Air Attack

  • Polygon


We all know about Polygon and Air Attack, but what is the new map that has jumped to the top of the list? Those who have played customs with me for a while now know the SF is SnipeFlag. I am designing a Foundry SnipeFlag map. It is coming along smoothly, featuring many levels of elevation, possible teleporters for quick transport (Not many) and smooth geomerging. I will have pictures very shortly.

So, what to expect in the near future: an awesome testing of infiltrate, a new SnpeFlag map (And gametype (V3) to go with it), and also expect me to start taking more screenshots. There is a lot for me to do, but with school started, my pace has slowed. I hope to get all these projects done, and done well.

HALO Online: The Basics

So, the posts about Forge, the Gametypes, and example customs are up. What about the game in general? Are we just confined to custom games (Although very good ones)? What's coming to matchmaking in this idea, or theater? What happens in overall gameplay?

There are so many ideas to put out there for a perfected Halo 3. So many changes to be made. These are simply mine.

We all know about Forge, basic and advanced. We all know about the gametypes. Expect a Theater post very shortly, and a Matchmaking one later in the future after I do some research. Why do I need to do research?

HALO Online, both in basic customs and in matchmaking, will contain Halo 3 maps, newly made HALO Online Maps, and remakes of most of the Halo 1 and 2 maps that haven't already been remade. Not even remakes, all that would change would be that the graphics would update to compare to the other maps. Blood Gulch, Chiron TL-34, Damnation: none of them would have a name change or makeover. Just updated weapon sets (Because there are different weapons) and graphics updated (Same setup, just higher detail.)

That would be the case for every Halo 1 and Halo 2 map, short of Lockout, Zanzibar, Chill Out, and Sidewinder because they already have remakes.

For fairness, some playlists will require that everyone plays as Spartans, and although you can play as an Elite or Brute, many multiplayer playlists will change you to a Spartan automatically. Some people like different character options, and others don't, this would give both what they want.

So, yes, you can also play as a Brute now. When they are available and not blocked off, it becomes a very strategic part of gameplay. The three different player forms have different settings.

Brutes play a defensive role. They are slightly slower than the other two, can take slightly more damage, and have quick punch reflexes. Elites are attacking forces, as they are slightly quicker and have better jump. They deal slightly more than the other two, but have less health. Spartans are a bit of a balance between the two for support roles.

In games without Elite or Brute interference, Spartan v Spartan would have the same effects (i.e. Four BR headshots for a kill).

HALO Online was envisioned as the perfect Bungie game. Microsoft simply cannot pull off a good Halo storyline, even with Frankie. Only Bungie can. In my version, the only option for Campaign is to play Halo 3's Campaign, no additional storyline. That is up for debate.

HALO Online would be focused on Multiplayer, unique Matchmaking, and diverse Custom Games. It also centers around the sharing of files, which will also be enhanced. Stay tuned for more detailed posts, and if you want to read up on HALO Online, use the tag lists to the right.

Monday, September 22, 2008

Squad Battle: One Powerhouse of a Playlist

Once it arrives, expect me to spend most of my Matchmaking time on Squad Battle. This will be one beast of a playlist once it is implemented. It may be better or worse than expected, based on the maps and gametypes used by Bungie, but even if they did the absolute worst they could on this playlistit would come out decently. There are so many reasons why this will be a big step forwards from Big Team:

  • It is focused on Capture the Flag and Team Slayer. Big Team's Assault and VIP gametypes certainly left a bad taste. There still may be a little VIP and Assault, but Bungie makes it sound like there will be much less.

  • Finding a match will be easier; requiring only 12 people. Surely people were driven away from Big Team due to the difficulty of finding a match.

  • 12 is the magic number. Big Team's full 16 person game required little to no teamwork, and one person's stellar performance really isn't enough. Being dulled to 12, it requires teamwork while still maintaining a chaotic feeling.

  • There will be more medium maps available for use, adding variety. Many people knew they were in for another Neutral Assault on Valhalla or Sandtrap, and it drove them away.

  • Fewer people = less connections = less lag = happy people. ^_^



I hope you are as pumped as I am for this surely entertaining playlist.

Wednesday, September 17, 2008

About: "Update" Tags

This site is all about new content, no matter what form it is in. Lots of things are updated for the better. Now that we have a new list of tags on the site, I should probably explain the three types of "Update" tags.

  • Update: a plain "Update" tag means I update a file; most likely a map or gametype.

  • Site Update: like the one that was posted not long ago, "Site Update" tags means I added a type of content (Non-post) to the site.

  • Weekly Update: although Bungie gives weekly updates to all of us lucky fans, the only ones I am concerned with are playlist changes. When a Bungie.net Weekly Update has information about playlist changes, I will be there to dissect their moves.


That's it for "Update" tags. If you have any questions, let me know.

Site Update

The site has been improved once again. All changes are on the top sidebar.

First off, a list of labels is posted, so you can easily find what you're looking for. Because this in-depth list is now here, the Content Type search is removed from the top sidebar.

One other item added was a way to suscript ot my RSS feed. Easily put this blog on your Yahoo homepage, another blog, or pretty much anywhere. Enjoy the updates, guys.

Update! Infiltrate

Infiltrate takes another positive step forwards, and closer towards final completion, which really isn't that final, considering new maps will still come out, possibly even gametypes.


Alright guys, I hope you enjoyed the quick read about Construct. If you know about me, you know I like dreaming; Halo ONLINE is a perfect example. Imagine Construct with 4 floors instead of 3, 3 times the size, and a Hornet? Epicness. Anyways, back on topic, Infiltrate.

Infiltrate is my sole focus right now. Polygon and Air Attack will have to wait. I truly believe this series could be something great.

Today I finished a rough draft of a new Rat's Nest map. It still has some work to do, in terms of structure, but it's getting there. It has a new, surprise, non-ghost vehicle for the two alpha zombies.

Next, the short-range weapon for zombies is now changes from shotgun to sword. With a sword, you'll have a very hard time getting kills as last man, as opposed to shotgun, which probably gets you an overkill as the last man.

Also, the setup for Alpha Zombie starting setups has been changed.
Before:
- Alpha Zombies started with Snipers, and the Sniper role just picked up the powerup to get his speed and camo back.
After (Now):
- Alpha Zombies start with shotguns, and the Sniper role picks up a Sniper Rifle along with the custom powerup.

