What Are You Working On?

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

  1. Munchiebox

    Munchiebox Forerunner
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    Thanks I'll have a look for the post, right now its just the centre thats built but I'll scan my designs in when I can decide on a final one.
     
  2. SecretSchnitzel

    SecretSchnitzel Donald Trump
    Forge Critic Senior Member

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    Personal pet peeve of mine at the moment, but it seems that everyone trying to do Covenant aesthetics seems to think that Covenant means ALL THE ROUND PIECES! The round pieces look nice, sure, but I feel people are going a little overboard with them. If you go back to CE and Halo 2, you'll see the Covenant also utilize a lot of blocky structures are well. I think there's a sweet point of melding round with straight somewhere.


    Anyhow, as for the map... I find it a tad small for 4v4s as is, let alone with the Banshees. Perhaps with a bit more segmentation it could support 4's better, but that would come at the expense of your Banshee idea. Personally, I'd take the design back to the drawing board and rework it drawing inspiration from the Kraken in H5. Also, just a nit pick here, but your Banshee counters are pretty mediocre... The Hydra requires two and a half clips to tank a Banshee, and while the Plasma Pistols are great for stunning them, they're not a very effective measure for tanking them. I'd recommend swapping out the Plasma Caster for a Rail Gun, as it's a more effective anti-vehicle weapon, but still powerful against infantry. This would also increase the incentive to move towards the center of the map as the power weapon has more utility.
     
  3. Mr Bouncerverse

    Mr Bouncerverse Legendary

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    That's an asteroid flat you're using for the ceiling, right? Very interesting and creative...it actually works pretty well.
     
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  4. Overdoziz

    Overdoziz Untitled
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    What? Compared to the other power weapons the Grenade Launcher was probably the most skillful power weapon in Halo. Also, it was actually fun to use unlike the Plasma Caster which is a bad man's GL.
     
  5. Munchiebox

    Munchiebox Forerunner
    Senior Member

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    Yeah asteroid flat I was trying to make it feel like an underground bunker.
     
  6. Goat

    Goat Rock Paper Scissors Scrap
    Forge Critic Senior Member

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    this is the part when i think of something better and end up redoing half of the map, only to scrap it a day later and end up back to square one.
     
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  7. PRS

    PRS Ancient
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    Always thought Foolish Legacy was an interesting map, can't wait to see what you make of it in Halo.
     
  8. WhySoCorny

    WhySoCorny Legendary

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    i remastered rat's nest from halo 3 you can find it in my fileshare gt- Why So Corny.. would love to have some feedback i tried to give it the h5 feel and made it a lil bigger to compensate for sprint and thrusters alot of the jump ups are still there and a few new ones to
    SCREENSHOTS- imgur.com/a/nAKcI
     
    #1548 WhySoCorny, Dec 28, 2015
    Last edited: Dec 28, 2015
  9. Spicy Forges

    Spicy Forges Ancient
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    Solid effort. Resemblance feels somewhat familiar, but the aesthetics that make Rats Nest what it is aren't there. Currently how it is now feels very much like a blockout of a map. A blockout is when you outline the simple geometry of a map in order to test its playability. It is a very good start, but you need to get a lot more creative with object choices and placements. Remember how Rats Nest had that overhead pipework? Put that in. Remember how it had a platform out front of the base for purely aesthetics? Put that in. Don't be shy with using as much of the object count as possible. Forge and custom games can handle it. I think rework the interiors a bit as well, adding in some more obvious design that also provide gameplay choices to people playing. Lastly, maybe tone down the colouring as well. Those reds and blues are very vibrant. These are my two cents. Keep up the good work!
     
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  10. Zombievillan

    Zombievillan Ancient
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    Some updates on my forerunner 2v2:

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    I know I keep posting a lot about this but to be honest I am really out of my comfort zone. I've never attempted a forerunner style on any scale so it's new to me which is sort of why I am putting this out there.
     
  11. SecretSchnitzel

    SecretSchnitzel Donald Trump
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    Looks good to me so far. Has a strong New Forerunner look to it, which is nice since so many people are doing old school Forerunner aesthetics.


    Contrasting this, here's the latest WIP of my map.

    [​IMG]
     
  12. WhySoCorny

    WhySoCorny Legendary

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    Thanks for the critique will take it all in consideration
     
  13. WhySoCorny

    WhySoCorny Legendary

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    Did u run around the map or just looking at the pictures i did change some stuff but never updated pici will do that today but there is also a rail u can jump up on but dosent go all the way around i was going for the h5 remasterd feel and not spot on recreation i will be renaming it soon with a similar name to rats nest if any one has any good names post um
     
  14. Mr Bouncerverse

    Mr Bouncerverse Legendary

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    Just a question....are you guys designing a layout on paper and then forging them, or are you forging off a vague idea and then just improvising as you go along?
     
  15. Zombievillan

    Zombievillan Ancient
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    Idk about the others but my map you see above was planned out beforehand. I basically called on a base design I've tried in past halo games and designed a different layout to accommodate 2v2 with Halo 5 mechanics. I'm sort of improvising here & there for the the natural terrain & I am totally freestyling on the forerunner designs because like I said, I've never tried this before.

    @schnitz, I've been stalking you're maps progress on my smart glass app, looking pretty sweet.
     
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  16. Goat

    Goat Rock Paper Scissors Scrap
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    my process is

    1. > concept art. i'll sketch up an idea for an interesting gameplay feature or piece of geometry that looks cool.
    2. > concept forge. make a rough scratch canvas to plan out the aesthetics and piece usage and translate the feeling of the concept art into Forge
    3. > create a blueprint (2D or 3D) based on the concept forge to start planning out gameplay.
    4. > massout/blockout forge. no aesthetics - just pathing, simple geometry, and anything that contributes to line of sight
    5. > add on aesthetics to massout
    6. > repeat any of the previous steps if necessary
    7. > polish


    Then of course you add weapons and spawns and tweak it based on testing, but all of that occurs after the map is built. Building is the hard part. Not every map starts at the same stage, but it goes through all of those at some point for me. although I don't remember the last time I reached step 7
     
  17. Skyward Shoe

    Skyward Shoe BTB Legend
    Forge Critic Senior Member

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    How much I do on paper and how much I do in game varies for me, but there's always a pre-production phase. the map I posted about above was worked out more in game, with only the basic layout drawn before hand. This was due to me not having a great feel for the scale of Halo 5 maps yet, so I spent more time in 3D space figuring it out. With a forge I know well I'd usually spend more time on paper first, as it's easier to iterate on a sketch than a full map.
     
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  18. Goat

    Goat Rock Paper Scissors Scrap
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    back to drawing board. redoing my scratch canvas.
     
  19. SecretSchnitzel

    SecretSchnitzel Donald Trump
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    Sooooooooooo, you're never gonna finish this one are you?
     
  20. Goat

    Goat Rock Paper Scissors Scrap
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    I don't know how to break out of the design i've been using. I don't want to do inverse sym or asym, but sym with bases directly across from each other bores me. So I have to figure out a design where the middle isn't the middle and everything else around it is balanced.
     

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