Well thanks to 343's brilliant programmers, those first two files are bugged and I have to rebuild them, which I would have done already if they were playing the way I wanted them too. The last one Multi would have had hasn't been fleshed out much so I haven't done anything with it in a while. Halo 5's gameplay doesn't mesh with my vision for level design anymore.
Yeah I've noticed, kinda ruins an idea I had since the initial plan was to use a lot of foliage. This was somewhat an idea of what I wanted the map to look like, just set at night w/ colourful alien lights.
Nice atmosphere. Maybe try the stormy skybox and test different types of fog and filters with the foliage?
That's a good idea for an alternative cosmetic version of the map. You know how some maps in games have multiple versions set at different time periods and/or environmental scenery? I could do something similar to that. One for the vibrant, avatar-like nighttime setting, and maybe an ominous, misty setting with the stormy skybox. Y'know that nightmarish bug pit scene from King Kong?
Listen to Goat, he's way ahead of me with this stuff. But if you do make different variations just try all the canvases for the best result. Just prefab a big chromabox with some foliage and other rocks, blocks, etc and just walk around it in every canvas. Just an idea.
I've already begun work since yesterday but I just did a quick run through using different light settings and filters, I'll post two separate pictures below for comparison. Keep in mind, it's heavily WIP, what you see in the picture is expected to be built up with cliffs and decorated with lots of details like lush vegetation, creature skeletons, waterfalls, and a nice, ominous mist surrounding the ground area. Personally, I prefer the second one as it gives off that dangerous, prehistoric, 'skull island' feel to it. Once I start adding all the awesome details, it should look less bland and flat. For first impressions, which version would you guys rather play on? --- Double Post Merged, Feb 26, 2017 --- I messed about with all the filters, and the one shown is enhanced. I preferred it over the crisp.
Yeah, I definitely might make this the map theme. I used to play that old King Kong game as a kid and with the new movie coming out I was getting nostalgic. The game itself gave me the idea for the mood that the map should have.
Here's some more progress on my map. Added in clouds, wind and fog for a gloom effect, and I also decided to have the map itself resemble a chasm entering inside a mountain.
I hope you're planning on building some structure out of something other than natural pieces. Maps that are entirely built of rocks and terrain are usually impossible to navigate because everything looks the same.
That's the plan. I'm just going through the long, boding phase of blocking in the map layout and setting up the environment. Was gonna have a lot of vegetation, waterfalls, bone yards and some sangheili-temple aspects to the map. I always make sure everything looks right before I start going wild with the aesthetics.
I remember when Multi was trying to tell me that the Overwatch competitive scene would die... Poor baby, stuck in your little box of understanding known as console gaming.
Well, that doesn't really apply to what I was talking about. You're right that even in a game as shallow as Halo 5, the top teams keep going because of the money. However, Halo 5's competitive community (the community outside of the top 8 teams or so) is absolutely dead. Overwatch, on the other hand, has just reached 20 million registered players, and the entire game is one big competitive experience.