Why this change?
Pros:
- Now, when Alpha Zombies die, they are exactly the same as regular Zombies. They won't start with Snipers.
- People who should be in Ghosts are still the same in terms of speed, very slow. Now, they won't be tempted to get out to shoot their sniper. A slow guy with a shotgun is pretty worthless.
Cons:
- The Sniper role will be able to pick up other weapons and equipment until he dies. He's a bit of an Intelligence role now.

This change will probably impact the game for the better.

Other Changes

- Two Ghosts, Sniper Rifle, and Custom Powerup fixed so they won't respawn on Doomsday (Standoff).
- Extra fusion coil added to "Mancannon Roof" on Death Rate (Ghost Town), closer to man cannon, to neutralize camping a bit. If this problem persists, I will add a second way in, such as a teleporter.
- Shield door blocking entrance of Death Rate (Ghost Town) has been removed.

As a closing note, thanks to all that have played this with me, the games really help me improve the map and games. I was also impressed with High Ground and Standoff's gameplay. Nothing against Ghost Town, which had higher expectations to start, but it was a bit average, maybe even below that.

Tuesday, September 16, 2008

In the Works: September 16, 2008

In this edition of In the Works, I don't have much detail to talk about, but I do have a few things in different stages of completion.

First off is Infiltrate, which is in the Testing and Bug Fixing stage. First off, spawns have been entirely resolved. Second, the Standoff map, Doomsday, has been revamped. Weapons have been moved, added and removed. Two mini "Sniper Towers" have been introduced in the back base, basically two floors each using simple fence boxes.
Spawns have also been fixed for High Ground. Humans spawn back near the pipe room.
What to expect soon: a formal releasing of all the files, along with a weapon list to search for all the secrets. Do not download any Infiltrate-related links on my fileshare as of today, as it is outdated.

Next off is a very new project, known as Air Attack. It is in the brainstorming to early development stage. Basically, it is six rounds of One Sided VIP. Teams spawn in two separate armories, with decent weapons (Better for the attacker team). After 30 seconds, teleporters from the armories to the arena unlock (Like in Team Gladiators).

The arena is big, and block-shaped. The bottom floor is enclosed, and has rooves, with several wall-sized holes. Neither team has radar. The attacking team drops in on the defending team and ambushes them from above. Everyone has one life, and if you kill the VIP, who has 2 Overshields, you win the round. Unfortunately, untrustworthy people may decide to wait in the armory, just boot them, there is nothing that can be done about that.
What to expect soon: really, nothing. If I do go through with this project, which is undecided, it will be a long while of forging. I'll keep you posted.

Finally, is Polygon. It's funny how other projects just passed this one by. This map is so complex, that I'll have to have many different spawn systems. I'll keep working, but right now it's bottom priority, as I'm not crazy on how the forging came out. Again, I'll keep you posted. I'm not crazy at how this game is coming out.
What to expect soon: unsure. If I go through with Polygon, expect pictures soon, and possibly a final product. I may even cut down the map to one area, for one gametype. This map's true status is very unknown.

The Mystery of Construct

This is a short blurb about how a very average map might have been extraordinary, and the small secrets left behind by Bungie. You will find some small factual evidence about a very well-kept secret by Bungie Staff, that still is very unknown.




Construct holds the average size of players, four on four, has somewhat average gameplay, with a somewhat average weapon set (Debatable). Some people find it fun, others do not. If you ask players to name three maps on the top of their head, this map probably will not stand out. What is so special about Construct.

I'm sure about everyone has gotten Construct for a matchmaking game. In the pregame lobby, where it shows the symbol for the gametype and a banner of the map you are about to play on, why is there a teleporter in the image? There isn't one in the actual Construct...

Go into Forge. Maps debatably bigger than it, like the Pit, have no vehicle bigger than the Ghost or Mongoose. Why on earth would a fairly small map (In terms of length) be able to house a Banshee or a Hornet? Both are available.

So little is known about Construct's past, but when you consider the odd, seemingly random, placement of Hornets and Banshees, and the teleporter that was never in Matchmaking, something is different about Construct.

Theories could go in any direction. Imagine Construct tripled in size, with maybe an extra floor, for some intense 8 on 8 action. Bungie might have been going with that, and changed direction. Maybe those weird facts are part of the future of Construct in stead of the past, and some change will happen later in the unknown future of Halo 3. Who knows but Bungie: as of now, the rest remains a mystery.

New Poll Up!

There is a new Poll on the sidebar for future Infiltrate Maps. I am thinking of expanding, not only in maps, but in vehicles the zombies use. Those vehicles are in parentheses.

Thursday, September 11, 2008

In the Works: September 11, 2008

These In the Works posts will give you guys an inside peek on what I'm working on right now, along with their due date (estimated), possibly pictures, and a detailed description.Please note: Playable with means how many people the game is set up for (Spawns, etc.), while recommended players means how many the games probably should be played with.



[Project INFILTRATE]


Map Name: Left to Die
Game Name: Infiltrate
Map: [Ghost Town
Game: Infection
Playable with: 4-16
Recommended players: 8-16
Description: My first Infection project ever will take place on Ghost Town, and will be very unique in the fact that zombies have three specific roles.
Three zombies will spawn at start, with sniper rifles, twice the normal health, and very slow speed. Before them is two Ghosts and a Custom Powerup.

Two zombies get in Ghosts. They are the patrolmen. If they try to attack by foot, their incredibly slow speed will limit them, so they should stay in Ghosts, and look for the panicking humans that run outside.

Why would they run? They are running from the Pointman. He is the third alpha zombie. He has 75% speed, a sniper rifle, is immune to headshots, has poor camo, and has 300% damage resistance. Run. He's slower, but much, much more powerful.
The Infiltrators are all the humans that have become infected. They have good camo, normal speed, 75% health, 90% damage, and a shotgun. The humans hiding wearily from Watchmen will soon be chased out by these stealthy assassins.

Base humans have default traits, and must work as a team to survive the hoards of zombies. They spawn with an Assault Rifle, and there is a good variation of weapons to work with, such as a Sniper Rifle, Rocket with no clips, Plasma Rifles, Battle Rifles, and more.

