What Are You Working On?

Discussion in 'Halo and Forge Discussion' started by ForgeHub, Jul 12, 2013.

  1. Goat

    Goat Rock Paper Scissors Scrap
    Forge Critic Senior Member

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    yup the easiest way to encounter the physics bug is to edit stuff in your map or tool settings while you have a piece in view. that's how that floor flew away on sanctuary the other day. i was turning the HUD on and then presto.
     
  2. Mynx

    Mynx Overzealous
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    yeah, it makes me laugh everytime it happens. except when its a rock. rocks aint a joke, I did work putting them where they are...
     
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  3. MultiLockOn

    MultiLockOn Ancient
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    Beautiful <3
     
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  4. no god anywhere

    no god anywhere Forerunner
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    [​IMG]

    That wall behind the fog doe...
     
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  5. thefro3po

    thefro3po Well Known
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    Looks really good Goat.
    All your hard work paid off.
     
  6. SecretSchnitzel

    SecretSchnitzel Donald Trump
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    Here's to hoping it plays at least half as well as it looks.
     
  7. Goat

    Goat Rock Paper Scissors Scrap
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    the routes still need work but that's the idea. main thing i'll be adjusting is the path by waterfall and bottom overshield.
     
  8. Overdoziz

    Overdoziz Untitled
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    I'm never generating light again (._. )

    [​IMG]
     
  9. Sikamikanico

    Sikamikanico Video Team #corruptstaff
    Forge Critic

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    That looks great. And unlike anything seen yet. Great stuff.
     
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  10. Neo Hybodus

    Neo Hybodus Legendary

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    Working on a dam themed map... "Dam Cold"
     

    Attached Files:

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  11. Goat

    Goat Rock Paper Scissors Scrap
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    yea i'm not worried about it being seamless right now. it'll be smooth as **** by the beta, but the pathing is still up in the air at this point, so i need to keep it flexible.

    spawning is mainly why i need to work on the sides and make them more substantial than boring hallways. this map should play every asymmetric 2-8 player gametype.
     
    #2391 Goat, Jan 22, 2016
    Last edited: Jan 22, 2016
  12. Zombievillan

    Zombievillan Ancient
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    Man I'm gonna steal whatever process you used for water. I was gong to move my new map all the way down to the alpine water but yours looks better than the natural water on the canvas in my opinion. Would fit my aesthetics better than the dark murky water they gave us.
     
  13. Goat

    Goat Rock Paper Scissors Scrap
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    it's all just lighting and natural geometry to enhance it.

    i've gotten quite a bit of feedback on the neon lights for the "plants". the cones will not be as prominent on the more complete versions
     
  14. Zombievillan

    Zombievillan Ancient
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    They don't bother me, maybe if they weren't so bright but they remind me of a campaign level. That's a very dope map. I know it's early stages but please tell me the rocks will be adjusted right? Those places made out of several of the same rock look funny because they are all in the same position.
     
  15. Goat

    Goat Rock Paper Scissors Scrap
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    i'll be doing some clever things with the rocks on this map, but for now all the nat geo is temporary so i can push it around when necessary. the goal is to make it look organic and not impede movement or grenades in any way.
     
  16. Zombievillan

    Zombievillan Ancient
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    Whew, ok cool. Friggin sweet map anyway. I'm starting a movement now:

    #nostaffmapsallowedinthecontest
    #staffcantentermapcontest
    #A3leggedgoatmainly
    #dontletgoatenterhismap
    #someoneassassinategoat
     
  17. Overdoziz

    Overdoziz Untitled
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    [​IMG]

    sigh...


    [​IMG]
    [​IMG]
    [​IMG]

    I don't even know anymore.
     
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  18. Zombievillan

    Zombievillan Ancient
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    Are you over 130% lightmap? I had a similar issue after 130% but fixed it when I came back down.
     
  19. Overdoziz

    Overdoziz Untitled
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    That's at 100%.
     
  20. SaltyKoala

    SaltyKoala Ancient
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    Based off the video I can see now what you meant by not having pathing/routes on the same level. To me it looks like there will still be quite a bit of movement from high to low areas horizontally. Although some routes were at differing elevations/tiers, I don't feel that completely distinguishes them as entirely new playspaces, but more singular playspaces with routes that segment horizontal movement from low to high. Players should still be able to have battles horizontally from the low routes to the high routes and vice versa. Its sort of hard to telll from the video exactly, something that might be assessed in game. Is the wip in your files?
     

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