I know I'm late to the Grifball party, but I've been working on this idea for a while. This is The Pit from Halo 3 Converted into a non-traditional Grifball Court. I'm also considering making one that is Traditional with a flat floor and everything. This will be playable for the first time later this week for testing.
Thanks man! Unfortunately what you see is almost maxed on pieces and barely makes it under 100% light map. I wish I could do a whole remake like this...
You can go over 100% lightmap and it really isn't a problem. You do start to see lighting issues when you go obscenely higher (>200%) but even then you can still remedy it by turning light baking off on certain objects.
Right! You can... but I'm so anal about it. When I hit 101% I can find a piece or two nearby that has gone entirely black. Nobody would notice it, but I would know it was there. I've been very selective in picking pieces that would not need to render light just to get it to look as perfect as possible. At any rate I'm just over 900 pieces. I could do the entirety of The Pit like this, but I don't think I'd feel satisfied with it. Though anyone is more than welcome to use the aesthetics I have on this map. If they want to try, I'd love to see it done!
@MultiLockOn inspired me to finish the first map I started in Halo 5 forge and it's pretty close to done. Got the geometry done, and thanks to the recent update, the lighting isn't complete donkey poop so all that really needs to be done to get a playable version is spawns and weapons. Don't have any pictures, but it's in my files as @doughboy2
I like the atmosphere on this a lot, and it looks like it would be a ton of fun to play. I'll have to try customs on this sometime. I am curious to see a ghost on here. Seems a bit tight for one, but I'd have to reserve judgement on that until I play here.
Seems to me that its possible it is mapped out to merge together perfectly like the terrain is. Idk much though
This was more of a question than anything guys, although I see that I didn't portray that very well. Is what I said even possible? Edit: You make cool floors.
Feedback is a very important part of the design process, and one that I personally thrive on. I do not believe great work is developed in a bubble, and I feel like I haven't been doing my part when it comes to critiquing others. Therefore, I'd like to start leaving reviews on the maps that I have played. They will be based solely on my opinions and interpretations of level design and I will be using my own personal scale for consistency. I will review each map based on the following attributes: Innovation, as it pertains to the map's uniqueness and significance within the community. This is to recognize maps that influenced design and pushed the boundaries of Forge (e.g. Shurima, Scavenger and Sandtrap) Design, as it pertains to the arrangement of geometry on the map and how it directs the gameplay Gameplay, as it pertains to its quality for its intended gametypes, its replayability and its meta longevity Aesthetics, as it pertains to the artistic qualities of the map such as piece usage, color theory, visual composition and thematic narrative Forgework, as it pertains to the quality of the physical craftsmanship of the map, including performance Some of these will have implied subcategories: Accessibility will go under Design, Player Orientation will go under Aesthetics, and so forth. For the purpose of the scale however, I have simplified it down to what I feel are the core elements. If you like acronyms, I call it the "IDGAF System", because I don't expect anyone to care about how I arrived at all of this. Each of these categories will be given a rating of 1 to 5 stars: Poor Below Average Average Above Average Exceptional It's quite self-explanatory. The average score of the 5 categories will be taken from this, and then I will add or remove half a star based on how much I personally enjoyed the map for the final score. I should note that I will not post a review unless I have played the map in at least 5 separate lobbies. I've decided not to weigh my own personal scale too heavily on enjoyment or where I would expect to see the map. Rather, I want to focus more on the design of the map itself to perhaps encourage the authors to examine those attributes more closely. Again, this is my own personal scale, but I do look forward to seeing others adopt similar systems.
We're working on a fix so that everyone can edit their map URL information. 'Download Map' buttons coming very soon! After that, the 'Community Favorite Map' voting feature will be rebuilt by the end of May. Anyone remember this system from the old site? Maps that won 1st place would get a permanent spot in our 'Featured Maps' library.
Worked all night on Marzipan with Multi He helped me make a skybox and redesign rocket side. It's completely different, and a lot better. Here's the sicknasty skybox The castle looks even cooler from inside the map. aaaaand here's the redesigned rocket room. This map is pretty polished and ready for extensive testing. There are some frame rate drops around the the middle and on the roofs, but I should be able to fix it soon enough.
Why are the walls so plain? Maybe you should delete that sxybox and some accents to the walls..... Some pipes or electrical wires would fit very nicely.
I can't help but post more pictures of this aesthetic, it looks so cool. I wish I could think of a neat design to go with it. I think I can improve it much more with the next update.