What Are You Working On?

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

  1. cluckinho

    cluckinho Well Known
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    Wow that really does sound like a dream job. The whole bit about the art team creating assets for a theme that you pitch seems really awesome.

    Congrats, I'm quite jealous. Very cool. Can't wait til next year to see what you've cooked up, I'm sure it'll be some amazing stuff.
     
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  2. icyhotspartin

    icyhotspartin Legendary

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    All play and no work makes johnny a dull boy
    All work and no play makes johnny a dull boy
    All work that is play makes johnny an excellent person if and only if the activity is virtuous and excellent
     
  3. Goat

    Goat Rock Paper Scissors Scrap
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    Every time you say this I'm tempted to apply, but now hearing how small the selection process was makes it slightly more "realistic" so to speak. I don't think anyone else here can brute force their way through such a vigorous screening. Maybe people who know at least play the game they're applying for lol.

    The sooner you concede that 343 ****ed up your lighting when they updated Parallax, the sooner this year long Oblivion feud can end.

    As for Haven, that map had potential to be a solid Halo map. The lift system is a cool design for its center and there are some nice sightlines and jumps on the map. I also think it's one of 343's only good Forerunner artups.

    But Haven was a map that
    1. Couldn't play CTF, so it had no business being symmetric
    2. Couldn't play Doubles because it was oversegmented
    3. Didn't have much depth, so it wasn't a very interesting map to watch or play

    It just happened to be the only decent map at launch and one of the two decent symmetric maps in the game. I think it's fair to say many people enjoyed it and still say criticize its design. I really enjoyed it in Ricochet and it has a good shape. It just needs better pathing and sightline management.

    I think if I were to redesign the map, I'd have the lifts shoot you to the open ramp, turn the back base ramps into L shapes that had some overlap with the top hallway (so basically combine the ramp and the drop down) and then put the flags were the current lifts are and give them a sightline to the other side. I'd also raise top mid to open up a sightline from mohawk into bottom mid. All of these changes will make the map more aggressive and more porous.
     
    #14483 Goat, Jul 1, 2017
    Last edited: Jul 1, 2017
  4. Goat

    Goat Rock Paper Scissors Scrap
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    If you enjoy where you work, it wont feel like a job.
     
  5. xzamplez

    xzamplez Ancient
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    @MultiLockOn Seen it before.

    Saying something is objective isn't a cop-out. Refusing to acknowledge subjectivity is your excuse for acting like your opinions hold more weight. It's how you express your thoughts that's the problem.

    I enjoy things about Overgrowth. Which is, again, my point. By you saying it's a **** map, you're essentially saying anyone who has a differing opinion is wrong. Believe it or not, how you choose your words matters.

    Lighting absolutely is subjective. But, it's better to be brighter with lighting, if you're goal is not to alienate certain players.
     
  6. MultiLockOn

    MultiLockOn Ancient
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    Overgrowth is a **** map and anyone who has a differing opinion is wrong. I'm not playing this game with you.
     
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  7. MultiLockOn

    MultiLockOn Ancient
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    I'm gonna give you a fair response xzamples.

    I brought up a map that many people consider to be one of, if not THE worst map in Halo history. It doesn't play competitively well, it isn't popular among casuals, and it doesn't support any game type in the game well enough to be put on the circuit. It's a string of hallways with no creative elements to the map in any way.

    Your response to this was "yah there's still some cool things about overgrowth". If you stare at literally any map hard enough I'm sure you could finally SOMETHING to like. But if you're not even willing to call what is possibly the worst map in Halo history by nearly every OBJECTIVE measure I can think of, then HOW could any map ever be bad? And to build on that, if you're not willing to call something bad then you have no place to be claiming something is good. You have no place to ever defend any of your maps, criticize anyone else's, and mostly importantly ; JUDGE A COMPETITIVE 2V2 MAP CONTEST.

    Everyone here has seen Malta completely fall apart in matchmaking (a flaw you should've caught for the record) and take every shitty aspect of Lockout and magnify them. You still say you won't call the map bad.

    All you're doing is claiming some ridiculous moral high ground to try to play this ridiculous nice guy card where "Every map is value! Every map is good in some way! All opinions are equal! " Guess what man, that's not true. Warholic tried playing that same card with that fiasco of a 4v4 judging that people were involved in. There were some 11 people on the panel and only some 3 of them actually built core competitive maps. So guess what, WyvernZus opinion on a core map IS NOT worth as much as Givens was. My opinion on a race track isn't worth ****. Martian straight up told War that he doesn't think his vote should be worth as much as mine.

