The scary part is he got a version of it before I officially released it... It could've very easily gone wrong, and I could have been robbed. Luckily the guy was slow as hell. Kid didn't even know how to set up a proper intro. But yeah, don't know how he got his hands on it, must have been a friend of someone I know that I gave a preview to, which makes me feel sick. And in an attempt to move my maps to an alternate account last night I made it so I couldn't spawn on my half finished v2 of narrows which was pretty devastating on top of all those accusations. Pretty **** night. So yeah, PSA, be extra careful. Don't block your spawns and yeah, screen cap and clip and everything. Often. :/
I'm pretty sure stealing is easier than that. I can go to anybody I am following & bookmark any map they have worked on. All of their work is there. I have done it before to see what a couple friends are working on but I quickly deleted them so nobody could get them from me. It's a very silly system & I can't imagine what made them think that was a good idea.
I've kind of been here for a long time. I'm not salot, but I wish I could forge like him. And please, don't even put me and that other hack forger in the same sentence! Where is salot? I haven't seen anything from him yet.
It's schnitz. His Proximo account was banned back in the Reach era after the staff realized it was him. Not sure why it wasn't permabanned though.
Well I just mean at least if someone tries to steal it, you have a means of showing you have been working on it/put it out there first. But yeah, it won't stop them. 343 needs to get this **** together now. Can't believe they don't have the original map author displayed... Come on, that's so obvious that it hurts...
Cute story. It was pretty obnoxious getting banned for false allegations. I had forgotten all about that. I guess that's why I stopped coming here for so long. That and Halo sucking. --- Double Post Merged, Jan 5, 2016 --- But if we're going to start lies again, I'm outsies. This place hasn't changed at all.
@A 3 Legged Goat being mostly spot on as always, reminds me of the old b.net days. how goat put the heroism thing makes more sense and now i get the impression that fated is re-branding a concept that other forgers had already tried to teach him back in the h4 days which quite frankly is insulting ( i don't want to say he's doing it on purpose but it is the impression it gives off). it's not heroism at all but good map design, these situations come about when a map provides a well balanced amount of options for players to use in creative ways which isn't forcing players to play in a specific way the creator intended, when this is done well the "heorism" is nothing more then a player making a very skillful smart play to out play his opponent.
When I've talked to others in design terms, I've always viewed verticality as how vertical the map gets and how vertical the common vertical levels are relative to each other (Prisoner has three vertical levels, etc.) and height variation as the variations within any given space or level. For example, Prisoner has nearly no height variation among its vertical levels, but has a respectable amount of verticality. Construct has a lot of verticality, but also has height variation within its vertical levels (Top Lifts > Lobby and R2 > Streets and Top Gold, etc.). BEFORE SOMEONE CHEWS ME OUT, I'm not saying either map is better than the other. But maybe that's just how we spoke on the MLG Forge Forums back in the day. Whenever you got feedback and people said "there isn't enough height variation", it didn't mean to stretch your map vertically or add more vertical levels. It just meant to vary the verticalness to encourage reticle movement on the Y axis. On the other hand, getting feedback that said "your map isn't vertical enough" meant your map was a pancake as a whole. But who knows. Different strokes for different folks maybe.
Working on a 2v2 map for the competition. Amazing how the flow changes when you start using the H5 Spartan abilities. What starts normal ends up pretty odd but fun. Also trying to make an open style Slayer map for 2v2 is trickier than I thought.
I like maps like Prisoner as example of verticality because there are only two ways up to each floor if I remember correctly (aside from any sort of jumps that exist). The higher level is that much more powerful because it's more difficult for the person on bottom to push uptop (therego camo is a good bottom level powerup). And height variation (reticule, Y-axis movement) is why I generally like playing the Pit; parts of the map (each side opposite sniper) are so simple and smooth IMO. The map definitely does not have a vertical feeling though, because from the highest point of the map your fights are long-ranged and at heights close enough that the angle you're shooting from hardly grants you any power in comparison. The towers are so powerful because of the wide field of vision and the sniper rifle people can grab from right below. It's a stat-whoring map and that's why so many competitive players like it. If you want an example one complimenting the other, my first thought is Midship because of how extremely compact it is while being a map with 3 tiers (bottom Mid, Top Bases, top Mid). And after those 3 tiers there's Pink 3, which is so high up while not being a mile away from the rest of the map. Just my current thoughts on that fun topic