[WIP] Spellbound

Discussion in 'Halo and Forge Discussion' started by Goat, Apr 22, 2016.

  1. Aschur

    Aschur Wubba lubba dub dub
    Forge Critic Senior Member

    Messages:
    2,833
    Likes Received:
    1,359
    [​IMG]
     
    AnonomissX and Goat like this.
  2. Goat

    Goat Rock Paper Scissors Scrap
    Forge Critic Senior Member

    Messages:
    4,570
    Likes Received:
    14,945
    I should just make a map out of scraps and call it scrapyard. maybe i'll make it a btb map

    [​IMG]
     
    K a n t a l o p e and Spranklz like this.
  3. Spranklz

    Spranklz Ancient
    Senior Member

    Messages:
    306
    Likes Received:
    472
    I want you to do that to, but then I think you should scrap it
     
  4. Goat

    Goat Rock Paper Scissors Scrap
    Forge Critic Senior Member

    Messages:
    4,570
    Likes Received:
    14,945
    -___-

    Is there any real feedback at this point though? Don't tempt me you scrubs.
     
    Spranklz likes this.
  5. Goat

    Goat Rock Paper Scissors Scrap
    Forge Critic Senior Member

    Messages:
    4,570
    Likes Received:
    14,945
    Anyway i figure i may as well post some actual dev stuff to the thread.

    This is the original direction for Spellbound from December, which became Genesis, which got scrapped when I created the current version of Spellbound.

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]


    If the layout of this map proves to be solid, I'll look into a visual overhaul that captures more of the atmosphere in this original design. The sunlight and negative space enhances the geometry, which is further supported by the presence of forerunner structures. I'll most likely be using concrete and stone textures instead of metal forerunner stuff, but that's the general art direction I'm interested in taking this nonetheless.

    So if anyone notices any flaws with the layout, speak up please.
     
    #25 Goat, Jun 14, 2016
    Last edited: Jun 14, 2016
    MultiLockOn likes this.
  6. AnonomissX

    AnonomissX Ancient
    Senior Member

    Messages:
    197
    Likes Received:
    262
    ^^^ Know when It's wonderful enough.
     
    Goat and a Chunk like this.
  7. S0UL FLAME

    S0UL FLAME Mythic
    Senior Member

    Messages:
    904
    Likes Received:
    2,648
    Finish

    A ****ing

    Map













    That is all.
     
  8. Goat

    Goat Rock Paper Scissors Scrap
    Forge Critic Senior Member

    Messages:
    4,570
    Likes Received:
    14,945
    how tho
     
    Sn1p3r C and Given To Fly like this.
  9. Overdoziz

    Overdoziz Untitled
    Forge Critic Senior Member

    Messages:
    1,890
    Likes Received:
    1,209
    Spellbound...


    ...1.0










    Done.
     
  10. Goat

    Goat Rock Paper Scissors Scrap
    Forge Critic Senior Member

    Messages:
    4,570
    Likes Received:
    14,945
    Yea when the art looks like it's supposed to and when the gameplay plays consistently. It's what the Beta is for, although this would technically still be in Alpha because there are some big geometry changes that might still occur.

    Blue in particular might change again. I love where it's at now visually, but I think the gameplay is kinda jank. There are a couple other areas that are awkward.
     
    #30 Goat, Jun 15, 2016
    Last edited: Jun 17, 2016
  11. Given To Fly

    Given To Fly MP Level Designer
    343 Industries

    Messages:
    1,498
    Likes Received:
    2,074
    I am almost as slow when it comes to finishing projects haha
    I have 2 maps left in development right now, and just grinded for like 3 hours and only got about 20 pieces down.

    If I have any advice, it is that the map will never look the way you want it to. I've only recently realized I can't ACTUALLY be a developer in forge. There is a point however you can return to a project and appreciate it for what it is. I'm super happy with Seclusion and Loading Zone, but if I had the pieces, they would most likely still be in development. Just "finish" the map, people have been waiting 6 months for this. Any longer and they might have too high of expectations ;)
     
    a Chunk and Goat like this.
  12. Overdoziz

    Overdoziz Untitled
    Forge Critic Senior Member

    Messages:
    1,890
    Likes Received:
    1,209
    Then you can start with the post-1.0 versions!
     
  13. Goat

    Goat Rock Paper Scissors Scrap
    Forge Critic Senior Member

    Messages:
    4,570
    Likes Received:
    14,945
    -_-

    It'll take me around a week of work each night to "finish" this map and stress test it. When I have time i'll do it.
     
  14. Goat

    Goat Rock Paper Scissors Scrap
    Forge Critic Senior Member

    Messages:
    4,570
    Likes Received:
    14,945
    lol all I can say is to expect to play a pretty fun map. At least, I haven't heard anything worrisome yet that I haven't already addressed. We definitely can't go balls to wall with art in Forge - we're not at the point where I can put puddles and stuff on the ground - but I still want to push the art further. I'm just trying to make sure the layout itself is worth all that additional work.
     
