I second this. Toss me an invite if you find yourself testing again. It looks awesome. I'm actually probably going to download it and fly around on it so I can really analyze it.
Thanks Goat I am sure I will get it finished sometime soon. I lost a little bit of interest in it at the moment but I will get back to it after I have finished the other map I am working on. Only the base design to go, then testing!
Alright, I have made a lot of progress. http://xboxclips.com/xXandrith/af4fc67a-833a-4cb5-b74e-92ea5980f0aa Callin' her Goldleaf. EDIT: I actually pulled off the arches on the top level after recording this. 1 ring or block away from lighting glitches.
Figured I may as well drop a link to my WIP thread for Nowhere in WAYWO. And feel free to check out this latest walkthrough video as well:
I concur, I hate the use of "competitive" to describe a map. It also allows somebody to defend a shite map by saying "its not meant to be competitive". On stream the other night, Strongside was talking about one the shite Breakout maps, and they literally said "it wasnt meant to be competitive". Yet its still in MM. Copout excuse.
Guys, I'm realizing that I really miss the old trilogy art style, especially the CE one. I'm in a nostalgia trip while making this map. This Forge is really fantastic, I can't wait for new additions
Got in to Denver last night after a 11 hour drive. Apartment doesn't have Internet set up like it was supposed to. I'll be missing for awhile still. :/ On the bright side, downtown Denver is dope.
when i figure out how to make the rocks look that natural and then how to duplicate the other half of the map
Not going to lie every time I get on forge with other people. There creativity is so inspiring. I never knew we had so many artist and people this creative in our little community. It's definitely inspires me to do better work. I been doing forge for a super long time and to see where it has ended up finally is awesome. Everyone keep up the great work and I will try and do the same. I am not going anywhere this time
Sweet! I'm right by the 16th Street mall. I'm game. --- Double Post Merged, Jan 10, 2016 --- Weird, that's how I feel every time you show me maps.
Some people definitely have an eye for kit bashing the pieces together (@SH1FTY is a trapezoid wizard), but it's more than just creativity. @WARHOLIC mentioned a while back that Forge was two things - Art and Design. The Art Side represents very common principles: Cohesion and Rhythm - making a space feel uniform through repetition. Can be as simple as repeating a texture, a motif, or an angle throughout the map. Balance - distributing visual weight evenly throughout the map. This is what I refer to when I mention negative space; Color Theory - this one is obvious; you pick colors that work well together and set the tone for the map. A very good color wheel tool was posted a few pages back Lighting - illuminating areas of interest and naturally directing the player's attention Cinematography - not necessarily the term, but it's what i refer to when i mention "scuplting" a line of sight to make it feel nice The Design side of course is more science oriented: Creating play space and closing the loop Predicting and understanding player behavior Balancing routes and weighting incentives and/or deterrents Adjusting sightlines and scaling Pacing players from areas of interest Tuning the collision physics And so on. And that doesn't get into the collaborative nature of the editor at all. Forge still isn't anywhere as powerful as an actual 3D rendering program, but we're getting close, and we're still going through all of the elements of level design in varying degrees nonetheless. Forge is srs bizniss
I know it's a two fold department, visual and layout. I was just saying this forge community has been inspiring me and it's making me want to do even better. I seen the ups and downs of forge and this is a amazing time to be a forger. I know in the past I have done really good looking maps and helped on some of forge biggest name maps(not all,SOME). But, My creativity this last year has been at a all time low. But with this new forge, seeing some people's maps and working with forgers I haven't in the past. I starting to feel that creative spark again. In the past I would spend almost a whole game on 1 to 2 maps. But now I have more than 6 concepts and there all different. I know I am my own worst critic and in the past that held me back. Those that have been around me long enough knows. I going to do what I have always done and that's push the boundaries of Halo like I always have. Providing unique gameplay that differs from the norm and good clean visuals. Thanks for all the love and support.
again, it's probably not the correct term. But i'm referring to how the environment interacts with the physical player. Grenades, slide jumping, momentum, etc.
You wouldn't by chance happen to be in the 1600 Glenarm apartments, across from the Pavilions? A bunch of my coworkers live there. Sweet place. Did you move to Denver for work or school or something?