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  1. Thanks man, I appreciate that. I've certainly given this some thought since launching the site, and I just can't see myself pursuing a different type of community. I'm pretty sure with some of the connections I've made, I could integrate some relatively large design communities into this site. Each time I consider it though, it just doesn't feel right to me. I've concluded that I prefer a community that pushes the boundaries. And I'm not JUST talking about the boundaries of design, though that's certainly part of it. I prefer people that are honest, say what they think, and don't moderate their opinions for fear of what others might think and say. This is one of the main things that I find myself being uncomfortable with in other groups. People are fearful of how what they say may impact future career opportunities, or even just how it will impact their standing within the community. And while I understand and can appreciate the sort of attentiveness and care that results in, I also find it really irritating. I also appreciate that this community ties design discussions so closely to philosophy, and LIFE. It's seen as a reflection of life, and is discussed within that context, as opposed to being a stand alone concept. And this view of design as being an integral part of life means that things sometimes get personal. Don't get me wrong - I really dislike the way that has manifested itself. But, it's also part of what I love about all of you. You have a passion for this, and that's what I want this community to be founded on. If we can find a way to channel that passion into discussions that aren't hurtful, that would be fantastic, and greatly preferred. But I would/will never trade that passion for the political correctness that would seem to be the alternative. What can I say - I like it rough and raw. I realize that from a certain perspective this could be seen as holding the community back. And I get that, because this approach is certainly not for everyone. It can be really uncomfortable, and is certainly going to be intimidating for newer members. But it's what I prefer. And so this community is the one I want and deserve. That said, be nice to each other. Recognize the shared passion, and respect that. Work on communicating in ways that express your thoughts and feelings deeply, without denigrating the passion and unique perspectives of your fellow community members. Approach communication in the same way you approach level design - as a way to solve problems, or create experiences. Understand that just like in level design, you are responsible for the experience that your words result in, and be intentional about what experience you're wanting to create. And always work on getting better at it - just as you (I hope) do when it comes to level design. I believe that all of us seek to grow individually. Our success, or lack thereof, will be mirrored by the growth of the community (and I am NOT referring to growth in the form of size - I don't care about that). You all decide whether we grow or stagnate. Choose one. It should be an easy choice. 😉 And I'll get off my soapbox now.
    28 points
  2. Two more core levels I transformed into jumping experiences; these ones are drastically different from their original counterparts regarding tone and feel: Pyromancy (Originally 'Alchemy' by LargerFiend): Stop the magical fire from spreading! (An experiment at this wizard school went horribly wrong...) Frosthold (Originally 'Storm Peaks' by @Westin aka xXandrith): Reach the peak of Mount Zirakzigil... Out of all the transformations until now, this is the best one. The 3-tower structure was perfect for implementing intertwining routes at different heights between the towers and making the two checkpoints you unlock throughout the level make sense in a way that was unfound on the other tranformations. Really happy about the result, that is also why I put a little bit more effort into lighting and atmosphere than for the other ones. Last but not least, among my biggest project I don't want to reveal yet I'm working on a campaign mission in which you chase down a group of aliens in a ship that is in possession of a remote control maneuvering an array of anti air batteries against the UNSC. You managed to damage their ship, but had to make a forced landing yourself. Stranded, you make your way through an unknown jungle terrain...
    17 points
  3. In other words (so we can talk about something else); I am no longer in the game industry 🙂 I've been working on designing movie sets in Unreal Engine now for movies / tv shows with Disney for the past month. Similar, but different. It's really just a lot of art and composition. Should be a fun changeup. Was an unexpected career shift but I've been digging it.
