What Are You Working On?

Discussion in 'Halo and Forge Discussion' started by ForgeHub, Jul 12, 2013.

  1. WeedCough

    WeedCough Legendary
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    Wow. Thanks man, this is all solid work. I will for sure talk to chunk and get some of these changes into the final build. I see what you mean by not having the various lights bleed into each other. Spawns/gameplay stuff I didn't touch, it's Chunk's map I just did the art/lighting.

    I'm going to hit you up in a pm about another map I'm working on that I could really use some lighting help. It's pretty open (hang em' high influenced) and has natural lighting right now but doesn't look great. I've thought of chroma boxing but I dunno. I need some direction, if you're down to give me a few pointers :)
     
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  2. MultiLockOn

    MultiLockOn Ancient
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    Course man, just lemme know
     
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  3. PharmaGangsta1

    PharmaGangsta1 Dr. Deathpit
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    All in favor to change this thread's title to "What's Multi Working On?" because that's what the past 10 pages minus a handful of posts have been.

    Who gives a flying French **** what a teleporter looks like if you can tell it's a teleporter and it works as a teleporter?

    Atrium/room maps end up as a tic-tac-toe grid or some variation of the squares within it almost every single time.

    Rocket League is the best game on the market as of right now. If you disagree I apologize for the head trauma you experienced as a child (I can say that because I had my own).

    Most people on this site, including myself, make cool-ish looking maps that really don't deserve gameplay discussion because at the end of the day the players suck and will blame the map and/or teammates no matter how good it/they is/are.
     
    #10723 PharmaGangsta1, Mar 24, 2017
    Last edited: Mar 24, 2017
  4. K a n t a l o p e

    K a n t a l o p e Promethean
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    RELEASE YOUR DAMN MAP, MULTI! I WANT A REAL REASON TO GET BACK ON H5!
     
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  5. Goat

    Goat Rock Paper Scissors Scrap
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    This is the most I've seen multi give a damn haha don't ruin it.
     
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  6. MultiLockOn

    MultiLockOn Ancient
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  7. Chronmeister

    Chronmeister Blockhead
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  8. a Chunk

    a Chunk Blockout Artist
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    ahaha. That's what happens when I literally lay down all my spawns in like 5 minutes, lol.



    Regarding the discussion on original/interesting designs, I guess I have an entirely different mindset than most of you. I enjoy 2 base, 2 tower maps. I don't think that type of design is boring at all. There are good and bad maps in every style. If I could only play one Halo map forever, it would be Midship, no question.

    There's literally not any particular style of map that I find boring. All of them can be enjoyable. I tend to focus more on how a map plays than on how interesting the design or design style is. You could say that 2 base, 2 tower maps are boring. I find 'interesting and innovative designs' that aren't fun to play boring. If it doesn't play good, then it's a bad design. I've seen so many cool designs that play like **** that they're a dime a dozen to me in the same way that 2 base, 2 tower maps are for other people.



    On the contest maps, I liked Heads Up a lot. There were about 7 or 8 maps I would've been happy with in the top 3. Heads Up was one of them. Personally, my primary problem with the map was the Blue tele. It was abused heavily, and made for some really silly (in a bad way) gameplay at times. Had it been a 1-way tele, I think I would've enjoyed it more.
    Smokestack was good. I liked it. It probably deserved to be in the Top 10 based on gameplay. I didn't think it was a Top 5 map though. The scaling was just a bit off to me.

    Multi, I think you're really underestimating how much playing the maps with radar vs no radar impacts how they play. We tested the maps exclusively without radar. Pace of play wasn't a problem on any of the Top 10 maps.
     
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  9. MultiLockOn

    MultiLockOn Ancient
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    Radar wouldn't change a single ounce of how bad some of the top maps were. Especially with how loud walking is in H5 with a headset you have a permanent radar. I can camp my ass off on any number of Hangar and Hazards infinite corners.

    The scaling on Smokestack wasn't anywhere near as bad as the lines of sight on Hangar, even if they were slight over scaling isn't nearly as bad as actual design flaws.

    It also seems like you constantly define maps as either interesting, or good. I'm saying it needs to be both. If someone is going to make a boring map they better be damn sure it plays flawlessly, otherwise why is it even there. Hangar was not only the most primitive generic design I've ever seen but it played slow as balls. Purple Reign had a clear destination in the high tower even apk admit that. Hazard is the biggest camp fest in smg room. The only reason i can ever understand someone designing something as primitive as a 2 base 2 tower, or 3x3 like purple reign is if they're not confident enough to actually try their own design. But all the unoriginal maps in the contest were not only boring but broken. That's ****ing unacceptable and an insult to any forger who actually tried to make something new in the doubles contest.

