If you're wondering where this is, I pretty much haven't touched it since I posted this thread lol I don't think I'm going to bother finishing it
What the hell man. You show us this crazy awesome design, and decide not to complete it? If you weren't even interested enough in finishing it in the first place, then why did you even post a preview of it? It's almost complete too; it wouldn't take much more effort to add in all the necessary spawns and cameras, etc. This would've been a nice sendoff before you decided to stop forging. But you just...gave up? Gosh, I hope you're okay.
I'm at object limit and there's still a few holes that need to be patched. Which means I'd have to start reforging things, which would be a lot of work. I dunno man. Precedent is always important to appreciating any design.
I think everyone would appreciate you leaving forge with a fiery bang instead of a half-assed puff. Your creations are some of the most interesting and fresh set of custom content. To go without giving us the final payload would be an insult to the rest of your work, and to the hours you spent perfecting your craft. Please consider finishing it.
Nah. I think what he's going for is leaving us with counterfactual thoughts on how it could have been or what we had hoped it'd be. It makes his map more impressive and it's no work for him.
Alright I finally got a chance to run around on this. First of all, let's get the obvious out of the way. This is an incredibly ambitious design with its own art direction and geometry that is a staple of your maps so far. It's visually unique and inspiring. The geometry also presents the player with a lot of dynamism and it should make all of the encounters very unusual, which is a good thing I think. I feel like I'll still be finding new sightlines on the map after 20 games. It could definitely see more improvements at this point though. The most obvious thing I would change are the lightning strikes. I'm not sure how it fits the map contextually, but it's completely disorienting to me and I don't think it adds much to the design. Your timekeeper from Legion was a much more tasteful method of signaling that powerups were spawning. Perhaps you can script some sort of light system on the doorways or walls - a summoning totem of sorts - to show that something is about to spawn. Geometrically, some areas are very tight and I can already see kids crouching tiger hidden AR in those spots. This definitely would be more suited to a game with faster movement or a different sandbox that doesn't have such shitty CQB combat. I wouldn't want to compromise the design of the map, but I'm sure you're aware that this will happen (mostly in the middle of the map). If you wanted this in matchmaking, your teleporter system would probably have to change. If you continue to struggle to find the objects to finish the map, I would consider implementing a more traditional teleporter system and redistribute the objects elsewhere. As cool as it is, I'd rather see you finish the map than retain a gimmick that could be held against it. As far as lighting goes, I'm not going to comment on that since the map isn't done. I trust that you'll figure out how to light the lava area more aesthetically when you have the budget. I hope you return to this map eventually. I think it's been a great way to stretch your creative juices and I'd like to at least play it before you decide that it isn't worth your time anymore. I'd hate to see Oblivion become an ironic name.
Thanks for the comment man, it means a lot The lightning isn't even scripted yet lol they're supposed to go off once a minute, right now it's like every 10 seconds which makes it annoying to run around on the map. The central labrynth that is definitely tight geometrically is tight for the sake of nading players out of it. The second I increase the floorspace it because very easy to start utilizing the upper central labrynth as a more permanent spot, as opposed to being transitional. I don't think the psthing in the upper or lower labrynth are complex enough to really find yourself being AR crouched, should be easy enough to check your corners. But I definitely see your concern and I'm not disregarding it like I said, it not only complements grenades but all the power weapons (incin, hydra, binary) all become very efficient when you restrict the play space and are very good for flushing spaces. Lighting is still ****, it's really hard to fix with the current light map (250%) and object limitations. I suppose I could turn light bake off on everything if it really came down to it but I hate how maps look with light bake off. And honestly, if getting into matchmaking came down to making the teleporters more traditional, I probably wouldn't remove them. I've never really cared for getting into mm to be honest. We'll see what Ill do with the map though. Im going to have to cut SOMETHING to finish it, I just don't know what. The only reason I still own an Xbox is because I listed it on ebay for 3 weeks but the next day the e3 conference announced the Xbox slim for $300 and so the price for all used Xbox ones plummeted, I didn't lower mine accordingly. It's basically a Netflix machine for watching Archer the last month or so lol
Done with the map geometrically. Just needs fixed lighting, which is where my buddy ol pal goat comes in