    15 points
  4. Casa Su Casa, 1 Life, Gunfighter Magnum / Silenced SMG starts is literally the pinnacle Halo 5 experience.
    13 points
  5. Yeah Soul Flame probably told you that. I didn't say I'd DQ it instantly, so much as it would've just been a first round cut from me. The warning in my head is telling me not to get sucked into this conversation because everyone's been staying out of it but; I'm willing to try just about anything. I don't need to link my design series here because it'd be patronizing and I'm sure everyone has seen it... but that entire first episode is just me saying "Everything is fair game, just make it work." I started that series because I was annoyed at people playing 2 base 2 towers and making the same shit over and over, and when I posted Trinity I got a lot of backlash for some really stupid reasons. Hell I don't think any of my own maps even look like each other, I'm certainly not adverse to new stuff. Day of Defeat gives people more chances to escape a fight than I've seen in a forge map, ever. It has a lot of corners, a lot of pockets, it's basically impossible to actually capitalize on winning a dozen consecutive gunfights in a row. Because you'll go in to finish the kill and just get double meleed, or charged, or nade trapped in a corner, or they'll stall and run until their teammate respawns and comes to save them. You can do 15 things correctly in a row, but it doesn't really matter because the defensive player usually has the advantage. 95% of my deaths on that map are in the dumbest shit way possible by someone who really didn't do anything to earn it. Not really anything to do with Dawn of Defeat in specific so much as just, super tight mazey pathing in Halo 5. Which is what Westin referred to when he made a passing comment about small doorways and you've kinda ran with it for the last 10 pages in this thread, which isn't really fair to him because I think you know he doesn't literally have a problem with small doorways. There's a crouch height window on Uncomfortable Silence that was a main path in the map for a while, and is smaller than anything you've had in a map. It has nothing to do with an expected 'identity' or 'target audience' it's just not good. It has nothing to do with people not trusting you, hell if it didn't have your name attached to it I probably would never have loaded it up in the first place. There's already a bias skewed in your favor, in my eyes at least. I've already told you some of your other stuff I think is some of the best maps I've played in Forge. I think you make the best Big Team maps hands down. Dawn of Defeat is really good. You've made a dozen more things I've played, and a score more past that which I've seen that all have been of the highest quality. I know you can make good maps but I don't think Day of Defeat was one of them. It's not because I'm bias, or adverse to new things, or hate small doorways, or that I didn't give it a chance, or that I didn't play it in a certain way, or I was the wrong target audience - it's that Halo 5 has very few strengths in gameplay and Day of Defeat doesn't do them any justice. You're catering to the weakest parts of the game. And you can continue to sit here and argue this down to the finest detail of "Double meleeing isn't fun IN YOUR OPINION" or "Just because YOU don't like hugging your teammate and nade spamming doesn't mean OTHER people don't" but I know that's bullshit, you know that's bullshit, everyone knows that's bullshit. And for the record; I've played on all your maps in that vein many times. Day of Defeat, Casa Su Casa, Flat Earth, and a hundred more. I think you know I pretty routinely request them because every now and then it can be fun to laugh like that and play something that's just dumb fun. But I just wouldn't call that good design. There's definitely a place for dumb fun.
    10 points
  6. I've been making my own forge pieces in Blender, going for a Halo 3 sandbox theme, large quarried stone blocks, just finishing up the primitves before doing some props and extra stuff
    9 points
  7. Here's some shitty layout drawings of de_kerosene that don't really show enough about sightlines. There's major scaling issues, but it shows the idea of how I want engagements to happen and gives a sense of pacing. Firstly, I should describe how this map functions. All grey areas one the image itself are playable areas, and all repeated lines represent elevation changes: the more uniform sets are stairs or ramps and the curvy sets are earth or other loose materials. White shapes aside from spawn areas are props such as barrels, wooden boards, and crates with the longer shape at B being a large pipe. The lower right portion of the map is like a mid that should only take 5 seconds to get to for each team and acts like the terrorists' junction between both bombsites' routes. It's close proximity to both teams' spawns encourages the CTs to apply pressure early in the round to essentially force a B site push. Essentially this makes the early part of the round far more fast paced than on other maps and allows teams to more quickly identify which strategy the enemy team will use that round. I've got almost no experience with Hammer, so any suggestions on what tutorials to use to best learn it would be very helpful! Quick sketches of intended layout:
    9 points
  8. I'm not opposed to that
    9 points
  9. After the first puzzle map in Halo with two significant endings, "Shadowstone", I am now creating the sequel with even greater ambitions. While Shadowstone is limited to one player only, you'll be able to play "Heart of the Mountain" together with your friend for some jolly 2-player-cooperation! This project is too ambitious for me alone to handle it, so I luckily convinced one of the best scriptors to help me in my endeavour. This second dungeon exists in the same world as the one in the previous part, hence similiar architecure and a reoccurring enemy (no spoilers, a concluding third part is already planned). After struggling through the Shadowstone temple and barely make it out alive, you seek help for your next adventure and meet up with your long-time companion. It is said that the Heart of the Mountain grants youth and immortality, so you go out and try to find this mysterious mountain. After quite a long time of venturing the vast lands, you step into a cavern with a path leading to a small canyon... That is where the gameplay starts:
    9 points
  10. https://clips.twitch.tv/CourageousBetterSoybeanDxCat MARTY JUST SAYING WHAT WE ALL THINKIN YO
    8 points
  11. JB_

    What Are You Working On?

