I plan on doing a bit of a remix but a 1:1 is better left to someone with more knowledge of the map. There's more to a remake than just recreating the geometry IMO
To be honest, I don't think an exact remake of Dammy would work very well at all. While the geometry and overall layout are great, the physics that allowed weapon and powerup grenading play an enormous part in driving the gameplay. Without it, you drastically change how the map plays. Sure you can move weapons around to different places, but at that point it's not really Damnation to me anymore. To state it more plainly, it's easy enough to reproduce the structure of the map, but I don't think it's possible to reproduce the gameplay, so it's not really worth the effort to me. It would be like building the outer shell of a Lamborghini with the innards of your average sedan. It might look cool on the surface, but what's the point if it doesn't drive like a Lamborghini.
Yeah Gold leaf is pretty sweet. I got a game on it with xandrith, Shadow, & Chris & I had a lot of fun. I'm not usually a fan of those smaller room based maps but the fast gameplay really had me getting into it. Plus it looks sweet though I will say it could have used something to better differentiate the rooms. That being said I don't believe there was a tree on the version we played so it seems like you are working on that. Also we discussed the weapons in that lobby so no need to dive into that here as I'm sure you're working on that as well.
yea i think @Xandrith ought to add a bit more gold plating to some of the walls. if he had vines, i know he would add some details to them to make it look a bit old.
this is the reason i'm generally against remakes. it's fine for a BTB map, but the smaller ones are changed a lot with the new mechanics, especially if they're CE maps. Still excited for Guardian though.
I'm making that area larger and less constricted regardless of whether snipe stays there or not. Also planning on mirroring the window that red has to look from on top of the cargo crates into camo. You'll have to use the jump up to see out the window into that cargo area and at camo. :/ ...I'll do my best to stun you regardless.
For some reason I'm not capable of watching your dvr clips, so I had to download your map and walk around on it. I was completely mesmerized by the dome in the middle. The reflection of the water is just...oh my god. Did you plan that out or just discover it?
Hey everyone! I just finished a remake of blackout from halo 3. All of the original jumps can be done with or without clamber and it's visually accurate within the limits of forge ( I used all 1024 pieces ) please go check it out and drop me some feedback. Thanks everyone
Blueprints can be complicated to understand, but if you manage to sift through my method and are able to leave me any feedback please do. Gonna start on the block out later tonight. First draft of Snatch 4-8 players Each block is 10x10 ft (LxW) Heights are represented in 8ft increments. Arrows represent a 4ft height increase Triangles represent a 8ft height increase Lower Levels Higher Levels
Hmm, I've been struggling along with a 'Battle of Sunaion' inspired 2v2 - 4v4. My struggle has mostly been around connecting the outside of the map without it looking and feeling like ****. Scrapped it a few times now and have decided that as cool as I thought the theme was, that I'm going to have to resort to using natural geo to try and flesh out the rest of the map. Will probably give up because I'm still not as competent with this forge as I'd like to be. RIP.
I have been working on an Isolation Remix. Tons of thought is going into this, especially for flag. I'm about 60-70% done with it, at least before it can be tested. Sidenote - I don't like to forge alone so me and Olive hang out a lot.
Who is Shifty and what has he made? And what do you mean I'm only just now on the radar? --- Double Post Merged, Jan 12, 2016 --- I'm thinking of remaking Derelict just to practice Covy aesthetics.
I've started building a remake of my 1v1 map, Azula (Which you can see here: http://www.forgehub.com/threads/azula.133872/). Gonna style it like a water pumping station. I'm excited to mess around with a smaller map so I can pay more attention to aesthetics and make more than just a blockout, which is all I've really done so far.
I think you need to simplify the layout if you want an organizational flow for 4v4. I think you have some great ideas here but they are all compiling into a single map. Sometimes less is more and this is a case where a map layout could benefit from simplicity. Currently the amount of segmentation would lead to low battle time interaction but on the positive side, spawning would be working flawlessly. I'd personally recommend splitting off a section of this design to enhance map awareness and battle times. Awesome looking drawing though, thanks for sharing!
Yea i only played your Orion and Select map. Wasn't the biggest fan, but I preferred the originals in Halo 4 over the updated versions in MCC (RIP Suparamp). I didn't play Regret, but compared to the maps you've already made in Halo 5, Regret looks like a stack of whale poop sitting out on the Awash canvas. This Forge lets you come into your element and you're doing great; this time your Forerunner makes me envious. My mind was blown twice today again. We still aren't a month out and this Forge is insanely better than any of the other ones. Will be perfect when they add Covenant props, more Forerunner looking stuff, more foliage, flora and rocks (especially flat ones) and basically all the other stuff we need to make our maps even better, like a goram mirror tool.