The Last Man, or Survivor, has regenerating grenades to flush out the zombies, 110% speed, is immune to headshots, and has an overshield. He is very durable, but can only hold off the zombies for so long...
Frequently Asked Questions
It seems to me like the zombies would dominate with those classes...
I will make sure that they don't. Humans will have a great deal of weapons at the start, none of which will respawn.
What happens when one of the Alpha Zombies (Patrolmen, Pointman) die?
They respawn as an Infiltrator. So, kill all three powerhouse alpha zombies, and all the zombie team has is close range attackers.
What about radar?
Humans have the normal radar. Last man radar is enhanced (Crouching shows up), but keeps the same range. Zombies of any kind have no radar.
What if a human gets to the custom powerup or Ghost?
None of the three items respawn. Humans cannot drive vehicles, if they find an empty Ghost.
If an Alpha Zombie dies, can they go back to being a Patrolman or Pointman?
No. They have no choice and are an infiltrator. There is no more custom powerup, and respawn traits give them all the Infiltrator traits, including the inability to drive.
Where on Ghost Town do the sides spawn?
Spawns are unknown as of yet. Odds are, zombies will spawn behind the middle building (Near the pipes, where one team spawns in Team games), and humans will spawn in the very back building that houses the other team in regular games (Blue-ish building.)

Friday, August 29, 2008

Site Update

Minor site update now in effect: download links for maps and gametypes are now collectively on the sidebar and removed from individual posts. This is done so I can correct updated files easier, and not have to rewrite the DL link on update posts.

Update! Ascend

My latest map, Ascend, has had a good deal of playtests and I am now making improvements. There were occasional spawn problems, which have since been resolved. The other problem wasn't so much the fact that you spawn and have a battle, but when in a battle, there is no place to hide behind, or regain health. New structures have been added, along with new miscellaneous features. In the few pictures I have, the captions are below.


First off is a panorama of the new bottom area. Click to view fullscreen.

As for the middle of the map, there is a box surrounding the flamethrower, and two interlocked walls. The walls are a fence wall and a regular wall combined, and when crouching, you are safe from fire. Camo added into the pillar for aesthetic touch.

The "power alley" had some changes as well. This alley is the quickest way to score a capture in CTF, but like in Paragon, the quickest way is the most deadly. Note the extra fusion coil next to the turret. Respawn time of active camo and the three fusion coils nearby have been made longer.


A couple other changes:
- One extra BR added nearby pillar.
- All crates, except the one visible in the panorama, have been removed.
- In the back corner of the map (On the bridge side, but not where you spawn) is an open single box. It is there to provide a safe spawn, and you can stand inside it, no need for crouch.
- Bubble shield set not to place at start.
- Needler is moved to be leaning on the interlocked wall on the defenders' side.

Thursday, August 28, 2008

Gametypes: Ascend Flag and Fissure Flag

Ascend and Fissure are two very different maps, with different gametypes suiting them. However, one thing they have in common is a CTF variant that improves gameplay.

Ascend Flag

The gametype Ascend Flag is a bit of a mix of my own creation, SnipeFlag v2, and TDHarding's Paragon game variant, Para Flag.

In Ascend Flag, which is intended for Doubles, you have a quick respawn time (4 seconds), are slower and weaker when carrying the flag, and it is touch return. Even with all these challenges, it is still fairly easy to capture, with the map being so small. You have to be able to quickly respawn and immediately slay opponents.

It is two rounds. Each one is four minutes long, and the score is to 5. If you manage to get five, the round ends and it is "halftime," followed by another half to five. There is a 30 second sudden death for each round. BR starts.

Fissure Flag

Although both of these variants improve gameplay greatly, they are polar opposites. Ascend Flag slows easy captures, while Fissure Flag helps encourage flag runs. It is 10 minutes long, BR starts, and the flag carrier is normal speed, and a bit tougher. It takes a good deal of time to return the flag.

That's it. These changes are highly recommended for CTF, but both maps play with other games, such as Slayer. Enjoy.

Guide to taking Map Criticism

I've seen lots of good maps that, with a few minor tweaks, have the potential to be great. After making a solid map, complete with structure, spawns, and weapons, you are halfway done.

You have to be able to take advantage of map testing. First off, if you have a map that is ready for testing, either get a few good friends together, or sign up at an event at Ghosts of Onyx or H3Customs.

Testing Day can be the day that your map goes from good to great. First off, an important tip: if you post your map on a place like Forgehub, don't take advice from people who just look at the screenshots. That advice is meaningless and unhelpful. In order for someone to give helpful advice about gameplay or setup, they'd have to play it.

Another crucial tip: if someone says they disliked the map, don't take it harshly, and ask why. I can't tell you how many times someone has hosted in a party with me, they post a map that doesn't go well, and they just boot anyone with harsh words for it.

Finally, pay attention to gameplay flaws. The most often causes for strained gameplay are:
  • Weapon setup: too many power weapons on map, or they aren't spaced far enough.

  • Domination by one side. Check weapons and equipment to see if one side has a clear advantage.

  • Stalemated CTF games. Try not to have too many spawns right by your teams' flag, because it makes it way too easy to play defence.

  • Predictable spawns. Add respawn areas and additional spawn points.

  • One clear choke point. This may be caused by power weapons being overly available in one spot, or the other areas are too crowded with items. Some areas of maps should be open. Not every inch of your map should be covered with geomerges, walls and scenery.


And to end with one more tip, don't just host one custom session. Test and re-test, because if you find a solution to one problem, another may become more apparent. Good luck on improving your map.

Wednesday, August 27, 2008

Map: Ascend



Ascend is the second FFA map ever made by me, behind Industrial. Unlike Industrial, which is composed of many different complex sections, and usually holds 6 to 9 people, Facility is somewhat of a remix of Furious D 18's Unchained: a smooth box floor with a few different levels of elevation, a large pillar, and is meant for 2-4 players.

Ascend's floor is composed of single and double boxes, along with a lower level of bridge flooring, and a couple wall ditches to hold the active camo and one for spawning. It has a few similarities to Furious D 18's map, Unchained. In the pictures, captions are below.

It is designed for Doubles, 1 on 1, or 2-4 Player FFA.

In this picture: the bridge floor provides cover because it is lower than the box floor, you can also get a view of the camo ditch. Be careful in grabbing it.

In this picture: the interlocked stairs from one level to another. Crates all over the map provide limited cover. The lone pillar is yur best bet for avoiding enemies.

In the middle of the map is the lone power weapon: the flamethrower. It is not overpowering because of the long, open ranges in the map, and really adds spice to the gameplay.

A different view of the back bridge floor. Behind the stairs is a bubble shield.