    i think you just stoked the fire
    8 points
  12. small map update. Green Elbow now connects to the top of this room, rather than the basement. Top room could probably still use some work not sure about the back entrance via the window jump. Too much to keep track of during a game. Oh and the green area in general was just expanded for more room to frolic in. Sunflowers and daisy's coming soon
    8 points
  13. You want rough and raw? Huh? You SURE ABOUT THAT?? @Xzamplez I've always appreciated your maps and think they are well designed. You're also a master at naming, and have some of the most memorable and unique names out there for your maps. I hate how our arguments have gone in the past, and wish I could change them. I've apologized before, but here's another one, made official. I'm sorry man. @S0UL FLAME I like your honesty and conviction, and I need to realize myself that when the honesty hurts, it's not an attack, but it's just you being you. I also like that you're still forging, which means you're doing it for the right reasons, wheras admittedly a large part of why I made maps was always, in part, to show off or compete. Not the dominating reason, but definitely a reason. @purely fat I know that you're secretly one of the friendliest people here who just likes to troll on forums, which is often taken poorly by byself and others. I should be able to temper that reaction with my experience talking to you in voice, but I often fail to do so, and that is on me. @Soldat Du Christ You're objectively the best, what else can I say? @SaltyKoalaBear Brother, I am going to try and forget the past entirely, and just say that you have made some of the coolest stuff out there, and the sheer amount you've produced is rivaled only by goat, which puts you amongst the most talented individuals i've ever seen. You're also obviously passionate, and as someone who has let passion make me say much worse things than you ever have, I have no room to judge you for anything. @Box_Hoes I don't want to patronize and say you have a lot of potential, because I think you've already realized it. Not all the way, none of us have, but it's obvious now that you can make awesome maps. And, considering where you come from, that offers a real hope for halo sweats who hate anything that isn't the pit. Maybe even for JB? One can dream. @Westin You're an idiot lmao @Mags You're another less experienced forger who is obviously talented, and incredibly easy to talk to. I hope you make more come infinite. @icyhotspartin I think you might be the only person (barring chunk) I've never seen get personal with your forum posts, which is honestly an achievement. You're always incredibly thorough with your feedback, and I love your forging style. Hopefully next gen can handle your object density without dropping frames😂 @a Chunk You've cheated with your age. When I'm your age, I'll be just as nice, uncompromising, understanding, dedicated, disciplined, and thorough in everything I do. Not impressed at all. @no god anywhere I really don't know you that well, but I've liked your maps, and for how few you've made, they look incredible. Well, they look good regardless, what I mean is that they are of a quality I expect out of someone who has made more than you have. Other than that, I hope you will realize that somewhere, no, everywhere, there is a God, and that he took upon himself the punishment for sin so that we might escape his justice and live forever. @Kantalope I still have a headache from the first time I played dodecahedron. @MultiLockOn I wish people knew you like I did, because they would hate you even more.😂
    7 points
  14. It's aaaaaall finally coming out now, this is good and healthy. And while we're at it, i would like to formally thank @MultiLockOn for teaching me so much about deisgn, whether he realises it ir not, im always studying his maps and trying to get inside his head. And @SaltyKoalaBear I have learned a lot about narrative experience just listening to your monologues and i always enjoy looking at your new maps, literally every time i see a new map of yours, i always find something really cool and learn something new Goat and Given are also the two other runner ups that i've learned alot from just running around on their maps by myself and studying them, givens piece usage, and goats goat things
    7 points
  15. 7 points
  16. Also every time I hear anything about you or Box or Soul it's usually that you guys are in parties still talking shit about me or Westin, this would come up like once a week when I hopped on Xbox. I really don't appreciate that and it's the same reason I'm a little hesitant to even communicate or play matches with you guys at this point. It's kinda rude, and even a simple invitation to replay Arcanum has me thinking that it's really just so that 3 months from now you can bring up a random single scorecard from a match where I got more AR kills to show that Arcanum is an AR map. I honestly just don't feel comfortable communicating with you guys because everything is double handed and I've heard a lot of what you guys say about us. We don't talk about you, we don't even forge anymore. I haven't spoken about your maps or my thoughts on this stuff in like over a year. How long are you going to stew in whatever bitterness you feel towards me, like I just don't want to be involved in this lol
    7 points
  17. Yeah i dont disagree with those points, obviously i dont have a problem with fall damage or environmental hazards, i think they are cool as both a player and designer, but i can see why that would be a neg for cs boomers. Reminds me of halo kids complaining about death pits in forge maps, its all the same thing
    7 points
