What Are You Working On?

Discussion in 'Halo and Forge Discussion' started by ForgeHub, Jul 12, 2013.

  1. Goat

    Goat Rock Paper Scissors Scrap
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    curious - what would you consider unsafe?
     
  2. purely fat

    purely fat The Fattest Forger
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    give me one day goat. I'll show you something broken.

    also a map without ramps.
     
  3. Goat

    Goat Rock Paper Scissors Scrap
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    so teleporters and lifts instead?
     
  4. darkprince909

    darkprince909 Talented
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    Stevo likes this.
  5. Goat

    Goat Rock Paper Scissors Scrap
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    at what point do the terrain flat pieces start to cause framerate? is it okay to have a handful of them on a map?

    also, why does it seem like everyone is making asymmetric hallway/room-based maps? is this the preferred way of doing 1v1 maps?
     
    #645 Goat, Feb 21, 2015
    Last edited: Feb 21, 2015
  6. purely fat

    purely fat The Fattest Forger
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    Not at all.
     
  7. a Chunk

    a Chunk Blockout Artist
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    Other styles can definitely work. It's a personal preference for me. I really enjoy designing/forging room based maps. I don't do them often, because they usually don't play great with larger player counts. This is a rare opportunity for me to work on a style of map that I like designing, with a player count that it works well with.
     
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  8. Goat

    Goat Rock Paper Scissors Scrap
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    thanks guys. i knew literally nothing about 1v1 halo prior to this, so i'm just trying to wrap my head around the design philosophy. i'm more of a structural donut kind of forger where a map has a designated middle area; without something to anchor paths to, it's completely foreign to me to just build out seemingly random walkways and ramps and then hope it all connects. unfortunately, this seems to be the antithesis of 1v1 maps, because once you're in the middle of a donut, you're kinda just spinning around in a circle predicting spawns. i'd like to avoid a complicated teleporter system that makes the map difficult to understand in a first playthrough, so i think i'm going to have to visualize a different kind of centerpiece if i'm going to get anything accomplished in time.

    i just scrapped a solid arena design because i don't think it's suitable for this contest, but i have another idea that's right up its alley. only thing i need to know is if it's okay to use switches. as in, would a dynamic element be something manageable in a competitive setting?
     
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  9. a Chunk

    a Chunk Blockout Artist
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    I don't see any reason why it couldn't work.
     
  10. Doju

    Doju Promethean
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    Depends what your definition of dynamic element is?
     
  11. Goat

    Goat Rock Paper Scissors Scrap
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    just a small bridge perhaps. am throwing things at the wall to see what sticks. and something like that can substitute as my "anchor".
     
  12. Auburn

    Auburn a dope soul
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    Just for that, I'm gonna make the most broken map you've never seen.
     
  13. Doju

    Doju Promethean
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    I think a dynamic element could work if the switch really benefits the team who switched it on, a bridge on a symm map could be good, or even a switch that drops a power up/weapon could be something different. The dynamic elements 343 used were really bland/uninteresting and dont really do much at all.
     
  14. a Chunk

    a Chunk Blockout Artist
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  15. WaiHo

    WaiHo Talented
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    definitely doesn't look too bad, however still with that kind of piece usage. The framedrops should still be all over the place right? or not?
     
  16. a Chunk

    a Chunk Blockout Artist
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    According to some posts by Xsjados at another site, the framerate is fairly good, but not perfect. He's still working on it.

    Personally, I don't see it having buttery smooth framerate without replacing all of the terrain pieces. If you do that, the map loses a big part of its charm. It'll be interesting to see how the final product looks and plays.
     
  17. Stevo

    Stevo Drunken Bantersaurus Rex
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    Room based maps are always my favourite. I prefer maps to have solidity in them, as opposed to floating maps. Solid floors as opposed to death pits, and walls, as opposed to LoS blockers.
    It means; making those maps utilizes far more objects and overall (depending on the size) the map decreases in appeal due to object density.

    Don't get me wrong, maps like Guardian are still cool... it's just always about room-room for me since I played Doom and Quake II a lot and those are the types of maps I tend to compare Halo maps to.
     
  18. S0UL FLAME

    S0UL FLAME Legendary
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  19. a Chunk

    a Chunk Blockout Artist
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    Reducing the amount of colored blocks would be a good idea. Visually, it's very noisy right now.
    Nice hand :)
     
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  20. Xandrith

    Xandrith Promethean
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    I don't understand the yellow light floating by the middle finger
     

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