Meh, that's debatable. I want to record in A flat and I couldn't get the low B string any lower than B without getting muddy. I also had some fret buzz that the local guitar shops couldn't get out without shaving the frets. I bought that bass last June (roughly) for $1100. I just sold it for $1600 minus $25 shipping so I made $575 profit and only paid about $200 more to get the Dingwall which is made to get the lower tuning without any hassles. I think it was the right idea. Although I'll miss the 6-strings, the dealer told me Sheldon with Dingwall plans to release 6 string NG-2s by the end of 2017. I can't wait that long.
Moria pillar in the beginning of Halo 5 - 130 pieces Moria pillar now - 44 pieces (final version probably 60 pieces) I want to build a pretty vertical extermination map with smooth vertical movement, interactive jump pads included. I wanna have two speed boosts on it, maybe three. Scarabeus in the meanwhile is looking good so far. I already know how to make the third and fourth phase. In the third phase I want to try out something new for linear infection. The survivors find two ancient glowing weapons at the beginning of phase three and have to use them in order to move on, since it's completely dark. They have to follow a thin path to the main entrance of the pyramid, remove the collapsed material and escape. How this is going to look like (not final): http://xboxdvr.com/gamer/Buddy Jumps/video/26767380
I'm thinking of making an Extermination map that has a more vertical focus and a teleporter similar to Oblivion, that is the centerpiece of the map. Also a dark souls desert theme --- Double Post Merged, Feb 8, 2017 --- Unreal's scripting is SO much easier than Halo 5's
I always test mine with vanilla gametype settin before any weapons at all and then Fiesta test it as well to get a good idea of what and where to put, even when I have a good idea of where and what I want. Though I also sometimes design maps around a specific weapon combo that I want or gimmick. I think as long as the end product is enjoyable and durable, who cares.
I played the 2v2 on Halo: 5 Forge wich doesnt track stats and it wasn't oblivon. Its cute you thought it was tho. I'm glad your so confident in your own hypotheticals you don't need to play test but that's not how empirical evidence is gathered in the real world. I will admidt however, that guessing what will happen in a 2v2 is a lot easier then what will happen in a 4v4 as the added 4 players exponentially increase the amount of outcomes. There is a reason professional game devs do play tests on there maps, and it isn't just for fun. You have yet to build a good 4v4 map in a halo game, although I have no doubt you could, its quite a bit different then designing a 2v2. When it comes to designing around power weapons, the actual weapon is far less important then the spot its designed to spawn in and how that spot interacts with the entire map. If we use H1 as an example you will see how Prisoner and Damnation are built around the locations there's power weapons spawn and it has an immense effect on the maps gameplay. I stop trying to be good at Halo after H3, the last real Halo game mind you, but more power to you if you think being better at reach on up makes you the better "Halo Player" and gives you more insight into 4v4 map design. Damn that 41 was str8 ripping bruh!
I was top 30 in Destiny - arguably the best Gunslinger Hunter - and Destiny has way more players than Halol
I wasn't the only one that assumed you were talking about Oblivion to be fair, but it doesn't matter. "You have yet to build a good 4v4 map in a halo game" There's literally a picture of one sitting right there in the picture you posted by @AceOfSpades and I. I had plenty more in H3, Reach, and 4. Some are posted (look through my threads) and most aren't. Again, that means absolutely nothing. If testing meant as much as you think it does then Overgrowth wouldn't be in H5, after all I'm sure it played fine in their internal testing sessions with the pro team. It doesn't take a genius to take one glance at that map and tell you it won't work and the same is true of Port. I'm not following your power weapon rant at this point but there's nothing more I can say. If it takes a power weapon to hide a flaw in the map, then every single moment that weapon isn't in play is a flaw. MultiLockOn got xp Locked, but I used to boost doubles all the time and grinded more 50s than I remember. I'm sure most people on this forum would vouch for my skill in CE/2/3 but if you're really that confident we could always play.