  18. Actually if you’re really trying to ascend and reach enlightenment you script a boundary check where if players are sitting close to the door the time it takes a player to melee is 16 times as long. That way you can breach through a 6 unit door and punish a player trying to camp and melee by being the honorable player and using your pistol since the skill values are completely disproportionate. Or I mean you could just approach the door differently or not go through it but hey I’m just trying to help you reach ascendance. What fun is it if I have to use my teammate to tactically breach the door? I just don’t think that lines up well in the hierarchy of top skills halo 5 has to offer. I think you really need to go back to the drawing board on this one salty and reconsider your design decisions
    7 points
  19. yall still talkin about serpents? I gotta find a better texture for the middle. it's too stretched in-engine the bump map looks FUCKT UP
    7 points
  20. Gonna be working with this list as it's really open to interpretation. Here's day 1: Flight
    7 points
  21. Its not about the doors, it's never been just about the doors. It's about small minded individuals with narrow viewpoints passing off there opinions and preferences as some sort of "moral baseline" for what is considered good integral design. It's a joke, it's toxic, and it's doesn't belong in the design community. I've seen it and dealt with it long enough, and if and when I do see it here , I'm calling it out and treating it as the joke that it is. Luckily most individuals here understand that basic principles of design can be dependent on a consumers preferences, and what's "good" or "bad" design isn't always static. Small doors aren't just "BaD DeSiGn" nor are they just good design, they are a design element that has the capacity to be either.
    7 points
  22. Since we're talking side projects, I just completed a rough mix of Romeo Delight - this is track 130 or so I've thrown together over the last year. Turns out you don't need a whammy bar or seymour-duncans to rip it up. Nor do you need a rotatable 25-piece drumkit with double bass drums to sound like a motorcycle. Nor do you need a live two-channel-two-cab setup to get heavy funk on your bass. Nor do you need surf god hair and spandex to hit a piercing high G 😉 This link will only remain active for a little while...
    7 points
  23. I haven't seen many of the maps, but I dig Mainstage. It's like a streamlined semi-symmetrical Chill Out. Might be a bit small for fours, though. If NLD does have a contest, I am interested in judging.
    6 points
  24. I love this thread
    6 points
  25. If you think Halo kids complaining about death pits is bad. Quake and TF2 nerds hate them even more. A number of duel maps like lost world used to have death pits but they were replaced with lava pits as the punishment with death pits for a slight screw up on a strafe jump was too high. It is the same principle as JB's point about CSGO. Generally speaking Halo is one of the few communities are not complained about that much. In fact those halo kids typically just want railings. I know this from getting the same "I keep falling off" feedback. I put railings on the map and they complained way less. What we need to understand as designers is that you have to earn a player bases trust before they will entertain any sort of weirdness from you. Show you can make and understand what they like and then show them how you think their meta can evolve.
    6 points
  26. I don’t play CS, but I’ll chime in with a couple comments @Soldat Du Christ - First, the couple times I’ve played CSGO I was completely btfo’d because mouse and keys is totally contrary to my brain’s wiring and because the people that play it are not just competitive, they are merciless, on a mission, and essentially treat each round as a game of chess with opening, mid, and endgame strats. Its skill ceiling is entirely about predictive map control and fine input skills, things that take years to develop - and not something you can expect those who’ve invested heavily in to change their approach to overnight. Second, as to fall damage, that’s a major dealbreaker in CSGO, and in most games, where health is really limited and kill times insanely fast in the more developed and desirable game modes - Halo (2 - 5) and quake stand out in that respect, because they allow total freedom of motion while shooting and enough health to let you fight back. I think that even though you put it somewhere where you intended it to be a calculated risk, those kinds of variables will always tip the scales for the average CSGO player who wants to be able to push and retreat completely safely, see JB’s comments - UNLESS the map’s theme calls for and integrates such hazards, see de_highrise or whatever it’s called. Make a good map for the gametype and they’ll eventually figure it out :^)
    6 points
  27. Actually if you just walk off platforms, and dont jump off of them, you wont get fall damage, i def built the map with fall damage in mind, people like to arbitrarily jump off of ledges just because it feels cool or something. Most of the height variations have specific places to drop where you wont get fall damage I understand they aren't obligated to play it, its their time, but its their reasoning that's irritating, bad arguments against it
    6 points
  28. Well after i submitted my csgo map for a second playtest i found out its perma banned from the discord of all tests because i didnt change enough about the map
    6 points
  29. 12.384637838927738378493939398747373773029872992993999002883737726257292926373937383873773899373737738396367272625516728383735268282636838363728263729283737636527828873663399993873662727288473 So after careful study and mathematical assessment I've come to the exact decimal point for the allowable door width of any map in H5. So long as you don't cross this threshold, even by a single decimal point, your doors will be of good sound moral and integral design. However, be warned, for if you cross this threshold and use doors with a smaller width, your doors will lose all integrity and moral uprightness and you shall descend into the pit of chaos and corruption. Memorize that number by heart, it will guide you through the black abyss that is H5 design and make your creations shine in the upmost glory of pure ascended knowledge.