    And there's nothing wrong with that, it mirrors nearly every political system in the world since very few things actually work on popular vote; see electrical college. No one has a problem with that, and I'm sure new forgers would be happy to fall to the judgement of designers that have been going at it for a decade. I'm not interested in playing this ridiculous game with you where you try to ostracize my opinions of myself and other people.

    I am very confident in my level design knowledge. That doesn't mean I don't listen to other people, but that also doesn't mean I value some peoples opinions more than mine. And again, that's how it should be. And frankly the more I interact with you the less I care for your opinion. You come and start **** and then post something saying how we should all be equal and nice and mature. It's ridiculous, and until you actually start taking some hard stances on somethings then I'll continue to find your opinions irrelevant.
     
  8. MultiLockOn

    MultiLockOn Ancient
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    Also youre massive **** to xandrith when the dude is more willing to learn and more open minded than forger on this forum. He's just fed up with your bullshit in the same way I am, and it makes me mad that treat someone like that just because they share a lot of my opinions
     
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  9. qrrby

    qrrby Waggly piece of flesh
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    Yall think it's private message time? This is becoming more "who are you working on becoming" than "what are you working on"
     
  10. MULLERTJE

    MULLERTJE ROGUE
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    When I see the amount of knowledge you guys have on map design and art it's so overwhelming. Brilliant.

    I should crush, burn and delete every map I ever posted and start over.
     
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  11. icyhotspartin

    icyhotspartin Legendary

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    Am I the only one who didn't remember overgrowth was in in Halo 5 and couldn't tell if it was a COD map or not based on the name?

    Also, I'll be on to test Anchor around 6pm PST if anyone wants to roast some toast; some guys joined my custom and called me a ****** last night - joke's on them because the way I remember it, they were the faggots. Moral is don't be a ******, faggots.

    *Edit*

    Now I'll never be able to run for office. Looks like I'm the ******, now.
     
    #14491 icyhotspartin, Jul 1, 2017
    Last edited: Jul 1, 2017
  12. xzamplez

    xzamplez Ancient
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    I guess I have a hard time calling maps bad, because I see what they can be as opposed to what they are. I also don't like to make such black-and-white statements. Something that clearly differentiates us.

    I have genuinely had fun on Overgrowth at times. I like fighting in constricted areas, and the way the center opens up and connects to the perimeter. I know it's an unpopular opinion, but it's mine regardless.

    You can continue to find my opinion irrelevant. I don't pretend to know everything, and I know my preferences. So, to have such confidence in a clearly biased perspective is vain.
     
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  13. Goat

    Goat Rock Paper Scissors Scrap
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    I used to be more receptive of opposing opinions until I started playing Destiny competitively. It became impossible to hold discussion on the game because most people hadn't experienced the game at a high level, and were dismissing criticisms that I had seen at the top percentile. Eventually, those experiences bled into the general population and I was vindicated, but the cycle simply repeated. The last post i made on Reddit was "Destiny 2's Crucible looks unbalanced" and everyone told me that I was "what's wrong with the community" for prejudging footage. It was as if my experience playing Destiny - or any game for that matter - was completely irrelevant, when anybody who thought critically could observe the footage and see issues with it. Lo and behold, I heard those things confirmed from people who played the game, and if the pre-E3 build is what they put in the Beta this month, I'll be watching for the upteenth time as the Destiny community eats crow.

    Of course, there are people who will play it and feel the exact opposite, but I wont dismiss them outright for it without knowing their reasoning and their experience. Both of those are important before deciding whether someone is "wrong" or not.

    As for who has the authority to say that, well you do. EVERYTHING IN GAME DESIGN IS SUBJECTIVE. There is no Game God that decreed a list of commandments that people must adhere to. But through countless games, countless experiences and countless instances of problem solving, we have established enough common principles to hold other things to. I appreciate nuance in artistic variety and experimentation is what drives innovation forward; however, I think it's disingenuous to say there is nothing by which to compare other things to. There has to be a threshold that must not be fallen under, otherwise design becomes too ambiguous to move forward. It'd be like trying to build a sand castle without water to hold it together.
     
  14. MultiLockOn

    MultiLockOn Ancient
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    Hey man, I'm not judging peoples preferences. I'm judging the maps on their quality.

    How well does it play. How good does it look. And is it creative. That's all that matters to me. I had fun on Boarding Action, but I'm not pretending it's a good map.
     