In this picture: the machine gun turret on top of the dumpster was from Furious D 18's Unchained. It provides some good cover, and balances the active camo on the other side of the map. Behind it is the wall ditch in the next picture.

This is where the defending team spawns. Although the other team has the edge on camo, they have the machine gun turret.

An overview from a different angle.

The camo. Same design as Furious D's overshield spawns, but his breakage job was better than mine, so I had to use camo. :(


A couple closing notes:
For those who were wondering, here are the items on map:
- 2 BRs
- 1 Needler
- 2 Plasma Grenades
- 1 Flamethrower
- 1 Bubble shield
- 2 SMGs
- 2 Spikers

Also, another important note, the bridge floor and the defenders spawn are both one body length below the box floor, so you cannot see opponents above you witrhout jumping up or backing up. Also, the map is unbreakable as far as anyone in my parties have gone.

Finally, these are the games meant to play with Ascend:
- Team Doubles Slayer, CTF or King (2v2)
- FFA Slayer, Ball, or King (2-4 Players)
- One on one Slayer, Ball, or King (1v1)

Saturday, August 23, 2008

How the August 22nd Update Will Change Halo 3

Loose ends, September Playlist changes and some more PAX details.

This weekly update was a big one, in terms of the September Playlist changes, which is all I will be discussing here. I'm not interested in PAX. I was, however, very intgrigued with the new maps coming, the playlists that are leaving us, and the new playlist arriving. I'll break down each segment. For those who haven't seen it yet, the update is here.



Added Epilogue – Epitaph with no Shield Doors. Added alongside default variant.
Added Boundless – Snowbound with reduced Shield Doors. Added alongside default variant.
Added Sand Tarp – Sandtrap sans Elephants, default team spawns switched in one-sided games. Added alongside default map variant.
Added Pit Stop – The Pit with inaccessible spawn hives. Added alongside default map variant.
Ghost Town – No longer appears in any symmetrical gametype.
Team Slayer – Spawning configuration in default Team Slayer now includes a secondary weapon – the magnum


Some very good moves in there, and some I don't understand. First off, Epilogue and Boundless get an A+ with me, because shield doors really do stall gameplay. I am also eager to see the new weapon spawns, because if not done well, these maps could fall to B-. When you think about Epitaph's winding platforms and Snowbound's underground tunnels, these maps do have excellent construction, and if the weapons and shield doors are fixed, these maps could be great.

The Sand Tarp move I don't like. First off, I've never heard a single complaint about Sandtrap's Elephants. Second off, with both BTB playlists gone, all this map could really ever appear in is in Squad Battle. (You'll hear more about Squad Battle and BTB later) Do we really need this map in Matchmaking, taking away chances for maps like the Heavies or Avalanche?

I love the idea of Pit Stop, using invisible barriers to block off the attic; one less problem in matchmaking. Ghost Town doesn't belong in Symmetrical Games; it belongs with Team Slayer, SWAT, Snipers and Free For All. As for Team Slayer getting a magnum secondary; sure, why not, I doubt this will have any problems or improvements for matchmaking.



Ranked Playlists

Lone Wolves
Player count increases from six players to 8 players.

Team Objective
Crazy King Hill times increased to one minute. Hill Movement set to Sequence (was Random).

Team Doubles
This playlist now requires ALL content (Cold Storage, Legendary and Heroic maps are being used in Team Doubles)
Objective Gametypes have had their appearance frequency reduced.
Crazy King Hill times increased to one minute. Hill Movement set to Sequence (was Random).

Ranked Big Team Battle
This playlist is retired.

Introducing Squad Battle
Squad Battle is a Ranked six on six Playlist designed to fill some of the void left by excising Ranked Big Team Battle from the Halo 3 Playlists. Squad Battle gametypes are focused on Slayer and Capture the Flag and this playlist currently requires the Heroic Map Pack.



Ranked, in my opinion, just got a whole lot better. The move from 6 to 8 players in Lone Wolves can be better or worse based on the map you'll get: I'm neutral on this move. As for Objective; I'm disappointed. Objective is such a mandatory playlist, and I expected with so many changes, there would be an attempt at saving Team Objective. Instead; nothing but a hill time change. I wanted more.

I love the changes to Doubles. The hill time needed to be increased, because if you've ever played Doubles king, there is an initial rush that is dominated by one team (Either because of spawns or weaponry) and the other team doesn't get another chance for that hill. I still don't like Doubles King, but it's nice to see it is weighted less. I'm also thrilled that it will require all DLC: Cold Storage and Blackout belong in Doubles, along with maybe a little Ghost Town.

What has to be the biggest change to ranked is the removal of Ranked BTB for Squad Battle. In my opinion, this could be a great move. I hope Heavies will keep its place in Squad Battle, and I am hoping for some tactical games, like Sniper Starts, or no radar games. Hopefully, this won't turn out to be the same as renaming Ranked BTB and taking out four players; it will change into less of a charge-fest and more into a big, tactical playlist. My final decision on this change will have to wait.


Social Playlists

Big Team Social
This playlist is retired.

Rocket Race
This playlist is retired.

Multi Team
Rocket Race has been added to the gametypes and set with a low weighting.


It is a sad day for the Casual Gamers. First off, the removal of Social BTB is okay, but I think Social Slayer should be upped to at least 5 on 5 then. As for Rocket Race, a change was needed, but Bungie went about it all wrong. Not only is Rocket Race gone, but Multi Team is officially trashed.

Picture the Multi Team community now. There will be the Rocket Race Cult (Fans of RR are die-hard fans of RR) and the regular Multi-Teamers. The Multi-Teamers are looking for Slayer, Ball and King, while the RR Fans are obviously looking for Rocket Race. They both lose what they're looking for, and keep quitting out until they get their Rocket Race or regular Multi Team. It's like putting Team Objective and Team Slayer together: you're mixing two very different communities that don't belong in one playlist.

If I had the final say, I would change Rocket Race to Racing, and add Brute Shot Race (Like RR but with Brute Shots) and speed (Lapped) races on Forged maps. Bungie dropped the ball on this one.


DLC Playlists

Since Big Team was cut from Social, eight on eight action is reborn in the overhauled DLC playlists section of Matchmaking. DLC Slayer and Objective are both retired. These playlists require Halo 3 Downloadable Content (at least up through Legendary, but in the case of FFA, it requires all DLC) to participate.

DLC FFA
This is an eight-player Free For All hopper focused on DLC content. The gametypes contained herein are a mix of Slayer, Objective and Infection modes.

