Working on finishing this map up in time before the contest ends. Really liking how this one plays so far. Just gotta do some fine tuning and it'll be ready to roll. Made a thread for it here: http://www.forgehub.com/threads/wip-ambrosia.148318/#post-1608020
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?
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.
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?
just a small bridge perhaps. am throwing things at the wall to see what sticks. and something like that can substitute as my "anchor".
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.
That Beaver Creek remake by Xsjados looks like it's coming together nicely. Here's some gameplay footage: http://xboxclips.com/Xsjados/d5621b2f-ad74-4698-abd4-8ff989d69fd7
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?
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.
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.
http://xboxclips.com/UEG+S0UL+FLAME/4dcb0765-b1db-449d-bbba-a66d04f640e7 40 second mark to see the walk through of the map. Lemme know your thoughts.
Reducing the amount of colored blocks would be a good idea. Visually, it's very noisy right now. Nice hand