Ah yeah, I totally stopped following the Epic design talk videos. I think I may have stopped shortly after turning you on to them. lol. Whoops.
Maybe its cuz I'm on mobile, but these are the first screenshots In a while that made me do a double take. Bravo Sir. I was almost certian you posted H3:ODST Pics for a second there!
I think I'm one of those "gave up on forge guys". Ironically, forge finally got the attention it deserved. But, I felt happy with my last couple of maps, so I'm happy to be done with maps on a high note. But, I'm not going to ever guarantee being done. I simply am not as patient as I once was. It's still cool to see what this generation of forgers have to offer the community. Forge is in good hands.
(image not up to date but captures the general idea) Lockout, but worse is how I described this in chat earlier in the build process and I think that still holds. It's WIP in the sense that I really can't be asked to take screenshots of it to make it FH-able at the moment, and there are probably more things I could do with it, but it is playable. It's a kind of smallish chaotic 3v3/small FFA map. You could make it strategic by playing 2v2 SWAT but otherwise it's very straight-into-action. Interesting things I learned while building this: - Many allegedly symmetrical objects (cube primitives) are actually slightly off. Just enough to annoy you when you're trying to build a symmetrical map around them. - Placing 20 Forerunner vacuum energy FX on the floor of the map is a great way to reach 100% FX budget pretty much immediately. - It is impossible to replicate the rotation steps you took to get a piece at just the right angle. - It's very easy to forget to put grenades on the map.
Starting a new 4v4. This is going to be the red area, about 1/5 of the map probably. It's not as big as it seems don't worry
Played two games, if you make some adjustments i would agree you could advertise rapture as a 2v2 map. But def would not play 1v1 ever again. Snipe and hyrda have to much ammo for my taste, and camo & os is too much.
Still not sure about the name "Leaded" yet, but I'm super excited about this layout. I didn't think I could pull off any kind of cohesive aesthetic, but it's actually turning out alright. Its playable if anyone wants to try it out. https://www.halowaypoint.com/en-us/...nmeister_f5c4ff56-2523-40db-a391-53684daa770f
Thanks bro. I hope you still have access to customs somehow because I really want your feedback for gameplay on this one.
Thanks for getting some games on it. Oh yeah, the weapons are ridiculous, lol. I pretty much always go overboard with weapons and powerups initially on my maps, and then eliminate things that obviously don't work as I go through the testing process. I don't remember if I even touched the ammo settings on the weapons. I was just marking weapon placements. Was it the weapons/powerups, or the scaling that made it unfit for 1v1 in your eyes?
Hmmmm... I actualy don't mind the rrr, i think it only increases the skill gap, as long as it's not every sight line. And the size i guess i don't have an issue with, i don't mind slow paced tactical games, if that's what you are going for, i think most people look for fast paced 1v1s. I guess it's just the weapon set atm. But if you get rid of the power ups or power weapons that might make it it even more so on the slow side... This is a hard one man. Not realy sure how i personaly would go about accomodating it for 1v1.
I can't help but laugh when people say "slow paced tactical gameplay". Because slower= smarter gameplay I guess.