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 Post subject: Re: Grifball in Matchmaking
PostPosted: Sun Jul 17, 2011 2:14 am 
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HALO7JET wrote:
Poopboys123 wrote:
I think its because to get the super jackpot u need to play the grifball playlist

Realy? When I start up the game it says the super jackpot will appear in the arena, premium slayer and battle.

Jet you are confused with double jackpot. the super jackpot is in grifball, but in arena and the premiums its a double jackpot

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 Post subject: Re: Grifball in Matchmaking
PostPosted: Sun Jul 17, 2011 8:18 am 
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Thank you and I actually saw that last time I turned on reach. "Oh damn. That duck was right!" xD

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 Post subject: Re: Grifball in Matchmaking
PostPosted: Sun Jul 17, 2011 9:48 am 
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Who do I have to talk to around here to have my map reviewed for use in matchmaking? Ive posted it on this forum before and gotten mixed reviews, however everyone that has ever played it with me have commented that they think its better then a lot of the stuff that has been chosen. Check it out and let me know what you think.
Map name: Grifketball
Map creator: AnubisTheJakal
Description: Based on a basketball stadium

http://www.bungie.net/Stats/Reach/FileD ... isTheJakal


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 Post subject: Re: Grifball in Matchmaking
PostPosted: Sun Jul 17, 2011 4:07 pm 
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Quote:
Who do I have to talk to around here to have my map reviewed for use in matchmaking?
This answer is not specifically directed at you, but to all who believe their creations should be in the Grifball playlist.


Point 1. The game must not be too far removed from the core Grifball experience. For Matchmaking we use 3 forms of Grifball. Regular, One-off, and (i can't think of the term right now so i will go with) Mini-Game.

Regular is close to what you would find in AGLA League Grifball, but adjusted to fit the needs of MM.

One-off is where one item is changed, like the addition of Jetpacks, and custom courts are built to suit. All settings other than the unique item are untouched.

Mini-games like Mayan Grifball on Chichén Itzá and Hand Egg, must be wholly contained, creatively distinct, and fully fleshed out games. The chances of getting one of these into MM is extremely slim.

Point 2. The court must be "bullet proof and watertight". By that i mean it must be suitable for the MM crowd. There can be no ledges to stand on out of hammer range (oops, i know we messed up with Pinwheel), holes the bomb can be thrown through, kill-zones inside the normal play area which reset the bomb, frame rate issues, visually confusing floors (5X5 Flats are now out)… and a few hundred other items.

Point 3. The court should have a pleasing aesthetic and cohesive design. This point may be subjective and i'm not saying that a court has to be good looking to get in, but the design should be well thought out. You can't have completely different designs for your side walls, end walls, floor, and ceiling. It can't look like it was slapped together using whatever pieces happened to fit. There should be no extraneous items which do not fit the design (wall lettering is out, but the dishes on Heimdalls Might are fine, and dont get me started on KILLBALLS). Erora is an excellent example of this. Notice the unifying trim piece along the top edge, the diamond pieces on the wall which match the tip-off area, the butterfly patterns on the sides and within the diamonds.

Good.
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Bad, bad, bad!
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As far as getting your map considered for the playlist is concerned you have plenty of time to refine your maps. The next update will be 343i's first so we are going easy on them with a maintenance update to fix existing map issues and to possibly change to the new AGLA gravity specs for Vanilla. The next update after that will be to introduce Hand Egg.

AnubisTheJakal wrote:
my map
If you fix the kill-zones on the court it would be fine for the GGL, but can you now see why your map may not qualify for the Grifball MM Playlist?

From Point 1. We are trying to have players see Grifball as new and exciting sport (you know what i mean). The last thing we want to do is to attempt to (poorly) emulate an existing sport like Basketball or Polo.

From Point 2. If the court were to be fixed (removing potential exploits and other gameplay issues like kill-zones within the field of play) to the point where it is of acceptable quality for MM deployment it would end up looking like a regular Grifball Court with the goal slightly higher.

From Point 3. If you can get the scoreboard to actually display the score then that would be cool. Otherwise it is a waste of budget considering the map cost $3,680 to build and the scoreboard alone cost $4,310.

