Made a map in UT99 of my old IT office. I even imported the tile floor and a couple pictures into the map. Nothing like having a match with your coworkers and killing each other in your office during business hours.
For what it's worth, I'm more or less in this situation right now and I have practically no programming experience outside of some basic HTML / CSS / JS. I've casually forged on and off since Halo 3 with my only real success being a riff on a Destruction Derby-type thing on the cliffside of Rat's Nest, but I tried getting familiar with Halo 5's forging suite since it's a little more elaborate. I had made a few work-in-progress iterations of a larger map called Nightingale a while back, but eventually just went "**** it" because I might as well start independent gamedev at that point. I started learning UE4 last summer and I do everything entirely in Blueprint scripting. It's probably worth noting on top of blueprint scripting I have experience with graphic design and sound design / music production, so I'm handling pretty much everything by myself at this point. Some examples of various stuff in-engine: (note everything is still WIP / proof-of-concept at this point) - HUD Randomizer - mainly for scripted / Cinematic™ story mode purposes - Killer Instinct (2013)-style dynamic pause menu music - Player vitality model VFX - energy shielding, etc. - Something actually relevant to Halo: widescreen-letterboxed "chapter title" events! - Reticle bloom, physically-based pickup weapons and Combat Evolved-style "picked up 30 X for Y" notifications My ultimate goal is making a basic and extremely accessible class-based arena shooter with a faster pace. It's kind of Haloverwatch, in some respects - everyone starts out with the same weapons and equipment, but every class has "perks" that only affect their specific on-map "patron weapons", meaning you essentially have to earn the benefits of your class. There are 8 patronized weapons and 8 classes, and you can carry 3 weapons (two standard and one "superweapon" - think Destiny's heavy weapon slot, but they don't have any class bonuses), meaning each class has a unique combination of weapon perks. The perk is unique to the weapon, not the class, meaning the hologram rifle's patron perk might make the holograms violently explode on expiry, but it'll be consistent in that way for both classes that have the hologram rifle as a patron weapon. Likewise, any class can pick up the hologram rifle, but only the two relevant ones will get the patron bonus.
You don't know what an arena shooter is then Being slower doesn't make it focus on teamwork, it just removes the ability to make individual plays. You lose one aspect and don't gain anything in return. Which is why I said fast base movement speed is just better game design flat out
Quake is internationaly aclammied for its competive 1v1 and counter strike it's competive team play.... Hmmmm. One has extremely fast movement while the other slower more methodical play. Wait cld that mean faster movement isnt alwa... nahhhhhh. Must just be a coincidence
@AceOfSpades I'd be down to work on a game with a lot of you. Most of you are far more creative than many AAA developers.
There's nothing wrong with team work or a game that promotes it. There IS something wrong with a game where you HAVE to rely on your teammates because you're incapable of doing anything on your own. At least in an even starts shooter. You should be able to do both and be given the opportunities to do both. Don't really know what that's supposed to be getting at. Csgo is team focused because you die in a fraction of a second so you need to have people sit there and watch every imaginable line of sight. It's also very possible to be individually successful in that game BECAUSE the kill times are so short. If that was a knock on the popularity discrepancy between the two it's because Quake hasn't gotten a proper reboot in years, as well as the fact that csgo is a million times more accessible. Yeah no it doesn't. Hate to be the guy to constantly bring up CE but it pretty much nailed everything. You are more individually powerful in CE than in any other Halo. You've got an extremely skill based, long range utility weapon that kills in .6 seconds and 4 frags of every spawn that flush rooms. Just about every weapon in the sandbox is lethal. It's ALSO the most team focused rewarding Halo. You could be the greatest player ever but if you're teammate sucks and constantly gives you bad spawns then you're gonna have a bad time. Only game I've ever seen where a tremendous player might go -20 and it'll completely be his teammates fault and not his own. There's unimaginably more room for team work and communication in any game of CE doubles than any other console game next to Shadowrun. That doesn't mean you have to both sit there shooting the same guy like a dumbass (pretty much every Halo, 2 and onwards), you CAN team shot but it's not necessary. Team work goes beyond that, finishing your partners kill. Giving them a good spawn, nading a weapon to them, killing yourself or blocking a spawn to give your teammate a random. These are all things you do in CE that make it a beautiful team game. You just don't have to sit there like a jackass and go "shoot s3 shoot s3!" Like every lockout/guardian match because you're too slow and weak to do anything on your own. So again. Removing the ability to make individual plays doesn't magically grant more of a focus on team play. This isn't a scale where you lose one so you gain the other. You can absolutely lose a lot of both. Welcome to game design kiddo.
@MultiLockOn I was getting at the fact that "fast base movement speed is NOT flat out better game design" It all depends on context. Faster or slower movement speed can be a negative or a positive depending on what the developers gameplay and map design goals are for said game. Dealing in terms of black and white is silly considering there are soooo many oh factors to account for. Id be willing to wager if CSGO had 5x it's base movement speed, it would take a huge hit in it's player base. However, maybe a 2x increase could be a positive. I'd also be willing to wager if quake had 5x slower movement it wouldn't be as popular as it was and if it had 5x faster movement speed then it already did, it also wouldn't be as popular a it was. Finding a sweet spot in base player movement is and always will be essential for good game/map design.