I need to Playtest a map...

Okay soo I’m making a map… sort of a tribute to Guardian, Construct, and Beaver Creek. But I need to know how fast we’ll be moving and how fast we’ll be jumping so I can get the jumps and stuff right (the faster you move the farther you jump:) ) soo I’m playing a game in Team Classic… I’ll look at the gametype and just go off of that… but in the meantime… could someone analyze the videos (damnation/beaver creak gameplay) and tell me how fast they’re moving/jumping? I currently have everything set up as Team Classic recommended.120% Movement speed
125% Jump Height
150% Gravity

> A tribute to Guardian, Construct, and Beaver Creek!? That should be interesting! :slight_smile:

Haha so far it is:)
I’m using a different pallet too… I’ve been looking at a lot of the complaints revolving around forge or “community” maps in Halo Reach and I’ve addressed them accordingly:)
As soon as I finish the map… well… move it from Alpha to Beta I’ll be looking for playtests… then after about a week of that… I’ll look over it… smooth out any bumps I might’ve missed… make it look pretty… and see if it doesn’t become popular enough to become injected into matchmaking:)

But I personally like what the new TU brings to the table soo I’m making it with the TU in mind because that’s… how I want it to be played:)
And I can always make my own gametype and submit it with the map soo no biggie:D

Well as soon as I finish the map design I’ll upload the map and gametype so everyone can have a peek… and then I can start the gameplay tests… see how many players this works with… I’m honestly thinking 6-8… maybe 10… but the map isn’t finished yet so it’s hard to tell.

So far my vision for the map:
3 levels of play (Mid, upper, and lower areas of the map) with a huge emphasis on movement and awareness. Players will instantly feel comfortable in places that should vaguely remind them of common playspaces (although changed a bit) from a few popular maps (ha I certainly loved them). I’ve added jumps and interesting ways of taking shortcuts (with a risk of course) in memory of all three… because they were all filled with them… at least Guardian and Construct were… Beaver Creek had a few from what I can remember:) )

Weapon and Grenade placement is very balanced from what I’ve seen and experienced in MM. I’ve taken all of my experience and applied it here, and I’m pushing for fast paced and strategic gameplay. I’m basing this map in it’s entirety on a game without armor abilities but I’m working with an interesting mechanic that may prove to be… innovative… ingenuitive… there’s a word I’m looking for here but I can’t find it… revolutionary? I don’t know, but it may prove useful for this map. If it works AA’s would be a two part system and would essentially become a strategy of their own. I love Halo and I love the community I’ve come to share it with and that’s why I’m trying to make a map that everyone will love:)
<33

> whats the name of the map gonna be? it sounds quite interesting…

Hmm… right now I don’t know… ha depends on what Xbox Live will let me name it xD
I’m thinking Shattered… not to be confused with the terrible infection map I made to playtest the AA idea I had in mind for this map lol:)

Things that are iffy atm:
Lights are rather unlikely but if I could make a red and blue base with red/blue lights I may consider it but… I feel it takes too much attention away from what you’re doing…
Filters are probably going to be a nono but if I do add a filter it will only be done if it adds something to gameplay. I’ve found through testing of my infection maps that you can easily limit sight lines with certain effects… thus making the openish area in the middle a whole lot safer but… that’ll be something I’ll have to get feedback on… and if it hurts gameplay (lag, framerate drops. ect.) it won’t even be considered.
Z fighting isn’t going to be tolerated (what’s more annoying than something moving in the corner of your eye when you’re moving… that moves at the same rate you do… that isn’t an enemy?)
Vehicles… so far I don’t have any plans for vehicular combat… it just doesn’t belong on this map.
Power ups are definitely happening.
Armor abilities will likely be included as part of my two part system.
Grenades… you spawn with 1-2 frags and I’ve included grenades on the map.
Weapons… so far I’ve placed a spiker, a dmr, and rockets. In my opinion the sniper is a bit overkill but if the dmr doesn’t work as well as I expect it will with the upcoming TU I’ll replace the DMR’s with snipers. So far it looks like it will be Assault rifle and either magnum or plasma pistol starts. I’m leaning toward the magnum as I don’t think the community really sees the plasma pistol the way I do:). A needle rifle will be placed along with a few other weapons that work well with the map. I’m really putting an emphasis on strategy and movement here… anything that slows down gameplay or seems to make anything too unbalanced I’m not including. As I’m shooting for Matchmaking I’m also being very resource friendly in that I’m trying to make sure everything’s working together to provide a lagless environment… I’ll have a gameplay video up in a bit on my fileshare… give or take an hour or two… it’ll just be me running through the map but… yeah… just to give you a preview of what to expect when playtesting time comes around…

