You should try to 'lure' people with kickass screenshots. I don't think many guys here will bookmark a random link. You can even make your own thread about a WIP. There's tons of feedback available on this site if you know where to look. Check the weekly update for all the lobbies you can join or let them test your map.
I definitely will, thanks for the tip - I've only spent like 2 hours total trying to figure this place out, and have begun to realize just how unprepared I am with regards to luring. I got no screens, no good links... only thing I have is a layout for the Chapel map (attached, for kicks), which doesn't really do the thing justice. http://imgur.com/a/BPsOO
They're all yours if you want them. The two I listed are the only ones I really feel are worth anything in their current state. The others need major adjustments that I don't really have any interest in doing myself. I'm more than happy to pass them on to you though. We can discuss via PM so we don't derail this thread (as if that's possible, lol).
No problem. They will test blockouts too if you're not started with the art. Just weapons and proper spawning and you're good to go. And they all stream so even if you can't join the test you can just watch it live or later.
Welcome to the site. It's always cool seeing long time forgers come out of the woodwork. The advice the others gave is great. For starters though, can you give us some basic information about the maps. What kind of gametypes and player counts are they for? What type of designs are they? I see that Chapel is a smallish symmetrical map. What about the others?
Thanks dude - yeah, Chapel is a small, but deep one, originally designed for Breakout. Both teams come from the same direction, but may be suited for Extinction if I give it a touch-up visually and with additional spawns this week. The one from my first post (ever!) is an arena-style map, sort of in the vein of Midship, Assembly, and Warlock - symmetrical with 4 quadrants that are all essentially identical, though there are differences on an offset symmetry, as well as some neat visual elements (that need work for performance reasons). The third one is a larger, symmetrical (weapons and basic elements) asymmetrical (geometry, art, flow) map, suitable for all objectives, though only the flags and the original team spawns are set up - it takes cues from Burial Mounds, as well as from the temple at the end of Apocalypse Now. Both 'bases' are divided by a kind of no-man's-land, though it is possible to scoot through it due to some cover. They all need a ton of polishing, but the basics are all there (except extra spawns and objective points).
Regarding my ammo system: ammo sources are currently divided into magazines, batteries, and a spooky third type called Lumens. Magazines have a "front-load" mechanic where if you press Reload while your clip is full, it'll do a reload animation and extend the clip out, sort of like Halo 2 having random campaign weapons with extended ammo capacity, but in your actual active clip, not your ammo reserves. Batteries don't have that ability, but there's an "active reload" sort of thing on overheats, with the difference that there can be more than one input required, and more powerful weapons have more complicated prompts. Lumens have an active clip and can overheat (overheating may or may not exhaust the entire clip, depending on the weapon), but they reload the active clip over time (usually one round every 3 seconds) and they also share properties like clip size and heat capacity for every Lumen-based weapon you have on you. For example, if you have a Lumen AR with a clip size of 16 and a relatively high heat capacity, and you also have a Lumen rocket launcher with a clip size of 2 that overheats rapidly, you can essentially keep the AR on you to extend the rocket launcher's clip size out to 9 and allow it to fire more rounds before overheating. come at me scrublord i'm ripped
I agree chapel should be an exterm map. Also make the glass more noticeable like a gray 50. I didnt get a link for the second one? Your bigger map is cool but it needs more break up in the middle. Everything can look at the bottom middle of the map. Add hills to break up sightlines and help players traverse the middle of the map. Like this picture shows how players can push up to use cover and force the players to move up to see them otherwise they are allowing them to get access to another side of the map. Well thats not the best example but whatever
It's an FPS, the easiest way to explain it is probably Haloverwatch. Basically, everyone starts with the same equipment and can wield any weapon (Halo), but there are eight characters / classes (OW). Every class has two small perks / passive abilities: one shared with a neighbor class, and one exclusive. The main 8 on-map power weapons have the ability to be "patron weapons", which means they grant a bonus property in the hands of either of their two patron users. The bonus property is tied to the weapon, not the class, meaning it's consistent regardless of which patron is wielding it. Every class has a unique pair of patron weapons, so even though two classes share a patron weapon, they may play radically differently. For example, one class might get a remote-detonation rocket launcher and grenade launcher as their patron weapons, making them more of a dedicated explosives / denial-of-area class, while another might get the same rocket launcher and a Light Rifle / Scattershot hybrid as their patron weapons, making them more of a dedicated anti-camping unit.
"It is encouraged that any engaging discussion that starts to form around a specific topic to be posted in its own thread." So at what point does this get enforced like it was for judging discussion and the great ad hominem war of 2017?
"It is encouraged that any engaging discussion that starts to form around a specific topic to be posted in its own thread" I must have missed the part of that sentence where it says "excluding if the discussion is about upcoming projects"
I agree that it's up for debate since it's not forge related, but it seems to fall within the bounds of what's acceptable according to the original post, which states: This thread is meant as a place to discuss the following: -upcoming projects -design concepts and philosophy -Forge-related questions -testing sessions for your current map(s) -occasional off-topic An argument could definitely be made that it falls under the umbrella of 'upcoming projects', but 'design concepts and philosophy' is probably a more appropriate way of categorizing it.
At any rate, I'm not here to post daily updates on Medal of Honor: Wahrerfighter, I just happen to be developing a Halo-esque FPS in UE4 blueprint scripting as well, so I was posting something relative to that.
**** also the second one is this https://www.halowaypoint.com/en-us/...tspartin_aa1cfe46-73dd-4848-a435-c4702f6c8a1e
Okay here's an update to my key map. The wall in the background is blocking a super rough version of the layout, but the map is starting to change as I build the pretty version, which I don't think is a bad thing. What I have so far is actually pretty object-friendly, so I'm hoping that I can have at least this much detail throughout the whole map. Textures and overlays are incredibly helpful.