What Are You Working On?

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

  1. K a n t a l o p e

    K a n t a l o p e Promethean
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    qrrby likes this.
  2. Nitro

    Nitro Guilty Spark

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    which server is this?
     
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  3. LargerFiend

    LargerFiend Legendary
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    Finally finished my artistic endeavor: Torini

    Unplayable due to severe frame rate issues on the Xbox and the lack of spawns set up. This was only built because I wanted to test my creativity with halo 5's limited forge. No framerate issues on pc, that is what I recommend you use if you would like to check it out.

    This project took months of on-off work to complete. I have probably spent a total of 60 hours in this map designing it. (only architecture, not gameplay related) It was no speed forge, just a project I would work on for an hour or two every few days.

    The name Torini comes from Santorini, my main inspiration for this build. Obviously I took some artistic liberties of my own, and so it isn’t truly representative of the architecture you would see in Santorini.

    Forgehub page: https://www.forgehub.com/maps/torini.5369/

    Pictures:
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    Notes:
    - The first thing on this map I designed was the circular fountain area, the second was stairs you see in the first picture. I had to find a way to connect the two of them which resulted in the awkward shape of the building.

    - The light map is only 68%, despite the fact that I used around 1560 pieces. I went around the map and disabled lighting on every object so see if it had any weird lighting glitches. (Being too dark/light)

    - For some reason effects don't work 50% of the time. If you don't see any water effects in the fountain, like in the 4th screenshot, then just exit out of the map and go back in. Its a small detail but it matters.

    - Floor details are extremely important.

    - Keep the color palate diverse but consistent. You don’t want anything to be to out of the ordinary, but you also need to make the aesthetic interesting while blending together naturally.

    - Lighting can be disabled on around 60% of your pieces. It’s worth going through each item and disabling it when necessary so the lighting improves in more important areas.

    --------------------------------------------------------------------

    feedback is welcome!

    any spot you don't particularly like? Ideas for improvements?

    Edit: Can someone check to see if the download link works? I always manage to **** that part up.
     
    #14143 LargerFiend, Jun 24, 2017
    Last edited: Jun 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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    Philosophies of Gaming, the one I started up. Schnitzel's on there ;)
     
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  5. Given To Fly

    Given To Fly MP Level Designer
    343 Industries

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    wrong.
     
  6. qrrby

    qrrby Waggly piece of flesh
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    It's hard to tell from the pics, but the cars don't seem to make much sense as I can't see any roads. That being said, Italian roads can get pretty slim and non road looking so I might have to head into forge depending on your response.

    Also: 1560 PIECES ARE YOU A MADMAN?!
     
  7. Xandrith

    Xandrith Promethean
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  8. Box Knows

    Box Knows Mythic
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    Lol
     
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  9. LargerFiend

    LargerFiend Legendary
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    I threw those cars in mainly to fill some empty spaces. I agree they dont really match the aesthetic very well.

    My 2 grifball maps both have 1600 objects lol I like to push my limits. I am proud of the fact neither of those have any framerate issues :cool:
     
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  10. SaltyKoala

    SaltyKoala Ancient
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    Awesome.

    I know this is an unpopular opinion and nobody's going to agree with it or like it because people want Halo to still play like Halo. They don't want to rethink the way the game could be played at a fundamental level. So they design maps in a manner, for old Halo gamemodes, that let's them still feel like there playing Halo in a game that so clearly isn't Halo.

    It's not like I blame anyone for that, it's what you get when a developer takes a game and changes it on a fundamental level thus alienating the player base and targeting another type of player that is already playing a different game.

    Carry on designing Halo maps for a game that isn't Halo.
     
    #14150 SaltyKoala, Jun 24, 2017
    Last edited: Jun 24, 2017
  11. Xandrith

    Xandrith Promethean
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    Nobody likes you.
     
    #14151 Xandrith, Jun 24, 2017
    Last edited: Jun 24, 2017
    no god anywhere and MultiLockOn like this.
  12. Given To Fly

    Given To Fly MP Level Designer
    343 Industries

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    [​IMG]
     
  13. qrrby

    qrrby Waggly piece of flesh
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  14. Goat

    Goat Rock Paper Scissors Scrap
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    Slayer is a **** gametype in a game with no gun skill, an overpowered weapon sandbox and ridiculous player escapability. But 343 had the brilliant idea to remove all 1 sided objective gamemodes from Halo, so all we're left playing is Slayer, Strongholds Slayer 2.0 and Capture the ThrusterPack.
     
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  15. SaltyKoala

    SaltyKoala Ancient
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    Xandrith. What
    Yes, me and my stupidity that played an important role in 2 out of your 3 released maps. The stupidity is strong with me.

    I think people would rather just disagree with someone instead of exercising their minds to figure out why someone has the thought processes they do, but whatever.
     
  16. Goat

    Goat Rock Paper Scissors Scrap
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    mfw I'm working on a map with spiders on it
    mfw I'm researching spiders
    mfw the other day i had a dream about a spider, woke up and thought i saw a spider on my blanket
    mfw i casually look over and see the spider on the floor

    [​IMG]
     
  17. Preacher001

    Preacher001 Forerunner
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    1999 called, it's got a bone to pick with you
     
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  18. Given To Fly

    Given To Fly MP Level Designer
    343 Industries

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    I'm just kidding lol but really though. H5 is still fundamentally Halo. Just because the mechanics are worse doesn't mean it's a 100% different styled game. Your design philosophy should still be the same, and goals shouldn't be different. The only real difference is how the players move throughout the level, which in turn makes the designing different, but overall making maps in H5 is the same intent for making maps in previous games. But worse.

    Obviously I believe that if maps can't translate to the next title it's bunk, but you should still be designing Halo maps for H5. You make it sound like H5 is equivalent to battlefield or cod in terms of design goals and that couldn't be further from the truth.
     
  19. MrGreenWithAGun

    MrGreenWithAGun Forerunner
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    This is a fundamental issue people are still in denial over. But I would tend to agree with your position fully just because we are talking about 343 who hates halo.
     
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  20. MrGreenWithAGun

    MrGreenWithAGun Forerunner
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    Uh.. ya... my point proven.

    Damn fly you are smarter than that. Drop your cognitive dissonance already.

    Sprint alone prevents it from playing like halo.
     

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