    6 points
  30. Good design is simply something that has a positive impact on the problem that it is trying to resolve. Positive impact can simply be learning something that was yet to be understood completely. Allowing for later designs that attack the same problem have a greater impact. Design is fulfilling a purpose and all the dirty laundry that comes with that purpose. An example of good design that people generally dislike would be a syringe. Most people hate getting shots but it is undoubtedly one of the most effective ways to administer medicine. Even though most people don't like them it is still a good design because it fulfills its' purpose quite effectively. Now if we look at halo 5 (HCS settings) small spaces are a great way of counteracting the effects that thrust has when it comes to dodging conflict in general because you are forced to have crisper movement and better positioning. In fact positioning changes all together. There is a reason box and I have so much success on a map like day of defeat because we know that what is typically a good position is inverted due to space being tighter. The courtyard you would typically shoot through in a typically scaled map becomes the control point as it give the greatest room for movement error and the most outplay potential within the space. The tops of buildings are more transitional and if you attempt to sit in them you are signing your death certificate. The usefulness of a tight space should be apparent and should be more appreciated considering the number of top heavy maps that people, on this sight specifically, have made. You don't have to go all the way like Salty or Buddy with it but a greater mixture in spacing leads to more nuanced and better design with more possibilities instead of making the same shit and edging it all up with shitty macro flow and saying you are innovating. Now to defend my least favorite genre of music. Hip-hop/rap is also great design in the sense that it makes music accessible to people lacking in both talent and funds. Record players were cheaper than an instruments and people started taking records and making their own takes on what was presented within the record. These people who wanted to create music resolved their issue of not having the money to buy an instrument by taking what was available and making it something different and their own. Making it fulfill the design purpose they wanted it to. Which in turned made music more accessible than it ever was. You can be completely tone deaf and still enjoy it at a similar level as someone who isn't tone deaf. Because of this, a greater access point is created for people to get into music by opening doors that were not there before them allowing for the discovery of more complex, emotionally textured music such symphonic music. This then leads to more styles of music being introduced that are mixtures of what came before and gets people into genres they wouldn't have been interested in if they hadn't had this low hanging fruit to latch on to. A great example of this right now is that rap emo shit. It is getting hip hop people to listen post-hardcore (a very diverse and intricate genre) which is a genre they would have dismissed otherwise. Everyone here has an issue dismissing something they don't like/appreciate as being worse but we are not properly judging it for what it's purpose and intention is. We all need to assume less and think more about what it is we are really arguing for or against and put yourself in the shoes of the position you dislike so you can gain a greater understanding for why you dislike it. I got a question for you guys. Say you have a set of maps that are being used for a tournament. None of the maps reach the selected kill limit in the allotted time. Would it better to: A) Increase the time until the limit starts being reached. B) Remove the kill limit and play a shorter game. C) Remove the kill limit and play the same amount of time. D) Don't give a fuck about it. P.S. Just reading about something only gets you 25% there at best. Practice and application is how you get to 100%. It is why engineers figure out things physicists thought were impossible because they actually apply their knowledge into function. Fucking fiends.
    6 points
  31. im a little bitch, and my maps are shit 🤡
    6 points
  32. I'm a day late but my brain is going nonetheless, starting from day 1. @Fatkid Forger's Blocktober word(s) list I am following: "Flight" reuses an idea for a Portal Map concept I never really got around to finishing, the idea is to allow the player to have the ability of flight and have a decent control of where they go and then intercept the enemies near that point. "Flight" walk through:
    6 points
  33. Day 2: Robotic Say hi to AL (Kinda late since I passed out before finishing the editing)
    6 points
  34. This might be my next step
    6 points
  35. omg i just want these vids side by side oh der we go jump is back.mp4 jump is back 2.mp4
    5 points
  36. 5 points
  37. I think I am calling a quits on forge for H5 will make thread with all of my unfinished shit and explain my thoughts as long as diabotical doesn't keep eating my soul. My sell out map for the contest. There is a stair missing
    5 points
  38. Chunk, you deserve a better community for this forum. 😔
    5 points
  39. JB_

    What Are You Working On?

    In actual design news I did more meaningless art at 1AM instead of being productive and finishing the basic level structure for the back room.
    5 points
  40. broken records and rented hearts minds that stick and can't be won the shaded sleeve that holds the cards tempts his fate and spoils the fun
    5 points
  41. WaiHo

    What Are You Working On?

    I don’t know the details of who was involved or what has been done and such, but I could sense the sadness in this post. Sorry that you have to feel this way. I’ve never interacted with you I think, but you know your stuff about designing and have always been respectful from what I’ve seen so you seem like a cool guy to me. Also really sad to see that some have been around for so long in the Forge community, you would think people wouldn’t be so childish and just grow up. I just turned 28 and just can’t imagine talking shit behind somebody’s back at all anymore. That’s the stuff you would do when we first played H3...
    5 points
  42. Every moment I work on that video is another moment I'm not working on our project, which matters way more. I just can't justify working on it.
    5 points
  43. @Box_Hoes You seem pretty hyped about the jump maps you've been working on, in which case I would recommend looking into them more alongside Core in the future. Never hurts to broaden your design palate, and I'll be waiting for you to out-gun me with a sick jump on your next 2v2. Speaking of Core, I second Salty's request for you to express your thoughts on that kind of design; if you're worried about what other people think, don't be. @MultiLockOn While I can understand you using the Assault Rifle to combat my bullet-eating prowess, you cannot deny that said weapon has, more often than you think, been your tool of destruction on Arcanum. I say that with the experience of dozens upon dozens of games against and with you in said map. With that out of the way, I hope you've been busy with the progress of your game becoming reality. All I ask though, is remember to stay humble and to seek God and His kingdom first, so that all that you need will be given to you in His time. @Westin Building, furnishing and repairing furniture sounds like a very wholesome hobby to have, and I'm glad to see that it seems to make you happy. I don't know where you are in your walk to that straight and narrow gate, but I pray you keep the things that hinder you far from the mind as you go your way. Remember; he that exalts himself shall be abased, but he that humbles himself shall be exalted. @SaltyKoalaBear I'm relieved you've held back your jabs and are wanting to replace it with proper discussion. You yourself said you appreciate freedom in all aspects of speech and design, so it's comforting you put aside your, for lack of a better word, trolliness for something that is salubrious for all who're involved. That's rather nice. @Soldat Du Christ Congrats on having your Counter Strike map being played. Here's a picture for the occasion.
    5 points
  44. MAN I’m fucking sick tool of destruction pistol 10-17 don’t matter when you got integrity real shit though the ar might be the most broken weapon in halo 5 ahh fuck I used spartan charge integrity lost nvm legion is fucking sick I’m a bob weaving pistol god
    5 points
  45. I probably had the key the whole time, knowing the way Westin and I play vs. how you do. Would explain the AR. Also I disproportionately use the AR whenever I play Soul Flame because using a pistol in him doesn't work. Edit: westin also has a hard target, protector, assist spree and guardian angel medal. All those things imply that we were running key the whole time. You could probably try bookmarking that film and watching it back to see if it let's you.
    5 points
  46. "not getting AR'd" "it's a pistol map."
    5 points
  47. Your map isn't next level design unless the players have a place to relieve their bowels
    5 points
  48. Scripters: AddiCt3d 2CHa0s & Yumudas Beegbut Map Concept and Design: PooEveryFriday Juggernaut Classic is a Minigame scripted by AddiCt3d 2CHa0s & Yumudas Beegbut that mimics the classic Juggernaut feel. Juggy Nuggies is a map designed specifically for the gametype by PooEveryFriday. Juggernaught Classic has the following features: * Is an FFA where all non-Juggernauts are "Friendlies" * Friendly damage against other friendlies is very low * Friendlies have navs to help prevent confusion * Juggernaut always has a "Hostile" nav and cannot see Friendly navs * Random Juggernaut is chosen at game start * Juggernaut has higher health and shields, and regens faster. He moves faster, has a more lethal melee, and can ground pound. * Juggernaut cannot be assassinated * Only Juggernaut can score by kills * Only Juggernaut can grab hammer (other weapons do very low damage) Gameplay video:
    5 points
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