  15. Goat

    Goat Rock Paper Scissors Scrap
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    I like Snowbound. I think it could have been good and I enjoy some things about it, like the way the bases go underground and you fight on their roof, and then players get in these battles out in the field. It had unique visuals and unique gameplay.

    But the map was bad. Most people will say it devolved into camping the bottom. The majority of the games favored that strategy and it didn't have many counters. Spawns sucked and there wasn't much cover in the field, so you couldn't really fight out there anyway. And yea, there were shield doors that people sat behind with shotguns and anxious fists.

    Perhaps Bungie intended for all of that, so if it was being judged solely on their intentions, maybe they would say the map was good enough for them. But maps made for other people have to be made to hold up under a variety of circumstances, and a map like Snowbound simply didn't make it very far. Its gameplay was one dimensional, exploitable, and repetitive, and I think most people would concur that these are negative traits.

    I'm sure someone will like the map because of - or in spite of - those things, because everyone has their preferences. But I think it's important to recognize why it simply didn't play well in Halo 3. If there are no measurements to gauge how a map plays or not, then what's the point of level design?
     
    #14495 Goat, Jul 1, 2017
    Last edited: Jul 1, 2017
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  16. xzamplez

    xzamplez Ancient
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    @A 3 Legged Goat I've always seen the ultimate goal of level design was to create an enjoyable play space.
     
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  17. MultiLockOn

    MultiLockOn Ancient
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    Sure. And a play space isn't enjoyable if it doesn't fulfill many aspects. Balance being one of them, the need to move. Being flexible in counters. And rewarding of the most admirable playstyles, which honestly usually means aggression. Saltys Port 66 and Overgrowth might do a lot of things right but as long as they're scaled to suit the AR in nearly every engagement and bolster 90 degree corners everywhere then they will ALWAYS be frustrating to play. Because the AR isn't the most admirable weapon, the pistol is. No one hates maps that put the pistol front and center.
     
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  18. MultiLockOn

    MultiLockOn Ancient
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    And to extend on that, that statement is the same reason I've given your maps and solos maps do much slack. And what I'm about to say is not out of spite, or anger or disdain, but rather just to convey a point. Many of solos maps might be balanced just fine, they'll have counters for every spot, perhaps even flexible; but they're so uninteresting to me which defeats the end purpose of level design. To provide a fun experience. And this extends to what I've said about your maps in the past as well. I'm sure they play just fine, but if I can't simply LOOK at a map for a minute and be intrigued then you lost me. Is there something particularly cool about the physical way you move about Angst? Is there unique and intricate pathing that takes turns you wouldn't expect? Are there sightlines on no ceilings that people can use creatively to feel like they're looking through a key hole? Do you ever just get lost in the environment, do you FEEL excited playing the map.

    I'm gonna pick on Hangar for a second. Even IF the map didn't play horribly slow to a crawl, and had viable and different strategies other than "push forward in a line", is there anything fun or unique about the map? Because it might be one of the most boring things I've ever seen.

    Which is why I've gone on record before saying I almost believe creativity is more important than design skill. And before we go any further - no. A map that is creative but plays poorly is worthless, flat out. But design skill and balancing can be taught and learned. Creativity not so much, it's very hard for people to match the intricate los on High Guard or the structure of Storm Peaks. The twisty nature of Oblivion, and THAT is where value is. A map that is not only supremely balanced, but ultimately fresh and creative.

    And I've always said IMPRESS ME. I want SO BADLY to see sick maps that push boundaries and do new things but so many people are close minded and don't even try it. I told solo the same thing; to have design skill and just settle with generic designs is a crime. Seriously, if you have the skill to make a proper map than use it to push boundaries and create something new. And that goes for you too. Hell, I just made a mother ****ing key map. SOMEONE TOP IT WITH SOMETHING CRAZY. That's all I've ever wanted.
     
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  19. Goat

    Goat Rock Paper Scissors Scrap
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    Plenty of people dislike cross map pistol engagements and prefer close ranges or longer ranges. I don't like cross mapping in this game because hitscan combat isn't fun, which is why most of my maps don't have many horizontal sightlines or flat spaces.
     
  20. MultiLockOn

    MultiLockOn Ancient
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    More to do with the pistols shitty zoom and low damage. The principle of getting killed with the pistol is fine, there's not a less annoying weapon to be killed by in H5 because it's the most difficult weapon to use. The opposite is true of the AR.
     
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