    If I'm to take you and the results of that contest at face value, I'm going to build a midship clone for the next 4v4 contest here and i expect to win. Okay?
     
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  10. a Chunk

    a Chunk Blockout Artist
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    It depends. I feel like you're once again blowing the originality aspect out of proportion. It isn't the single factor that determines whether a map is good or bad. It's one of many factors. Gameplay trumps both originality and appearance every time, but that doesn't mean originality isn't important. If it had the best combination of gameplay, appearance, and originality, then yes I would vote for it to win. If it was literally a Midship clone, then no it wouldn't win, regardless of how well it plays.


    I don't believe that 'good' and 'interesting' are opposites, or incompatible even. I use them in that context to demonstrate the exact point you're making, only in the opposite direction... boring design≠bad design.
     
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  11. MultiLockOn

    MultiLockOn Ancient
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    Boring doesn't equate to bad, but boring DOES mean that it isn't a novel design. Why would I not win with a midship clone? Because it doesn't actually show any design skill, am I right? Someone doesn't deserve to win on a design that's already proven.

    So why would a map like Hangar win several hundred dollars? That's so insulting to anyone who actually tried to make something for that contest to lose to that.
     
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  12. xzamplez

    xzamplez Ancient
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    Okay? I can tell what kind of map it is, but that doesn't mean I can tell how it will play. "Porous room based map with rotational flow" means nothing. That mentality is why I said Multi doesn't understand why Angst was well-received. Chill out fits that description, and I love it. Riptide also fits that description, and I don't like it. The style of map alone isn't enough to discern whether or not the design will play well.

    They all Could be slowed to a halt, but Heads Up basically encouraged it. The two way teleporter exacerbated the problem further.
     
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  13. Dunco

    Dunco Troll Whisperer
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    You guys are bickering over 2v2 maps when the real travesty is Cesspool was cheated out of the infection contest for all that garbage in MM right now

    #MIGA
     
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  14. xzamplez

    xzamplez Ancient
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    I'm like "Aerowalk, hello?". Lol it's only one of the most popular community maps ever made.

    EDIT: @MultiLockOn Hazard won because the panel selected it. You need to stop crying about the money. Start your own contest with a cash prize, hand the money to Given, Xandrith, and Goat, and call it a day. You say you don't care about the contest, yet you're still talking about it.
     
    #10734 xzamplez, Mar 24, 2017
    Last edited: Mar 24, 2017
  15. MultiLockOn

    MultiLockOn Ancient
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    How in the **** was a two causing camping on Heads Up an issue but the actual moment to moment gameplay of Hazard and Hangar not. Literally every moment on both of those maps is nothing but crouch walking.
     
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  16. xzamplez

    xzamplez Ancient
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    I'm not going to sit here and explain every little detail of the process to you. There were maps selected that some of us weren't in favor of, and there was some not selected that we were in favor of. Let's leave it at that.
     
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  17. a Chunk

    a Chunk Blockout Artist
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    When you say clone, I'm not entirely sure what you mean, which is why I said it depends. If you mean that it's literally Midship, then the reason it wouldn't win is because you didn't design it. That doesn't mean it isn't possible to have a Midship inspired design that's original enough to win. For some perspective, I'd consider Truth a Midship clone, but I wouldn't consider Regret a Midship clone.
     
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  18. Goat

    Goat Rock Paper Scissors Scrap
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    Chillout is not porous, but the teleporters offset how campy it would otherwise be. If you removed all the portals on the map - and even if you replaced them with hard routes - it would play like aids. The difference between the two is that you can't camp on a porous map.

    Riptide isn't porous either. In fact, the problems with that map are that it's overscaled and oversegmented. Come on now.

    If you can't tell how a map will play just by looking at it, it's either a really weird map or you aren't looking hard enough. I admit I don't look hard enough at other people's maps unless they ask me about specific areas, but it's usually obvious what's going to happen.
     
    #10738 Goat, Mar 24, 2017
    Last edited: Mar 24, 2017
  19. MultiLockOn

    MultiLockOn Ancient
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    This is what happens when you have immature close minded people in charge of things. I think everyone has seen everything they've needed to from you.
     
  20. K a n t a l o p e

    K a n t a l o p e Promethean
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    I think I'm gonna go get some ice cream from Braum's. Anyone want some?
     
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