    Given To Fly and a Chunk like this.
  15. Given To Fly

    Given To Fly MP Level Designer
    343 Industries

    Messages:
    1,498
    Likes Received:
    2,074
    Glad somebody else cares about their work as much as me
     
    Goat likes this.
  16. Goat

    Goat Rock Paper Scissors Scrap
    Forge Critic Senior Member

    Messages:
    4,570
    Likes Received:
    14,945
    I admit, part of it is wanting to avoid failure. It's difficult to detach yourself from your creation and open it up to the harshness of critique. That fear breeds perfectionism - a desire to please yourself to the extent that you find yourself in a never ending cycle of self-criticism and iteration to reach your own impossible standards. It's not the healthiest mindset to have, but I think those that make it work for them anywhere in the industry tend to produce some the best standalone content. Many of the legendary directors and musicians are like that.

    At the end of the day, I create art, music, maps or whatever for myself. We all love praise and I want to know that my work is worth something. But I wont lay anything to rest until I am satisfied with it. I absolutely think there is a point where you need to accept something for its imperfections and its flaws and perhaps even embrace them as strengths, especially if others appreciate that. However, I also feel that every idea deserves to reach its potential, and I owe it to myself to challenge myself to discover it - no matter how long it may take.

    At this point, Spellbound has indeed been more exposed than I anticipated. I'm not expecting it to be the second coming and I know people will dismiss it immediately based on the premise alone. True perfection is unobtainable because everyone will interpret it differently. But I know what I see in my head, and I don't want to put the stamp and packing tape on it until that vision is as realized as possible within Halo 5.
     
    #36 Goat, Jun 17, 2016
    Last edited: Jun 17, 2016
    Given To Fly likes this.
  17. Goat

    Goat Rock Paper Scissors Scrap
    Forge Critic Senior Member

    Messages:
    4,570
    Likes Received:
    14,945
    @MultiLockOn need wall of text shitting on my map pls

    @Xandrith I think i'm going to change Blue again. Take some of the ideas we used for the current version and maybe open it up a bit to redirect the combat.

    [​IMG]

    So the image above is the current version.

    [​IMG]

    But picture that room a little more like this (minus the shitty Forerunner stuff) with Speedboost spawning on the top left platform. I might also look into redirecting that route, but I'm not sure yet.

    Blue changed because it was really flat and really easy to catch players spawning there, so we decided to give it more power. But I think it's really awkward play space right now and I want to see if I can make that area more comfortable.

    I want to open up the sightlines and negative space all around the map and make it "bigger", but keep combat focusing players to important chokepoints and sightlines. I'd essentially be increasing travel times while also opening up lines of sight, so that if you don't move into chokepoints for cover, you will be exposed elsewhere. Conversely, if you sit back and guard a sightline, you'll miss out on the pick ups.

    Good change, or nah?
     
    MultiLockOn and Xandrith like this.
  18. Xandrith

    Xandrith Promethean
    Forge Critic Senior Member

    Messages:
    4,034
    Likes Received:
    12,012
    Just do it, and If you want I'll take a look and let you know what I think.
     
    MultiLockOn and Goat like this.
  19. Goat

    Goat Rock Paper Scissors Scrap
    Forge Critic Senior Member

    Messages:
    4,570
    Likes Received:
    14,945
    Alright so I caught the game on Spellbound tonight with @Max Extra and @xdemption . Thanks guys for testing the map! I'll address what was said and what I saw from Max's perspective:

    • Landmarks for callouts. I'm aware that the map's color palette and geometry is a bit homogeneous at the moment. I didn't want to overdo the landmarks until textures arrived, but I haven't gotten the chance to go back and work them in yet.
    • Scaling. Nobody mentioned this but I plan on shrinking the playspace in some of the areas to make the combat a bit tighter.
    • Sightlines. These will also be cleaned up and more obvious.
    • Readability. The map is confusing at first and that's by design, but there are some areas that are a bit too deceptive or misleading (bottom OS for example) so I'll address those in some manner.
    • General inconsistencies like rock clambering will be looked at.
    • I'm also not feeling the current layout of Blue. I still think it needs a geometric redesign that keeps the gameplay flow and general shape of the playspace while increasing its usability. The images I've linked above from the original version of the map are still the general direction I'd like to go in. I'll post some concept art soon.
    Thanks again guys. If there's anything I missed from the game, let me know.
     
  20. Max Extra

    Max Extra Forged Friday Founder
    Staff Member Administrator Forge Critic Senior Member

    Messages:
    547
    Likes Received:
    784
    The map looks great and this is so far my favorite iteration of it. Can't wait to test out more in the future. I really love the current design look and feel of what you have going on in Spellbound. On a side note sorry I played so rough lol not the most enjoyable angle to view your map from.
     
    Goat likes this.

Share This Page