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 Post subject: Re: Grifball in Matchmaking
PostPosted: Sun Jul 17, 2011 6:48 pm 
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Nokyard not sure if this has been noted yet but one of the wallhops on erora is broken. I am guessing the edition that was submitted might have been right before testing. It needs to be bumped down a little. I have also noticed despite the efforts the Red Ray court tends to lag too much due probably by the grid. The difference between custom games and mm is noticed even more because Bungie had to force certain settings in MM like the bomb explosions and having everyone connecting to a network of users. Just a few things I have noticed. Oh and one more thing, I didn't notice this until I played on red team but I find it very difficult to spot the blue team on indomitable cachination with the triangle edges. The blue tends to bleed into that color really well making me strain to see them properly. Thats on a 52 inch screen HDTV with my settings perfected for gaming.

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 Post subject: Re: Grifball in Matchmaking
PostPosted: Sun Jul 17, 2011 7:50 pm 
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Sp0nY wrote:
Nokyard not sure if this has been noted yet but

runNOKYARDrun wrote:
The next update will be 343i's first so we are going easy on them with a maintenance update to fix existing map issues

Yes, we know about these and several other issues.

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 Post subject: Re: Grifball in Matchmaking
PostPosted: Sun Jul 17, 2011 8:15 pm 
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Sp0nY wrote:
I have also noticed despite the efforts the Red Ray court tends to lag too much due probably by the grid.


Have played on it ALOT of times in matchmaking, have not lagged at all. Have asked ppl and they haven't noticed nothing other then the frame rate on one of the med pack walls

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 Post subject: Re: Grifball in Matchmaking
PostPosted: Sun Jul 17, 2011 9:38 pm 
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I've heard from many players that the juicy effect on erora messes with their range?
I'm not sure because my range sucks anyways :] but just thought I should point it out

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 Post subject: Re: Grifball in Matchmaking
PostPosted: Sun Jul 17, 2011 10:10 pm 
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I personaly love the Juicy effect it kinda reminds me Of Comabt Evolved and it brings out the colors :)

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 Post subject: Re: Grifball in Matchmaking
PostPosted: Sun Jul 17, 2011 10:36 pm 
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xDADDYDUCKx wrote:
I've heard from many players that the juicy effect on erora messes with their range?
I'm not sure because my range sucks anyways :] but just thought I should point it out


I've noticed that as well. It doesn't physically effect range however the drastic range of colors overwhelms the senses at first and many players are more focused on "HOLYHELL I CAN'T SEE!!" and less focused on dancing, correct ranges and any other trick moves. I'll grant you that's exactly what occurred to me the first time I played.

Try it without the filter, lovely map but with it's a bit much.

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 Post subject: Re: Grifball in Matchmaking
PostPosted: Tue Jul 19, 2011 11:36 am 
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Well the only effects i like are Purple Juicy and something else when merged with purple but Juicy isnt to bad it just makes everything look like Halo Combat Evolved colors ha

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 Post subject: Re: Grifball in Matchmaking
PostPosted: Tue Jul 19, 2011 2:44 pm 
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Most don't realize that Juicy and Colorblind are combined on Indomitable Cachinnation to make the Elite colours pop, and to dull the reflection of the white floor. Perhaps we should try this on Erora.

[edit]Looks good to me.

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 Post subject: Re: Grifball in Matchmaking
PostPosted: Wed Sep 07, 2011 4:34 pm 
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that is pretty cool

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 Post subject: Re: Grifball in Matchmaking
PostPosted: Mon Sep 12, 2011 11:20 pm 
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I played Jetpack and Jump Pack Grifball a few days ago and I favor Vanilla and Evolved more. The "game space" of Jetpack Grifball is multiplied by the vertical movement and that makes for scoring and defending a bit challenging. It can be easy to miss the goal sometimes and locating players can take an unnecessary amount of time. Jetpack is still pretty fun, but I prefer to play Grifball on-foot. ;)

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 Post subject: Re: Grifball in Matchmaking
PostPosted: Tue Sep 13, 2011 2:07 pm 
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oObeX wrote:
I played Jetpack and Jump Pack Grifball a few days ago and I favor Vanilla and Evolved more.
This is why Vanilla is in the first voting spot. If you go in with a team of 4 you can play Vanilla all day without seeing any other variant.

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