I think you need a girlfriend xandrith. She can give you the attention you so desperatly need and i bet if you treat her well, she'll even fiddle with your wee wee!
No it's more of an aesthetic map although I've added some things which mean it should play ok with slayer or strongholds.
The patch that launched to fix tidal... somehow restarted my game as I was FORGING ON TIDAL. Bye bye 30 mins of work. How dare me for not spamming the back button after each block
I honestly can't tell if this is super cool or flat out retarded http://i.imgur.com/IOsDBvS.gifv Probably a mix of both.
I mean it's a clean remake, not really what I was looking for though man :/ Love it love it love it. Lmao. Goat I love spellbound but we both know that terrain forging isn't as impressive as structural forging when it's done properly. I've accepted that fact with oblivion as well, which probably holds the map back visually. Love the natural look, but it's never going to make me wonder "wow how the **** did he do that". Don't misinterpret what I'm saying and get frustrated. Finish spellbound, build a bitchin skybox, and I guarantee you it'll be top 5 forge maps in Halo 5 in terms of visuals if you do it how I know you can.
Honestly, I'm going to have to disagree. Some forgers have said that terrain "already looks good" because it has textures, and you can get away with "sloppy terrain" because it often blends seamlessly. I can mold rocks into rocks and people would just say "cool, you used rocks" because they assume I didn't have to consider how the pieces connected. Unlike structure, you can get away with that. But that's not how I do nat geo. I'm using a form of terrain forging I'm calling "jigsawing" which is quite literally fitting the rocks together like a puzzle. With this method, blending is kept to a minimum to make use of each object's native shapes, curves and contours, and it respects that by linking the rocks to adjacent rocks only when necessary. While this is does not require the same technical skill as structure forging, it is a method of terrain forging that is considerably more involved, and it requires much more artistic ability than simply throwing rocks together. Furthermore, natural geometry requires a lot of precision to maintain a consistent playing field. The slightest bump in the ground can cause players to jerk into the air after a thrust, or a grenade to function more like a boomerang. It is a headache inducing process that demands much more polish than a structure map and I believe it deserves far more credit than it is given. Terrain forgers have the especially difficult task of finding order within chaos. Mother nature is random and disorganized and you only find order within that chaos through the use of patterns and motifs. It's very easy for the eye to say "Hmm... this looks weird", so suspension of disbelief is something you need to maintain when you're forging an organic map. Spellbound was originally intended to be a completely organic map and there was a time when it was quite frankly not very impressive. However, as I continue to push the art, I think people will come to realize that there is an apparent and rather large skill gap when it comes to nat geo forging. It's just more artistic than mechanical.
Okay, I can definitely respect that I think every forger puts more into their map than anyone truly realizes so it's cool to hear things like your jigsaw technique. I hope you know I have no doubt in your forging abilities and I think spellbound should be posted like, right now. Seriously. But I think I'll always be more impressed with true structural forging that's done correctly than all terrain. Like I've told you, I think forge maps are at the best when they mix terrain and structure. But art in general is so different from one person's eye to another. And because of your art style I'm pretty sure from a non forgers perspective your maps could most convincingly portray a dev map before anyone else's. Just know that I'm not talking down to you in any way
I mean I'm all for a structure map as the next guy. I haven't had a chance to go into structure heavy maps yet but I respect the work that goes into them. I've just always been a "structure + nat geo" guy and I always look forward to seeing really well done terrain maps specificallay because they are "easy to do". My hope with this project is that it will accelerate the state of terrain maps and introduce new techniques that enhance their presentation. Your maps have done a lot to that end and they'll eventually become mainstream techniques, which will be cool to see. Also, you keep mentioning skybox stuff for my map and I don't know what you're talking about. My map doesn't have a skybox.
Where? There's really nowhere on the map that needs it. I haven't decided what i'm doing with some of the wall areas yet and everywhere else is intentionally supposed to show as little of the sky as possible. If you want to hop on and show me something...
The areas of the map that aren't done are walls though, and those walls determine how much of the "sky" is visible.
I think I accidentally over arted my map. Suddenly 1600 objects doesn't seem like a lot. I wish I could Forge the way I paint. Select all copy, cut and paste on a new layer squash and stretch paint over the seams I like my art but the shape of my map is starting to bother me and **** fixing that in Forge with laggy ass groups.