DLC Big Team
Eight on eight Social Slayer and Objective action (Gametypes from Big Team Social)
Focused on DLC content (Requires both Heroic and Legendary Map Packs)


Uh... okay. Not thrilled, not disappointed, but this DLC overhaul is okay. I like the fact that DLC FFA has a bit of Infection in it, but if regular Lone Wolves is now 8 players, this should be at 6. It seems that with this update, the big playlists get smaller, and the small playlists get bigger.

As for DLC Big Team, I am a bit disappointed with what I found. See where it says Gametypes from Big Team Social? Heavies were not in Social BTB. That means that Squad Battle is ur only chance for Heavies. I don't understand why they wouldn't add Standoff and Avalanche Heavy to DLC BTB.

Hardcore Playlists

Team SWAT
Objective Gametypes, SWATGuns set to skip after veto
Weighting on all Objective games, SWATGuns and Magnums reduced
Player Damage Resistance set to 150% (was 200%), players no longer spawn with grenades
SWAT map variants now have Carbines and grenades available to pick up.

Head to Head
This playlist is retired.


Bungie did a nice job cleaning up the Hardcore playlist. I'm glad Team SWAT Objective is weighted less, because SWAT is about having a quick trigger finger, spotless aim, and reacting before thinking. It wasn't a strategical gametype in the form of objective. I am also glad Carbines finally found their way into SWAT. Don't expect me to pick up one, but they belong there. As for Head to Head: good, it just wasn't any fun, and it wasn't competitive. It was about who got the sniper and tracked the waypoint, and who killed the leader at the end, because the waypoint was the only way to prevent camping, but at the same time it killed the gameplay.

Keep in mind those are only my insights. Feel free to dispute where I am wrong in your book, but none of those insights are from my personal favorites point of view: I stayed neutral in writing this. Thank you for reading.

Friday, August 22, 2008

Screenshot Pack 4

The fourth releasing of screenshots from me comes from a quick Campaign run on The Storm. (Same run as the previous entry Panorama) As always, titles are above the corresponding screenshot.

Shining Warrior

The Storm

From Outer Space

Strike of the Chieftain

New Panorama

After a quick run through The Storm on Normal, in search of screenshots, I found one panorama that is worthy of being put in my portfolio, and it might be my new favorite. As always, panoramas aren't embedded because they are too long or tall, and would need to be shrinked.

Blue Sparks


Background:
I had just defeated the scarab, and was reloading my rockets in the bottom-right hand corner. The scarab explosion gave off a cool blue effect.

Wednesday, August 20, 2008

User Firendly Guide to Joining the Conquest Ladder



If you've seen my Conquest Doubles Ladder, it may seem confusing as to how to play. This is a short summary about the ladder to make it easy to understand, and a lot of fun.

First off, find a partner for the ladder. Keep in mind that your partner needs to be a GoO Prowler or higher.

Next, go to this thread. Copy and paste the signup form, and consult with your partner about things like Team Name. Fill out the form, and post it on the same thread.

From here on out, all instructions on what to do will be given by me in PMs. It's actually very easy. If you want to know more about it ahead of time, check the Overview Thread.

If you would like to challenge teams to matches, just fill out the Challenge form in the same thread you signed up at. Enjoy the Ladder!

HALO Online: Endless Possibilities (Examples)

Here are several examples of the amazing custom games you could create with the new Custom Games and forge editor.

Mongoose Trial would have a long bridge suspended over an endless gorge. The map would have a Ghost Town Theme. It would be very long and occasionally have turns in it. You'd spawn with no ammo or sources of attacking. But you could drive a mongoose. Up to 4 players. Above the bridge are tons of brutes you are unable to attack. They have brute shots. You try to race down the other end, surviving the brute shot bursts, and more importantly, not getting bumped off the raceway. Brutes have reduced damage, but the brute shots can knock you right off the raceway. There is a hill marker at the end and the first person in it for one second wins. It would have a fairly short time limit, maybe 1:15 or 1:30.

Flashpoint is the ultimate Sniper practice. There is a small square area filled with Brutes. It is FFA Slayer. It has 6 Sniper Rooms, which are all immovable crate floors and window panels, above and to the right of the square floor. You cannot harm your opponents because there are blue shield doors in between each Sniper room. You have infinite Sniper ammo. Brutes will attack if shot, and not killed. They are on Legendary difficulty, and have a Spiker and 2 Firebombs, so if they aren't headshotted, you have a chance of dying. They respawn every 10 seconds. You get 1 point for a brute kill, 1 extra point for a headshot, and -3 for a death. There is no score limit, but a 8 minute time limit.

Fighting the Darkness would be an Infection Map and Gametype. It would have a Standoff Theme, and have the size and shape of half of Avalanche. It would be more hilly and have some deeper gorges. Flood would be abundant all over the map, attacking the humans. Humans spawn on one side with many Warthogs and Mongooses. Humans have BRs, and spawn with a Flare. Every 1 Minute, the map gets darker, by use of the enhanced Filters. Zombies spawn in a cage on the other side of the map with a Sword and 1 Flame Grenade. The Cage disappears after 10 seconds, and Humans must run for their life. There is a time limit that ends once the map is completely dark.

River Passage brings a new intensity to VIP. The map has a High Ground theme, so the boxes and bases are high-tech, while the ground is a beach, and gorges become rivers. Two bases, each the size of half of Foundry, are separated by a no-man's-land, and a River. The river at its deepest point goes up to your head. The two bases, with a steel, high-tech style, uses tons of interlocking and merging from Freeplace Mode. The map turns darker every minute and a half with use of filters. After six minutes, the river is infiltrated, and filters turn it green. Flood starts coming out of the water and attacking. The gametype is VIP, with three VIPs per team. Two are Patrolmen, who spawn in Choppers. The third is the VIP, with a standard pistol and overshield. Hunt down the VIP for 5 points. Kill a Patrolman for 2 points. First to 50.

HALO Online: Perfected Gametype Creation

If you've seen the entry about the new Forge features, you'll know how many options are in the game. Gametypes certainly match it. It is the same interface as before, but with many new available features. Combine it with the Forge Mode, and you have one amazing custom game.


  • In fields that require a number or percent (Base player damage resistance for instance), you can enter your own. (i.e. 375%)

  • In Infection games, add go-to points that give humans points for reaching.

