In my defense I didn't name anyone. Because I find this **** to be dumb as ****. Didn't we already have a thread like this? Who cares who is the best at an editor in a low population game. The fact that it is so damn important to people here makes me nauseous. All these threads do is cause more division in an already splintered community. Rant is rant.
Level Design > Scripting / Puzzle Maps > Mini-games > Infection > Race > Griffball Casual players, (even people who say they want to get into level design) don't understand the true depth of competitive and successful designs. Scripting is difficult, but that is because the UI for it is horrible. It just isn't user friendly, otherwise it isn't very complex. Even scriptures will tell you that. Puzzle maps require a great amount of thought to be put into them, but they lack the player interaction you get with competitive maps. Mini-games are often creative and fun, but they don't have depth to them. Infection often just boils down to players huddling together in a corner with shotguns, regardless of the map they're on. Race is just moving in a set pattern. Race was only interesting in H3 with Battletracks, when it was blended into a competitive scene. Griffball... is literally just a shoebox diorama you decorate. Obviously all these things belong in the game and can be appreciated for the replay value and experiences they provide, but you just can't say they are equally important as core gameplay. Anyway, pretty much every forger thinks they're a level designer, and every casual player believes them. But in reality, I could count the knowledgable and promising people from the halo community on one hand.
Out of curiosity do most of you forge for fun, or to experiment with level design? If both which one moreso.
in Reach, i forged because it was a fun creative outlet in Halo 4 and MCC, i forged because i wanted to get a map in matchmaking in Halo 5, i forge to push the limits of my creativity and make something that i want to see - something that would impress me and inspire others. Forge is still fun most of the time, and I still would like to get maps in matchmaking, but i'm more concerned with challenging myself to make something I'd be proud of. If i was going to pursue level design seriously, I wouldn't waste time dealing with Forge limitations or Forge kids
Goat mentioned him in his post. I love these threads because everyone gets bent out of shape (not referring to you Multi. Only quoted you to point out Goat's post). These threads are the dumbest thing ever because what Purely said.
...I'll just advertise my map. no biggie. I'll edit my post and share why I forged in the past and right now. I pretty much started in Reach, and wanted to have a map feature. I wanted to try different game styles when it came to 1v1s, and make something new and interesting. And of course for just the fun of making things. Now I do it primarily for fun and share what I have. Throwing together something for competitions is always fun and worth a shot
I know that they're two completely different things for some people, but I don't think I can separate the two. They go hand in hand for me. I always been curious to discover what it is that makes a great multiplayer map. I've pretty well learned the basics (The Rules). However, after reaching that level of understanding I started to realize how much I still didn't know. I realized that the basics can prevent you from making a multiplayer map that people hate playing, but that making something really great, something that people genuinely enjoy playing, requires far more. My continued enjoyment of forge comes from experimenting and testing concepts. I actually enjoy my failures more than my successes most of the time. They're what keep me awake at night, wracking my brain for possible solutions. It's all about being challenged to grow. I'll be having fun forging as long as I feel challenged (I'm a slow learner, so I'll probably be having fun forging for a very long time still). --- Double Post Merged, Feb 6, 2017 ---
btw if anyone is curious about the terminology i used in my post (because I always use a bunch of made up ambiguous terminology): Art: A map's overall composition with geometric framing, color scheming, cinematics and sound design Lighting: Set dressing a map with local and natural lighting and photorealistic shadows Theme Design: A map's aesthetics based on what it is trying to be Level Design: The overall geometry of the map with scaling, sightlines, and its balance for its intended gameplay Piece Usage: Clever and creative use of Forge objects Forge Skill: clean, precise and timely Forging Scripting: Robust understanding of programming a variety of commands
First things first. @A 3 Legged Goat Out of all those people you listed why on earth is level design not under my name Like, 95%. H3-H2A was all forging for fun. It was a huge learning process, and I enjoyed how challenging it was. My first map in Halo 5 (Seclusion) was a fun project to familiarize myself with the toolset and control scheme. Now I have only one goal I'm striving to achieve. Be better than everyone else.