that didn't happen? if fated would stop speaking in such ambigous terms we would probably get a lot less confusing semantics arguments. me and fated tend to agree on a lot of things its just the way he writes things out is so ambigous its hard to understand what he's saying and mostly up to the readers own interpretations.
anyone know why the lighting on parallax is so bad? shadows are so inconsistent if the skybox is black.
Honestly, you were the only one who seems to have a problem with his post. I'm not trying to get on anyone's bad side but it seemed like you went overboard to discredit everything he said about his own map. He just looked like he was trying to sell his map. He may have been a little confident coming across egotistical maybe but you came across worse the way you attacked him & it seemed like you wanted to make sure that everyone knows he is wrong in every aspect of gameplay & terminology he used. We now have 50 posts about it plus alleged fake accounts and other arrogant forgers popping in & it's making this thread suck. Just sayin, post some stuff & give some opinions on said stuff, no need to destroy the author or compare ourselves to others. Can we all just be good forgers and not have to be the best or claim to be the best with our words or actions? This isn't all directed completely at you Haunted.
WAYWO was always an unspoken OT thread as well. As long as it doesn't turn into a flamewar, which it didn't, I don't see the problem.
that's the thing though, he wasn't trying to sell the map but explain what he was working on and the way he did it made very little sense. i understand now what he meant but the way he goes about explaining things tends to be pretty ambgous and heavly open to interpretation. when fated is actually trying to sell a map he as 10x worse but this is typically in an actual map release and at those times i don't berate him over it. what fated meant was that he is working on map a vertical overlappng bridge style map that fosters player skill gap and that he's experimenting with differnet locations giving different powerup effects on a weapon, if he had said it this way in a clear cut easy to understand manner i wouldn't have question'd what he was trying to say and i wholy agree with this goal. can we get off this topic now though? the converstion has run its corse. the rc car i'm working on, i've got it put together now and giving it a brief test run, all i've go left is to paint the body which i'm planning on doing later/tomorrow and i'm done. only planing in dong a basic 3 colour layered scheme and not something detailed, it is my first time painting a body. with the helicopter.. i've crashed it enough times while learning to control because learning to fly this thing in a very small, hazarodous space is not eactly ideal, think i need to replace the propellers and main frame and i got the bloody thing a few days ago. thing is nice and durable though, still flies great with all the dents in the propellers and body hanging on by one pin.
I was actually referring to when I posted zircon and got **** on for using trapezoids. To be honest I agree with what you said about fated's post - which is why I liked yours. He was talking in a way that sounded like he was talking down to us, I guess, which people have already noted. You weren't even shitting on his map really, just on the post itself. Edit: and the reason I was annoyed about the zircon thing was because I literally posted a gif. Like, that was it. I wasn't saying it was the best map in the world or anything, just posted, you know, what I was working on, and got crapped on for it. kkkk
oh my bad. the main issue i have with trapezoids is the lighting issues they have, sometimes they just won't bake lighting at all even f you're light budget is 0% so the pieces end up black. but besides this they're really good pieces and i use them a fair amount myself to smooth at 45 degree conections so there's minimal obvious overlaping.
Ah, yeah, I know about their lack of light baking... My map is set to nighttime so it's not very noticeable, thankfully.
If anyone has interest in testing 4v4, hit me up on live. Playtesting Starlight, Twice Forsaken, and several other maps soon. Feel free to bring your own maps to test as well.
Man, I hope you are joking because I liked your work back in the day but your arrogance makes me gag. Unless of course you are joking, then it's cool I guess.
