@A 3 Legged Goat I doubt you are annoying anyone, certainly not me. You're definitely not the only one who takes forge quite serious and if it is your passion then by all means follow it. I was just stating I don't view forge in that same perspective.
I just miss when WAYWO was super sweaty. When @thefro3po would post these elaborate sketches, when @The Fated Fire would post his map all massed out in Maya, or even when some of the Halo 3 forgers would get really nerdy and post sketch ups. That ****'s cool to me. It says "hey, I have a vision for this map and I'm putting a lot of time into the design." I like that development stuff with a long turnaround. It feels like that disappeared in the spring and now everyone is super salty about random things.
A lot of you probably already saw that I re-forged the blockout of Wet Dream, but I'll leave this short video and explanation here. I don't think I've ever talked about the initial developmental process for this map. It was an enormous anomaly for me. Around this time last year, I jumped in forge on H2A without anything particular in mind, and had the entire layout figured out in about 30 minutes. I usually place about 1 or 2 pieces in that amount of time, lol. So far, I feel like the design holds up pretty well, but there haven't been any 'sweaty' tests on this version yet, so we'll see. I'm starting to mess around with colors and textures now. Hopefully I don't get too distracted trying out different combinations. I could see myself experimenting with different stuff for the next month... I kind of wish there were options to set primary/secondary/tertiary texture and overlay options. It's nice being able to change the colors on the whole map quickly, but then I still have to select pieces one by one to change the textures and overlays.
Correct. That is why you need to pull down the indie Unity solution and blender and take that one man hobby to a whole new level. Keep your own creativity moving along all the while producing your own IP. Once you get a strong prototype in play, go get venture capital to start your own business. But make sure that your capital partners agree in writing that you have sole discretion of the road map and vision for your game. Always be prepared for the long haul - the Minecraft model. Do it first and foremost because you won't lose the passion even when passing through boring periods. Keep responsive to your customer base. And in time you can't fail because (taking a line from Fire Walker) you have the juice. --- Double Post Merged, Aug 6, 2016 --- If you want your map to look simple then simple is fine. The current map that is being featured looks forged... because it is simple in textures and art. Most people may not talk about how art makes them feel with halo maps because they don't realize that it does or how it does. For a large part it is subconscious.
threw this idea for an atrium together. maybe something will come of it if i ever stop thinking about spellbound
I really like the alcove opening, but I'm sure you realize how similar this atrium is to spellbound. You should try painting some stuff that doesn't consist of walls with doors, like terraced geometry.
Nitro has mod powers again. Uh-Oh.... Goat, do whatever the hell you want. Chances are the next map I make will be in Murder Miners again, and though it is for different reasons, the idea is the same: Do whatever the hell you want. Don't let haters like Xandrith keep you from doing what you want.