  • Ability to say how many teams there are in games like Team Slayer or Territories, and set if you want people to be able to change teams in the pre-game lobby.

  • Ability to enable smart team matcher: picks the best teams based on rank, and based on how many people you want per team.

  • No restrictions to weapon starts. You may spawn with Sentinel Beams, Fuel Rod Guns, even detached turrets.

  • Under player traits menus, there is a new section: Spawning. It selects:

    • Weapon start

    • Which grenades you start with (Frag: __ (1,2, or 0), Plasma: __, Spike: __, Fire: __)

    • Which grenades you regenerate, and after how long.

    • Which equipment you start with

  • Under player traits, ability for a player to spawn with no ammunition. Used for games where you want it to be about sticks, splatters, etc.

  • Synchronized Vehicle spawning:

    • Set it up for 1 to 3 players at a time.

    • They all spawn in the driver, passenger seat, or turret of a vehicle, based on your command.

    • Pick the vehicle first, then how much of it should be filled.

    • Other spawn options, like respawn time, are disabled.

    • Pick if they should be able to get out.

  • Ability to change what appears in HUD and what doesn't.

  • Ability to have multiple Juggernauts at once, or multiple bombs in play in Assault.

  • Capture the Flag playable for Multi Team. Can set the rules as:

    • Each team has a single target, and must protect their own flag.

    • You may capture anyone's flag, and anyone may capture yours.

  • Ability to make someone's speed 0%: so they cannot move.

  • In-vehicle speed different than foot speed.

  • Up to three different VIP labels, and 3 total VIPs per team. (I.e. you could have two sniper traits, and one VIP trait, and you must kill the VIP for points.)

  • See above; three traits for alpha zombies in infection as well.

HALO Online: Perfected Forge Mode

The basics behind HALO Online would be a perfected Custom Games, Forge and Theater mode, where the Forge can be done in either Basic, which is exactly what we have now with Foundry, and it also has a new tool: Campaign Cutout, which is explained later. The other Forge Mode is Advanced. Advanced must be done on the PC, and its vast options are explained below.



HALO Online's Advanced Forge would have several different panels for different tools, making interlocking and geomerging flawless, using themes to give your map a unique look, adding responsive AI, and more.

The Freeplace Tool

When selecting the Freeplace Tool, a menu will come up. It will first have two options that you can pick from:
  • Freeplace Mode

  • Smart Interlocking

The first option, Freeplace Mode, upon selection will give you four more options, and you can select any one, two, three or all of them:
  • Through Objects

  • Stay in Air

  • Through Ground

  • Item Dimming

The first one, Through Objects, if selected, will automatically allow you to place one item directly through another. Instant interlocking. The second one, Stay in Air, means that if you place an item in mid-air, it will stay there. No more save and quit. Through ground is simply that if you try to drag an item through the ground, it will stay wherever you put it, so now geomerging is simplified. The final option, Item Dimming, is a little more complicated. If you try to use "Through Objects" to interlock a single box into a double box, when holding the single box, the double box will dim out a little to make it easier to see what you are doing.

So that is Freeplace Mode. But what if you want another technique that isn't as easy to slip up, and not get an item straight? Picture a Foundry Door for a minute. The edges easily go right through other items and surfaces to make interlocking easy. With Smart Interlocking, there is a bar that you can adjust: from one to 100. The bigger the number, the bigger the area of the item that will go right through other items. For instance, if you want to horizontally interlock two double boxes, put smart interlocking on, and about one crate-length of the box will seamlessly interlock into the other.

The Landscape Tool

A much-desired feature of forge: the ability to edit your own landscape. The huge grid you have to work with is ideal for this feature. When selecting the Landscape Tool, your cursor (Keep in mind this is PC) turns into a grab tool.
There are a few options you can select to make it easier and more customizable.
  • Grab Mode

  • Drag Mode

  • Radius

You must pick between grab mode and drag mode. In drag mode, click once, and the hand will grab that area. Pull with your mouse, and you can easily create hills and gorges. In grab mode, you also need to select a height. You simply hold down your mouse and move it around, and it will create a steady hill, or river/gorge if you select a negative number for the height.

The AI Tool

The ability to create AI and add them to forge maps might be the most desired thing by the Bungie community. In this AI Mode, you have vast control over them. When creating enemy AI, you fill out the following details. So far, creating allied AI isn't do-able.
  • Who the creatures will attack

    • One team at random

    • Both teams

    • A selected team

    • Everyone in a Free-for-all

    • Humans in Infection

    • Only those that attack it

    • Those that enter its spawn zone

  • Level of Difficulty

    • Easy

    • Normal

    • Heroic

    • Legendary

  • Type of Creature (Any type of Covenant/Flood)

  • Respawn Time

  • Respawn Type

    • Spawn anywhere in a set respawn zone. (Can then choose if they can leave the zone after)

    • Spawn anywhere on the map

    • Spawn with other AI

    • Use player respawn points

  • Weapon

  • Grenades/Equipment if any

  • Movement speed

  • EasyID: Pick a number, from 1 to 100. Then whenever you enter that ID, you can quickly click and add that AI again.



The Themes Tool

Themes let you take all those other tools and put them together into one unique-looking map. For instance, pick the Blackout theme, and the map will look very industrial, with boxes and crates matching the blackout theme. Because Blackout is hanging high above an ocean, and falling is death, if you make a gorge with the landscape tool, it is a death pit. In maps like Valhalla and Last Resort that have water, gorges become rivers. You can also customize your own theme, so you can have a Standoff-esque map, but have rivers, and have boxes and crates that look like they're from Valhalla.

In addition to customizing gorges, the map terrain, and the map objects, filters are back and better than ever. You can customize the area of the map, and use multiple of the same filter. There are also color filters that are tints of every color, like blue and green, so you can give red base a red color tint, and give blue base a blue color.

The Campaign Cutout

This tool is the only one that does not go with the Advanced Forge Mode, it goes with the Basic. All campaign levels, along with being playable like in Halo 3, can now be used in Forge. Basically, you use small items that look like weapon holders, and connect the dots to select one area of a level. It will cut out that one part (For instance, the final building on the level Halo) and you can save it then go edit it in Basic Mode.

New Items

  • Bigger Versions

    • Triple box

    • Triple Wall

    • Double Stair (Double width, not length)

    • One way Single (Single box only open on one side)

    • One way Double (See above)

    • Single Fence Box

    • Double Fence Wall

  • Freeplace Items: Items that are for decoration that are always in freeplace mode for a smooth look.