He's lightening the mood. But seriously, aPK may be the greatest forger alive. Just think about that for a second
Currently working on Turf Remake(to lazy to post pics)http://xboxdvr.com/gamer/SilverEonBullet/screenshot/3788050
Alright time for some "Goat talks to himself". When the map's playable I'll give it its own thread, but i'll keep this here for now. Anyhow: Spent a couple hours with @Sethiroth redesigning the team areas of Genesis to work more of the platforming into it. I think we succeeded in making the area more segmented and gave it more dynamic playspace. The lines of sight make more sense and it feels more organic. View of the team side from the Landing. View of the team side from Carbine 2 View of the team side from behind the spawn and Stronghold View of the team spawn from Top Mid We still haven't nailed the platforming aspect of it however. Everything feels very far away and flat. It's hard to articulate but it just doesn't feel like playable space to me yet. It's probably a result of the lift. I'm trying to figure out whether I should move it or redesign the way it interacts with the map. I absolutely want it on the map though; if I take it off, the design will change too much and lean towards something I made in H2A. Perhaps the root of these problems relate to the spawning. I probably wouldn't mind fighting in here, but I'd never want to spawn here. Here's a quick sketch I did of the map to try to understand some of the sightlines. Flags would be spawning on the lifts. Gold circles would be the Strongholds. And of course there are the Red and Blue spawns. Spawn perspective is really important to me. I want players to have a clear view of the lift off spawn so I want to spawn them kind of behind it and raised up like the original design. I thought this was incredibly unique. Would it play well like that? Probably not, but I don't think the concept is entirely unplayable. Just needs the right mold to function. I think if that worked, players would really appreciate it. The Stronghold position however irks me. I think where they're placed is good in relation to the sightlines and spawning opportunities that exist. You can basically contest all three of them from the Top Tower for example, which I think is pretty cool since you can only look at one at a time. What I don't like however is that the two back ones have next to no substantial geometry around them. They just aren't fun places to fight in. The neutral one isn't much better either. Here's the planned weaponset on the map. Spawning a Carbine on the top corners so those are known as the "Carbine Towers" Hydra spawns out in the middle by the neutral Stronghold OS bottom middle Scattershot behind the tower on a ledge over a deathpit Lightrifle up at the landings Splinter nades in the pockets near the tower. Don't need to plan for stuff like BRs or frags but they'll be on there. Chose Hydra because you can get some really cool shots around the map from the high positions. Scattershot is also good for patrolling the bottom of the map. And OS is OS - bum rush bottom mid and then go straight to a cap point like a boss. I think the weapon set is fine even if this doesn't end up being the final layout. Here are some sightlines I like. The Carbines can see across mid to the Lightrifles The Landings can see the Splinter Nades The Nades can drop down and see the Stronghold under the path The newly added platform next to the Lifts can contest the Big Tower I think those are cool sightlines. But here are the ones that completely ruin the map for me. That longass sightline from the Carbines to the base spawns needs to go. I absolutely can't stand it both from a visual standpoint and spawning one. It feels off and nothing I can do with the current geo can block it without feeling like i put it there solely to block it. The one from the landing into the Carbine can be blocked with walls, but the landing in general just sees way too much of the insides. Again, it feels awkward. So all those issues combined make me unsure of the direction the team sides of the map are going. I think the geo is incredible - it's certainly beyond anything I've designed before and probably more ambitious than anything anyone would dare try on a competitive map (short of scripted geometry like moving platforms). Nevertheless, to support a competitive map, I have to be very cautious of spawns and I think this design just falls flat when it comes to that. I know @Sethiroth would disagree and perhaps he's right. There is plenty of playspace on the map, and I can only see spawn trapping becoming a problem in CTF with static spawning. It's possible I could just ignore CTF entirely and set it up purely for Slayer and Strongholds with dynamic spawns, and it might play fine. But I think a solid symmetrical map should play any symmetric gametype and a "base" that doesn't support CTF tells me it isn't very well designed. Also, I still don't like the middle being a bowl but I think what @Sethiroth suggested makes it play a little better. Basically contextualize the Tower over the middle by grounding it to the ring so that there is a column occupying some of the negative space. Also creates a pocket of cover when you jump from Bottom Tower up to Top Mid. So I need to find a way to preserve the feeling of the windy twisty geo that I've got going on, while also making the team areas more substantial combat areas. On top of that, I need to push the platforming theme further, increasing the height variation while simultaneously shrinking the map at least 8 feet around the edges. And I need to do that without getting rid of my money shot. Basically, I need to throw out 90% of the map again. TL;DR: P.S. This would be 10x easier to build IF WE HAD SOME FLAT ROCKS
Remember, you're talking about the same community that upvoted a picture of a dong made of bullet-holes to the front page with over 1000 votes not too long after Halo 5 launched.
It "literally" did happen, successfully derailed the conversation, just like you did in one of his map threads a few weeks ago.