I’ve finished the map itself (to the point I can playtest it and running through it by myself feels really nice) and I’m getting the gametype ready. I’ll need 6-8 players who can playtest it…
Things that need tested:

The AA setup. So far I have it set so that in the beginning you choose your AA and when you pick up a custom power up you can use it (right now it’s set to 30 seconds of use and the spawn time of the CPU’s is set to 60 (aside from the one in the middle, that one’s 30) ). I need to know the following:
Which AA’s break the map or slow down gameplay? Haha… not even sure if I’m going to even attempt AL in here:)
Does the custom powerup time (the time you can use your AA) need to be adjusted? How about the spawn time of the power ups themselves?
Is this even worth putting into the map or does it slow things down?

The map itself.
Does this map seem memorable?
Are the jumps too difficult?
Is there a spot on the map that seems too cheap?
Is something glitching?
Lag?
ect.

Weapons and Grenades.
Do you think there are too many grenades on the map?
Is there a weapon I haven’t added that you’d like to see be put on the map? If so do you have a suggestion as to where I should place it?
Does the weapon placement feel right?
Is something over powered? Underpowered?
Does the amount grenades you start with need to be adjusted?

Other comments?

Alright so level of playtesting:
I’m going to start with FFA (free for all) until I have 6 players playing (3 on 3 seems to be an okay starting number I guess but I’m thinking 4v4 or 5v5 is optimal now that the map is “finished”)

So then I’ll end the game and set it up for Red vs Blue and I’ll start it up again. This match will include the Custom power ups. When that match is finished I’ll try it with AA’s disabled. Then I’ll try it with the normal AA setup (once you have it you can use it without having to pickup a cpu). This way I can get feedback on which playstyle worked best:)

My Gamertag is Travistyse
I’ll have a mic
just send me a Friend Request or post below with your gamertag and I’ll invite you:)
I’ll post a link to my fileshare where you can download the current game settings and map just in case you want to run through it (not like we’re gonna be competitive >.>)

Ha on a sidenote I made this map to be competitive…
Map and Gametype link: http://www.bungie.net/Stats/Reach/FileShare.aspx?player=TravistySE
Map title will be Shatter
Gametype title will be Shatter until I rename it. The pictures are of a terrible Infection map I made; please pay them no attention:)
I’ll also upload a video of me running the map… just so you can see some jumps and whatnot.

Problems I’ve found so far:
The middle “ditch” area seems a bit clunky. I’ll be sure to fix this as quickly as possible.
haha oops I forgot to fix the spawn… just a sec

Weapon damage has been increased to 125%
Shield Recharge rate is 110%
Damage resistance is 110%
I believe this should speed up gameplay by increasing the speed at which you can kill someone.

I have a good amount of things I need to work on… I apologize but playtesting will have to be postponed for a bit… please go ahead and send a FR or post your gamertag below and I’ll get back to you:)

Alright the map is ready again:)
Update: Armor lock has been removed. More weapons have been added. The Grenade launcher now has a total of 10 shots.
Pictures are up. I’d rather you just played it )I suck at taking screenshots…) but there are some people who need to know they aren’t wasting their time before downloading and trying a map… soo yeah.
I had them uploaded but these forums don’t support images soo I created a thread here for you to see the pictures: http://www.se7ensins.com/forums/topic/564788-shatter/
Please don’t go OMG A MODDING SITE BANZ HIM!!! They have a lot of good forging tips and glitches there that I haven’t found anywhere else… and it’s a pretty good community… and it supports image tags… so yeah… if you must have screenies just click the link and come back:)

join a play testing session than AgentPaperCraft does every night from 6PM-9PM ET. Its really fun.

> join a play testing session than AgentPaperCraft does every night from 6PM-9PM ET. Its really fun.

Alright:)
Thank you

i can playtest if you need help with it, gt is cry sum mor3

> i can playtest if you need help with it, gt is cry sum mor3

Alright:)
I’ll see if I can get some more people…
I only need 2 more to start FFA… then from there just keep getting more and more people I suppose:)

I shall join for the playtest.

Just send me a FR and I should get back to you tomorrow (I’m from Australia btw).

http://halo.xbox.com/forums/games/f/9/t/22322.aspx?PageIndex=4 here is the playtesting lobby thread. It’s everynight at 6pm Et.