I started a new map last weekend. I still have a lot of artwork to do, but those 16x16s go a long way.
Okay that looks pretty good but you should cut down on the 16x16's. The green ones look especially bad. You should try throwing in some stone and just different kinds of detail. It gets more and more repetitive the longer I look at it.
Greetings Humaaans I aam an ALIAAN moooveee. Do you want to waatch me? I come in peace! Unlass you get the coalectors addition than I come in two Pieces! ALIAN!
Managed to get a really cool atmosphere going in the shadowed side of the map. (fog is off) I plan on kinda making this all look like its deteriorating more and add foliage but i want to finish with the architecture more before i do that stuff. I'm kinda worried about the issues you guys say barrens has before i get ahead of myself. I haven't experienced any problems as of 1050 object count.
Just in case anyone's interested: I'm looking for someone to art this map. Career is already doing art for the map. The reason I'm asking others is because chances are that the map will be unplayable when he's done. So, if anyone is interested in shared credit, and helping a brother out: hit me up.
I think a lot of people would benefit from a discussion about how to build something unique. Pretty much all of us started out as copy cats. Some people stay at that stage and are content. Some move on to build stuff that is more 'inspired by'. Others move on then to build something that's truly unique, that's not inspired directly by something else they've seen, something that's really outside the box. When this evolution takes place, it's always the result of a change in thinking. It's rare that anyone ever talks about what actually changes; how the way you think about design changes, how priorities change. What types of understanding/learning have to happen to facilitate this evolution? That's the kind of topic that I would personally find interesting. To be honest though, it's probably not a good first episode, lol. Should probably start with something more basic, and move on to something like this later on.
The only people even interested in a forge podcast are gonna be sweaties I feel like lol shouldn't really make a difference, don't you think?
I started the opposite way; my designs were truly unique, but unruly and awkward and so went simpler and simpler until people stopped yelling about where they were in the map. My best and worst example of such is a map I designed with fighting inside a giant "mother" engineer from ODST. You got a unique and refreshing layout coupled with narrow pathing and automatic weapon hell (symptoms of the beginning forger's hurdle)
I agree with @a Chunk to some extent, that the first episode should be more approachable. But, @MultiLockOn is probably right that the topic alone appeals to a very small group of people. And those people are probably all past the basic elements of level design. Either way, I'm all for the idea. I have been with every ambitious forge series I've heard proposed over the years. Unfortunately, people stop creating content quickly. Hopefully you can keep it going, if you decide to follow through with it.
To be honest, I just want to hear people talk about stuff like that. I don't really care how many people are interested as long as I am. I like the subject hinted at by the moderator who's name I'll never say correctly too.