I've been really busy after Forge came out but I found some spare time last night. I got pretty far for one night and going in blind. Might be submitting for the 2v2 competition if it flows well with that many players but I'm going for 4v4 strongholds for the most part. Say hello to Terminus (WIP):
you can change the color of some parts of your map by placing a light in a box at the 0.0 coordinates. for my map the box is black and it makes the rocks darker. normally, they'd be blue.
I'm working on some covenant stuff. You probably won't be able to gather very much from these cryptic images, but in this map, my mission was a balance between verticality and balance, while also accomplishing the covenant aesthetic--not that it does any of this yet. As you might gather, it is far from completion, but hey, this thread is about what I'm working on. Also, this map has no official name yet. I think that will come to me during testing--that is, if it's a bad map, I'll call it "Bad v0.05."
Oh god, what monstrosity of a minigame have I spawned... http://xboxdvr.com/gamer/Debo37/video/14260976
I have a new rule No mirror symmetric terrain maps. Inverse only has to be built once and asym can just happen naturally. But **** mirroring terrain.
I've just entered testing phase on my first map project in halo 5. Everything is subject to change as it has various times already, including the name which for now i am content with Colonial. BACK STORY Colonial takes place in an active duty UNSC orbital Instalation, loyal in service for decades now. However after multiple raids from pirates 4 main districts have been quarentined and the wear and tear has begun to show. Broken glass, unhinged wall panels, broken tech. The ship is divided into the residential, mechanical, suttle bay, and import/export dock. This theme was establed after having first devolping the core layout. Map philosophy moving forward has been to introduce gameplay variety among competitive play. Being a highly competitive player myself i understand the desire for consistancy however, i also long for the days where a competitive match on gaurdian and lockout was held in high regard. Layout Spawning on opposite ends, boths teams have different paths that all end in a battle over various assets. One path leads to the dmr window, a power location overseeing the main hallway and various skill jumps over a deathpit. Another path leads to the longhall where for now i have placed a railgun, a ballence between rockets and snipe. Within longhall if you become pinned down from the opposite team who has taken controll of dmr window, you can drop down into bottom mid. Bottomid is made up of bramching paths the connect mid tier areas of the map in close range, as well as an overshield resting at the endcap of the corridor. One more important thing to note is the desth pit, a controvercial feature to maps in halo. However with halo 5s new mobility i was comfortable with the ballence of practical and creative use that one can make of its risk/reward jumps. Again its still in testing phase and all is subject to change. All aesthetics and colors are placeholders to establish theme and contrast for the players sake during this lengthy stage in development. Thank your for reading :]
So, I'm having some troubles picking out the time of day I'd like for this BTB map. I really like how night looks, but I'm scared it'll be too dark. Sunrise looks good and I built the majority of the map while in sunrise so maybe I'm biased. I'm iffy on midday. Opinions? What looks the best? ---------- Night ---------- Sunrise ---------- Midday
What do you guys think of this? Specifically what is causing these differences? It should be the same by any means, but it isn't.