yea seth had a bunch of my stuff saved too after i deleted my files. but this time i'll just put them up for adoption. somebody make an offer for one of my maps
Looks sweet, reminds me of some of the architecture from the first Dark Souls. The towers and the large curving bridges especially
I really wanna forge more again but every time I get on I can only go for like an hour before I'm discouraged and/or out of ideas
Better than Forging and then you realize that your art looks good but your geometry doesn't so you contemplate your existence.
I guess weed makes me like everything too much. I think the geo on spellbound is dope! But alas, if your not happy with it I don't expect you to finish. I think you want the map to be too much. I wish you would... Finish it, release it, and let the masses have there way with it!
Funny because cobalt could be made almost entirly out of terrain lol. In general it is a very macro map, with most battles occurring thru doorways. The battles that do occur in the rooms are very macro in themselves as a each room is very simple. This isn't to a fault,as I like cobalt, just pointing that out.
the pathing itself is fine but i hate all the walls and flat space and general elongated shape of the map. the aspect ratio is bad.
The rock walls? I don't think aspect ratio needs to be considered in the sense your considering it. Compare to many many past halo maps its not a strange shape at all.
I'm referring to the visual weight. The map's art is based around proportions and parallel curved lines. It's a method of sculpting that enhances the natural shape of the geometry and makes it look interesting. The weight needs to be concentrated around the playable space and sparse elsewhere to let the player's eyes breathe. If I didn't pay attention to that, the multitude of rocks on the map would just look repetitive and noisy and the player would get lost and distracted. The problem is that this technique isn't being utilized to its full capacity and at this point I think it's the shape of the map itself that is holding it back. The walls are a significant step below the quality threshold set by the inner portions of the map. Something needs to give, I just haven't figured out what yet.
I don't like cobalt, and I definitely didn't use it as an example in my last posts, but you know what's actually funny? There are plenty of things in cobalt that couldn't be replicated with terrain, such as the thin tele bridge, the slit windows, and the catwalks with space underneath. Cobalt is one of the worst possible examples, but even that map couldn't be faithfully recreated with terrain. Thanks for proving my point for me, salty. I can always count on you
You could totally recreate it with terrain and rocks... it would just look like **** haha but I get your point. Terrian isnt unirorm by nature and it def limits design in many ways. I didnt know you didnt like cobalt but you've always been on the " I don't like my my own work" train and delete all the maps you make, so I should of assumed. If you cant create a map your happy with I wouldn't go on saying terrian maps always leave something to be desired. I mean it's your opinion so your entitled to it but it just means squat to me and should mean squat to everyone esle until you give us a " non terrain" map YOU created that YOUR happy with.
By that logic, literally ANY map could be remade with terrain. You're just arguing semantics, when we both know what I meant. As for the "your opinion means squat because you haven't made a map you like" statement... So what you're saying is that my opinion should mean nothing because I haven't actually finished and released a map I'm happy with? That's pretty unfair. Just because I don't like my maps doesn't mean I hate everything. I don't like my maps because I want to get better. I understand that Cobalt is by no means a bad map, but I just want to get better, not hold on to the past. It also helps ease the pain when others hate my maps
Alrighty, the "representative block-out" is done. Don't pay attention to most of the spacing or the weapons, all of that sort of stuff is gonna change a lot. Here's a walkthrough. http://xboxclips.com/xXandrith/aa4ac728-97bc-471e-8ac3-1b0296f05415 I'm very happy with the general layout, now I just need to work on that "micro-pathing" I've been talking about
Its not just semantics. Something that plays very similar to cobalt could easily be made with terrain and it wouldn't look half bad if the artist took the time. When I say "terrain" I mean about 80%-90% terrain. Even goat doesn't use just terrain. How much terrian do you mean by terrian? If its 100% I'd be slightly more inclined to agree with your opinion. I'm saying TO US on the fourms your opinion should mean nothing because it isn't backed by any real logic. Any map, whether 80% terrain or 80% structure can leave "a lot" to be desired. I see how terrain can lend itself to the macro you so destest but I don't think it's right to just lump terrain maps in the "leave a lot to be desire" bucket. Especially when your own non terrian maps could easily be recreated with primarily terrain. Anyhow your new maps looking nice, hopefully you don't delete it