    • Several Crashed Pelicans

    • Several Crashed Phantoms

    • Vegetation: bushes and trees.

    • Rocks

  • New Twists

    • Red shield Door: can shoot through, can't walk through.

    • Green shield Door: can't shoot or walk through, just see through..

    • Breakable Wall, breakable door, breakable Double Wall.

    • A second custom powerup for different effect.

    • Stationery equipment. You know how there's a grav lift equipment, and a scenery one? Now there would be stationery bubble shields, trip mines, regenerators, and more. Every type of equipment short of flares.

  • New Power Items (Weapons/Vehicles)

    • Power Prowler: a prowler with no turret, but the two passenger sides are equipped with stationery missile pods.

    • Stationery Missile Pod

    • Ghost V2: In addition to regular ghost. Easier to turn, but no boost function. Fires fuel rod gun bullets, two at a time, slower than regular fire rate.

    • P Grenade Turret: a cannon that looks similar to plasma cannon, but fires plasma grenades. More of a line-drive than throwing them, infinite ammo when attached like other turrets. Lines below the main reticule to help aiming. When detached you have 10 nades to fire.



Other Big Tools

  • Ability to have an item despawn after a certain amount of time.

  • A 90 degree rotate & straighten tool.

  • An undo button.

  • Ability to make an item either moveable or immovable.


Tools also in Basic

Although you can't edit the landscape of The Pit or place AI on the default Standoff (You'd need the advanced editor on a blank map), a few new tools are available on good old basic.

- All the new items are available.
- The advanced filters (Area selectable, new colors) are available.
- Freeplace Mode is available on DLC Maps with immovable objects.

So, even with all these vast tools, Foundry still isn't dead for those who want a simpler editor. Just don't expect those maps to compete with something that has its own custom landscape, AI and turns from day to night.

Tuesday, August 19, 2008

My Consensus on Interlocking, Foundry, and how they changed the face of Forge

Before I get to the actual post, I am writing this in a response to a Conquest thread where AZN FTW, Asper49, Furious D 18 and others had a "lively" discussion to say the least. It was an interesting debate about how once interlocking was discovered, when Foundry was released, Forge itself, and the Forge community has changed. Be aware that a large amount of this post is purely opinion.


Way back when, before interlocking and before DLC, forge was a rarely-utilized aspect of Halo 3, where in order to succeed, you must be creative, original, and think of gameplay first. Minigame Maps prospered, and Forgehub's Guilders were considered by many to be the most creative Halo 3 Forgers on the planet.

It is the nature of technology to evolve: it's happening all around us every day. When Bungie released the Heroic DLC, specifically Foundry, and Forgers discovered interlocking, the world of Forge changed.

More maps were being produced, and techniques like geo-merging and the infinite money glitch further improved forge. It made it very possible for anyone to be a successful forger by taking the time to smoothly interlock items and come up with a creative map. However, a new generation of successful forgers come with the immature, foolish population that will soon try to use these tactics to achieve easy success.

After interlocking, forgers continued to raise the standard of a "perfect map," and a "perfect interlock." Eventually it got to the point where a large population of people saw Forge as an art form and purely critiqued maps by screenshots and the amount of interlocking.

So, would the worlds of Forge and Forgehub have been better off without these catalysts? Personally, I believe it would, but there is nothing that can be done to stop it. Gameplay should always be the most important thing in a map, and when these two catalysts came along, Forgers drifted away from this core value.

What do I propose? There really isn't much I can do, but imagine if Forgehub still featured maps, and offered the same services, but all you did was post a description and link without screenshots? It sounds crazy, and I can almost guarantee it won't happen, but maybe that would bring Forgers back to the core value of gameplay first.

Groups like the Ghosts of Onyx have a much lower population in an attempt to "filter out" the immature forgers who take interlocking and smoothness over gameplay. Maps will continue to evolve, with the help of Bungie updates.

I leave you on one final piece of advice: keep in mind that Halo 3 is a game. Games are meant to be played. If you want to design architecture for looks, go find a program like Google Sketchup. Please always take gameplay first, because if you do, then Foundry and Interlocking are two enormous bonuses, instead of two blows to the face of Forge.

Updates! Fissure, Facility and Industrial

First off, thanks to all that participated in yesterday's testing (And Golf & Clue). I got some very good feedback and was able to make changes for all three of my maps to hopefully improve gameplay.

Industrial

Industrial's clear problem was the immediate action once spawning. I deleted a few excess spawns in the back areas by Foundry's hallway, and in the Courtyard. I also added aesthetic touches, some of which help for cover. The back, elevated platform has been filled with crates and barrels to make it possible to spawn safely there. The truck in the courtyard is immovable now, and there is a man-cannon by the curved fence bridge. By far, the biggest update had to be the new teleporter channel to help with "stuck" gameplay in oddball and slayer. Screenshots:


One of the two new teleporter nodes.

The other node, and its new tele-box.

The modified back area, with additionall cover.

Minor change: two signs merged ever so slightly to make for a safer spawn.


Facility

Facility's changes dealt with weapons, and simplifying the map a bit to give it a better Conquest feel. First off, the sniper towers are gone, and the snipers are moved to the first room you spawn in. Also, the middle area, which previously composed of a mauler and camo, now consists of a SMG behind the door, one spike grenade on top of the door, and one BR in front, where the hallways meet. Screenshots aren't really necessary for these changes, but although smaller than Industrial's changes, expect Facility's gameplay to improve drastically.

Fissure

Although Fissure has to be my strongest map, I am continuing to improve on it. Nothing huge, a couple BRs added, the rows of double boxes that divide the maps were striaghtened. When I hosted my Custom Game, I did notice a few things didn't spawn at start, and it has been fixed. A mini panorama of the new centerpiece:


All of these changes are in effect with the new download links.

Sunday, August 17, 2008

Updates! Fissure and Facility

Fissure and Facility have both had some updates and fixes, based on their gameplay and their aesthetics. Eh, mostly gameplay, but some aesthetics.

Fissure

Fissure's gameplay, in my opinion, is rivaled by only a small few. Its aesthetics weren't top-of-the-line, but I was okay with them back then. The changes I made include:
- Two more BRs added (Total of 9 now)
- The biggest problem with Fissure was the fact that some CTF games could be stalemated for a very long time. Well, with the help of the next feature (Hehe, spoiler) and the spawn change, this is fixed to be much better. In the teams' bases, there are a good amount of "duplicate" spawn points, next to each other. These have been eliminated to increase the spawning away from home, and hopefully help teams get to flags uncontested.
- A few double boxes re-interlocked more smoothly.
- The trip mines on each side have been replaced with grav lifts, which, when used correctly, cann get you easily to the enemy base over the top divider wall.

