This is the only map I have going outside of Creative Force but I have about 11 or so design either in testing or really closed to be finished up. You guys are all making some really nice stuff! Can't wait to play all I them. And hopefully I can get someone on art for these maps once they're done in the testing phases so I can post them here on forgehub!
@SoloXIII mentioned something interesting today which i think might apply to you as well @Blaze The gist of it was that for people who throw out designs left and right, they either don't have the time to focus on arting up all of them with different visuals, or simply don't enjoy doing it. I think that's completely understandable. As far as map design in Forge goes, let's say Art consists of Marco and Micro elements. To throw back to the discussion from a few weeks ago, Marco would be theme of the map. A theme is inherent to the geometry with the pieces you use and the way the layout is constructed to create a cohesive design. Narrative is a part of a theme, but it is optional. Aesthetics are basically the micro form of that - the fine details that make the map pop. Props, decals, trims, railings, extra dimensions on your pieces etc. fall under this category. Some areas of your map may appear pretty basic, but there are still elements of a themed design therein. Rather than focus on "art" per se (which means you're probably referring to aesthetics), perhaps direct your attention more on using similar pieces throughout. This gives the map its own rhythm, and once you find the groove you'll know when something looks out of place. For example, those cylinders do not "match" the sharp angles of the floors and the trapezoid structure you have. That isn't to say that arcs cannot be contrasted with angles, but their usage there is clashing in my opinion. Whether you're going for a clean look or a detailed look, I'd say the first step to "arting" up your map is to use pieces that compliment one another.
I agree, replacing those cylinders with something more angular would instantly make the map more visually appealing.
If anyone is interested in helping me solve a visual problem on my map here's one: Currently I am trying to open up sight lines on my map while still restricting player movement (it's a small segmented assym for dubs). Right now I'm using the cable pieces to create barred windows, that allow for cross map lines of sight without Swiss cheese player movement. However, I don't like this approach because the lines of sight are cluttered by the bars. My idea is to replace the bars with invisible barriers, but players will see the windows and think they are designed to move through. Potential solutions I've considered are bar lights with cones all around the rim of the window to try and emulate a sort of shield look. Another is perhaps using cylinders to frame the windows so players are less tempted to clamber into them. Maybe a combination... Needless to say, I'm open to suggestions. a final note: rockets and nades bounce off invisible barriers, which isn't ideal for my idea.
Sounds like you should just build a small window that you can't walk through on it, but place it horizontally so you get the landscape sightline instead of the portrait sightlines.
The windows are already in a landscape orientation. Clamber makes it far too easy to squeeze yourself through even though they are not very tall Windows. Any smaller and the lines of sight either lose viability or become too powerful as returning fire is made difficult. The Windows are meant to counter powerful positions and eachother, not to create them. Too thin and they'll resemble the thin slits of medieval castles used by defending archers Against attacking archers. I'm going to try combining my ideas and will post the results.
At first glance this may seem like it's in an alpha stage of art but It's just a blockout right now. Everything on here (except a few minor things I made for awareness) is for movement, lines of sight, made bounces and other gameplay aspects. For me, the rounded pillars are as far as I go so that the basic shape is there while testing. Wether they stay or not will be up to the art guy. Maybe the rounded pillars will stay and the sharp edges otherwise won't though that's probably the most boring aspect of the design so I doubt they will. So, I guess the only theme that I'm going for personally is forge-ee or blocky with my designs. Haha
I don't think it is very well known that you can shoot through glass and actually hurt people through it just fine, but you could use that as a blocker. It would block people/grenades but not bullets and not LoS.
So I've been working on a 2v2 map for the Forge hub competition. This is what I'm toying with so far. Gone for this whole aztec/forerunner temple vibe. Not coloured any of the pieces, or done any decor etc etc. Thoughts?
Since I don't own an xbone, I've been trying to optimize the design of my H2A map Eden for H5 in sketchup. Below is a screenshot of the overview for now, I'm gonna try and get build in the next two weeks when I get a few hours of free time. Naming it 'Prophet' for now.
Wow, those doors are really boring and ugly /s But really, looks sick. Also, I have no idea how you guys can forge without changing the colors... If I'd never changed the starting colors when I was trying to make zircon, the map literally wouldn't exist. But I find certain color combos inspiring, maybe that's just me. Without changing the colors, I'd just sit and stare at an 8x8 block for hours probably.
If it makes you feel better, I just textured all the stone white. The doors are annoying. Because of the trapezoid shapes bordering each frame, they can't join up properly. I just deleted them all and shall think of some other way to do it. Also got the lighting glitch on a few pieces where they just go pitch black. Soooooo frustrating.
Ya fo realz. First thing I always do is mess with the skybox to get the lighting I want, and then i go down the list and set all my reference colors so I don't have to do it after i've built stuff. Last few maps I've been working on, my primary has been white or gray 30%, my secondary has been gray 30% or gray 60%, and my tertiary is almost always black. Glow is my neutral lighting, glass is usually gray 70%, perimeter is the color of my rocks, pathways is the color of whatever terrain i'm using, and the rest is a darker shade of my secondary.
Still just brainlessly improvising a blockout. I think I'm gonna have to do some sketches if this is ever gonna work out...
Community Cartographers kick back and talk about forge in the latest Podtacular episode: Round Objects.