When I started my forerunner map I had only seen one, now I've seen 7 others on this site alone! Lol. I'll definitely do something else in my next maps. Happy New Years.
you're right but it's amber, not red. also inverse symmetric so there isn't necessarily a middle to color.
i would color the whole map cyan and make one half rockier and darker and the other half snowier and lighter by way of shadows. because if you use blue or red as a neutral coloring, you're always going to run into this issue. it's the unfortunate result of Halo being RvB. i do like how the red looks though, and it really isn't that big of a deal that there are two shades of blue.
I'm still working on the outside areas, trying to make them less wide open, also trying to figure another path from each cliff base into the top mid so you don't have to clamber to the lifts. The coloured beams of light are only temporary until I figure out something better for orientation.
Really unique design you've got going on here. Piece usage is spot on as well. A couple things: 1. I would replace all of the stairs with smooth ramps. If you're going for the Covenant look, they really don't have physical stairs on their alien architecture. Beyond that, it looks jarring beside the curves of the rest of the pieces. 2. Definitely need some other route to the top platform. Either some kind of elevated hard route that hugs the cave before jumping up to it, or if possible a tunnel through the cave somewhere. Assuming the map is inverse symmetric though so perhaps that'd be a hassle to do for both sides. It's a cool idea though, just needs some tweaking. 3. I'd cover up those HLG spots in the cylinders you have on the walls. You probably planned to, but going there in the walkthrough could be misleading. 4. I personally would also choose a darker or less saturated shade of purple for your lights. The maroon color you have in some places would work too. All you have to do for the outsides is mess with terrain. You even make one of the sides darker. I wouldn't put too many structures around so that you don't take away from the center piece. Looking forward to see where it goes.
It's actually 3 way rotational symmetric, and that is why I was having difficulty with orientation. Think of it like a triangle with the bases close-ish to the corners of the triangle. I was already considering a path from the cliffs to the centre somehow, and replacing the stairs with knocked down ice pillars, but hearing a second opinion sort of reinforced that.
How the hell do you make a thumbnail image for map posting now? Trying to post my map, but the damn map posting processes is retarded.
After you've posted your map, look on the right sidebar and click "edit thumbnail". Some functionality must have gotten lost in translation during the update.
I'm making a map that sends air vehicles through two way teleporters, however they only actually send the person and the air vehicle about half the time. It works about 70 percent of the time with banshees and about 10 percent of the time with the forerunner air vehicle. Does anyone know what the problem may be. The channels are matching and have it set on air vehicles only. I've played around with it but can't figure out the problem.
Welp, I'm almost done with the Bastille reforge. This version is smaller and should play a lot better. With the additional recources I have collected from downsizing I am trying to create a theme. It's a unsc observation facility built around an artifact that suggests an undiscovered faction of prometheans. Still have plenty of objects and lightmap, so it should have way more detail when I am finished.
Couple questions: -What issues arose that prompted you to reforge it? -Is the theme you're incorporating changing any of the geometry that impacted the gameplay (for example, the ramps up to top mid), and is that a positive change as a result of feedback?
Yes, the reforge is purely based on feedback I have received through testing. I'm assuming by ramps to top mid you mean the old middle structure? That, along with some changes to the outer pathing, was a concious decision. I felt the map provided too many ways to reach the top level, which was contradictory to the design language of Prisoner. The "theme" is just the result of gaining some wiggle room with the rescaling --- Double Post Merged, Jan 1, 2016 --- It's going from 24x48 to 16 x32 scaling with the reintroduction of some routes. I know that seems pretty extreme, but I really think it will play better.
That group feature though http://xboxdvr.com/gamer/A 3 Legged Goat/video/13592675 http://xboxdvr.com/gamer/A 3 Legged Goat/video/13592766
Gotta say, looks great, did you restart genesis or something because it looks nothing like it did before.