Facility

In the various playtests with Facility, I felt that gameplay was lacking. Really, all I needed with Facility was one big update, and rwo smaller ones.
- First, a small one. The walls used to block off the map always looked messy, so I replaced them with vertical single boxes, and also added a bit more length to the border to make it harder to break.
- The other small one (Actually, not so small) is that the radar jammer was replaced with active camo. Essentially, they have the same purpose, to help conceal a sneaky player and get him to the enemy side. Camo, however, won't help someone 'poop jump' out of the map.
- The big one: there is a new structure. From the fence box's inside (The side facing your spawn) is two rows of boxes and walls, so you now can't go both ways, and must move in an "S" shape, giving it a more "Conquest feel", making sure you'll meet up with the opponent.




Both links are up to date.

Screenshot Pack 3

Another batch of Halo 3 Screenshots by me. None of my screenshots are photoshopped or graphically edited. Titles are above the corresponding screenshots.

Rocket Race

Follow the Leader

Campaign Run

Airstrike

Tainted Conquest

Friday, August 15, 2008

Map: Industrial



Industrial has one or more update posts. Click here to view the latest one about its changes.


Industrial was my latest forge endeavor, and my first FFA-based map. It has a unique divider between the two main rooms, both long and short passages for unique BR duels. If I could describe this map in one word, it would be "original." Four words? "One of a kind." Catch my drift?

There is a long fence bridge to quickly navigate the map, but it leaves you open to attacks with limited cover. A unique "courtyard" is a second area of the map, with dumpster columns, a secret way through, and limited cover. You won't find another map out there like Industrial.

The gameplay is probably the only thing more unique than this map: it is absolutely solid, and you can have a fun time even when losing. The main complaint with FFA games is that they are non-tactical, and this map's interesting geometry changes that.


An overview of the fence bridge areas. A gravity hammer spawns on the other side of the door.

An overview of the main area. Rockets spawn on the geomerged fence box with the forklift inside.

A view of the courtyard.

A different view. In the bottom right you can see a hole: a geomerged open double box gives you a secret passage to the courtyard.

A view of the first section of the fence bridge. The interlocked bridge leads to the Sniper perch.

I really took the time with this map, and used more geomerging than any of my other maps. You need to crouch to get in the single box, but there is a regenerator inside.

The interlocked Camo box.

Thursday, August 14, 2008

Recap: H3Customs Testing Day

This is a recap of the Map Testing day on 8/14/08, hosted on H3Customs.com.

If you were there, I hope you had a good time. If you weren't, you missed a great six games. We did play six games, but three will be discussed in detail, because they were the focal point of the event: testing my three newest maps.

Game 1: Conquest on Facility
Tone of game: One clear problem, plus lag. Not great.
Recap:
Game one got off to a slow start. Although we only had a max on 11 people at once (Which usually isn't that much for Facility), lag was apparent. The gameplay wasn't horrible, but it was a bit worse than usual. It also didn't help that, because most of the players were close friends and joking around, lots of people liked the glitch that got them inside the fence box by quickly getting in the decorative mongoose inside.
The gameplay was not great, but it was still fairly fun because of a few memorable sticks and sudden death runs. I really can't blame the map for the lag, although I can blame it for the one mongoose glitch, which has been fixed and replaced with a crate.
Pictures:

The first fire of the game.

Capturing the early territories.

Around the corner...

Crossfire in the "market" territory.

Me getting mauled in an attempt to recapture our territory. Of course, after dying, I get a "Yeah, get 'em Nevz!" from Fatal. =P

An intense sudden death cap to finish with... 3 of 18 total caps. I was on the wrong end of the blowout.



Game 2: Multi Flag BRs on Fissure
Tone of game: Intense, smooth, balanced.
Recap:
Game two certainly rebounded from the slow start. Fissure is my oldest of the three maps tested, and it has already undergone changes before this match. The changes were intended to spark more runs and leave the game less "stalemated."
Two regenerators and two grav lifts were added, and the two tripmines were removed and the shotgun respawn time was reduced. This game would determine if the changes worked.
For the most part, they did. One glitch I found was that I forgot to modify the regenerator respawn time because there were two of them. At just a 60 second respawn, regenerators were fairly abundant. It didn't ruin the gameplay at all, but there were a little too many in play. It was reduced to 120 seconds apiece afterwards.
The gameplay was very solid, and though the game ended at just 1-0, teams often made runs and failed about halfway there. Sniper towers were just as effective as I wanted: not dominant, but strong.
I also found another glitch: you could get on the fence bridge, and jump on top of the big wall in the middle. The bridge has been modified to fix that advantage, so you can now only get over the wall by using grav lifts.
Pictures:

Blue's vehicles set off.

I actually trusted Golfer to drive me: I blew up shortly after. =P

A battle shot.

The only cap of the game in the making.



Game 3: FFA Oddball on Industrial
Tone of game: A bit crowded, overall fun.
Recap:
The Map Testing finished off strong, with my brand new Free-For-All map Industrial. I also played Slayer on this map, but I will feature Oddball. The gameplay was very quick, and with eight people was a couple more than I wanted so it was a bit crowded. The game shifted all over, from the starting fence bridge, to a few choke points where it was hard to move it out, to the Courtyard. This game, and a game of SnipeFlag, were my only wins for the night. I finished the night with the last 33 seconds. I really liked the gameplay, and the only change I had to make was one glitch where a box didn't spawn. It made the map minorly breakable, but I warned everyone not to go through it, and they didn't.
Pictures:

The ball at its start point on the fence bridge: the dude with the rockets didn't make it...

Action near the ball spawn.

The sniper fails against the ball.

The ball was hard to flush out of the shotgun box.

A regenerator won't save you from a stick.

I finish the game strong with 33 seconds and a beat on the scoreless Golfer. =P,



Closing word:
The custom today was extremely fun overall. I got some improvements on my maps, and had a great time with friends. Thanks to all tha helped test, and I hope you all had fun. Also played, but not featured:
- Slayer on Industrial
- Team Slayer on Fissure
- SnipeFlag on Guardian