A thing I like to do with stuff like this is to come up with a cool layout after you built the aesthetic props. Now that you know your limits geometry wise, try to sketch a layout with those limitations in mind. I think a quake style map would fit nicely
Blocking it out just wasnt working for me so i decided to art and go. 8 hours and i got all of this done. I havent done much of the lighting yet but im trying to avoid lighting on this map because im afraid ill end up with framerate issues with how i am at forging. Im pretty confident that this may be the first original i actually finish. Im really happy with the planned layout and aesthetic so far. Hopefully i dont post about this map once and drop it like i usually do. The design concept is basically rock paper scissors. There are three bases. Each one is connected with a junction and has a strong point on the left and a weak point on the right. The aesthetic concept is a lava dam under construction except the crane crashed into the scaffolding. From this: To this (scaffolding junction between two main bases): Cool transition from top mid: Back of the base i was standing in above: Spiral lava junction
http://xboxclips.com/Frantjc/e2f59912-4f36-46e3-9c06-3762633d1913 Symmetrical 4v4 I've been working on, still need to do spawning a lighting. It started off with a pretty strange idea: to mash the two teams' bases together with a window between them so that the flags would be physically right next to eachother (to the point of being a tease) but functionally far apart. I also wanted a top floor that really has no power because it can't interact with the lower floors. I also wanted a lower room that the upper floors can't see so that you can kind of disappear into it. My favorite thing about this map, however, is something that happened kind of on the fly. You can see both of red team's "towers" from the back of blue team's "base" where the sniper spawns and vice versa, so I think it's a really cool counter. Idk, let me know what ya think
@no god anywhere Woah! I think you went overboard with the architecture there. I think if you detract a bit of the visual noise you'll have something.
I see your point. However, the concern for how a player jumps in your map for the first time is still something to consider. You have a cave area that's easy on the eyes, right next to what I could only describe to be metal scaffolding with nooks and crannies all over the place. From a player standpoint, that sudden wave of contrasting visuals can create a juxtaposition that could possibly hinder pathing and combat. If you could record a walkthrough for what you have so far, I'd like to see it.
I have finished the initial build of my 1v1 map. There are little things I missed that need cleaned up, which you can see in the video. I have played a few games on it already laying down so weapons and spawns and I have to say I really enjoyed it. The map flows really well. Everything is subject to change. The spawns need a lot of work, the weapons do pretty well. Lighting is atrocious when generated. There are some things I'd like to add, in the video you can see me clamber onto yellow bricks, I would like to change those into lamps and post them around the map. If anyone has a cool looking lamp please share I'm unsure about the color scheme. I really liked it but then again I am slightly colorblind so everything looks different to me. Overall though I'm really happy with it, it is by far the cleanest map I have made. The video may need to render so it may look a bit off. And yes I have upgraded to Youtube now.
I think its close enough so I posted it. http://www.forgehub.com/maps/white-cell.2399/ I hope you guys get a chance to get some games in on it. I'm still willing to make minor changes so let me know what it needs.
So many cool maps being made right now, wow. I should drop a few shots of the stuff I've been sitting on
Imagine if this thread was exclusively for what we are working on. It would have like 1/7 the replies and would only be posted to once a week
I think you may have built this just for me, without even knowing it. I'm not even sure if this will come across as being a compliment or not, but it's meant to be one... This map perfectly exemplifies what I personally have always wanted from forge. Both the design and the aesthetic are simple and clean, without being boring. I'm probably (definitely) in the minority, but I wish devs would lean more towards this style of easily readable and clean textures. I always consider the detail on dev maps to be an unnecessary nuisance.
You're not in the minority my friend. There have been many complaints with 343 and Certain Affinity's design philosophies with maps, over-detailing being of them.
True, and I'm glad it's an opinion that's becoming more popular. I've been complaining about it since H2, lol.
Wow what a compliment. That's awesome. Feel free to download it and play some games if you'd like. Like I said the lighting hasn't been touched and I just put down a few spawns but it is playable. Thanks a lot!
There's a nice middle ground where the map is detailed, but still readable at a glance. It's just a matter of striking that balance.