So...that habit that @A 3 Legged Goat has had in the past of constantly reworking maps because he's unhappy with the design. I have that problem with the visuals on my maps. I spend a decent amount of time working on something, decide I don't like it, and then go a different direction starting from scratch. It's really annoying, and I feel like I'm wasting time, which is the main reason why I keep trying to find other people to do the visuals on my maps. Anyway, I've found a color scheme for The Gallows that I'm fairly happy with, consisting primarily of brown, white, and green. I'll post some screenshots, but it would be fabulous if someone could take a couple of minutes to walk through the map and share your thoughts on the color scheme (Do the colors look okay together? What other colors may be good additions to spice it up a bit?) This is probably the area I struggle with the most, and I'm concerned I'm going to invest a lot of time adding details, only to decide I hate the color scheme and start over again. Just be aware that I haven't even begun lighting the map yet. The existing lights are only there to make sure I can see what I'm doing. There's also very little visual detail. That will change. Just as one example, all of the walkways that are the grimey brown/black will be detailed the same way as the top walkway once I've totally settled on the color scheme. The map has also been re-scaled, with minor design changes to better support 2v2 play, so any comments regarding scaling and design are certainly welcome also. Download Link
Not true at all. Some of the classes have gone from OP to downright game breaking, and Bungie nerfs based almost entirely on data and k/d charts and not on actual relationships to other classes.
I was only around for the sunbreaker absurdity, idk about any others, but I will take your word for it. I guess what I was trying to say is that classes don't really have any kind of synergy/balancing properties between them so it's hardly what I would call class based game where everyone has a niche to fill like Overwatch.
My point is that even in Destiny players spawn with what they want and have a good amount of individual power off spawn. You have all your weapons and all you need is ammo. You have your super that really doesn't take anytime to charge. Players are able to play to there strengths in a much simpler way than a typical sandbox shooter where everything is pick up based. Resource management is handled in a much different way because it is map dependent and though some weapons will always have a lot of strength they might not be featured on the map and geometry can make other things have a higher priority. I get what you were trying to say. I didn't explain what I was saying very well.
unlike you i cant design layouts, but all of my ideas are still too ambitious for forge. im either hitting the object limit, the framerate, the canvas glitches, or breaking the spawn engine. it is beyond frustrating at this point. and the worst part is theres nothing ican do but wait. there is no level editor that is as accesible as forge with a game that you can hop into and play on the maps instantly. if you want to learn unreal and spend twice as long making something that will mever get played, then cool.
Reflex editor has drop in drop out editing and can even be changed while players are testing it. The editor is probably more accessible than halo 5s forge. it's leagues better for building, the gameplay is much better and the developers care a lot more about the game. Designs aren't nearly as restricted due to gameplay mechanics. And if you know unreal, radiant, unity and have the knowledge to convert file types, you can use those to build more assets for your editor.
So im TRYING to do art since I am really satisfied with my 2v2 map Wanna do a ghost town kinda vibe Still early on Ill be creating new sightlines through some floors using the wood planks like the one picture
Should have an actual video out showcasing the health VFX within a couple of days, but in the meantime here's this: