Man, I'm trying not to get back into this. Don't you understand that? I'm making an effort not to start anything with anyone, and I'm still being targeted. I posted a design I've had for a while, and if anyone had feedback 'on the layout', I'd be glad to hear it. Criticizing my library of maps isn't feedback on that layout.
Destiny needed clamber because being physicsed off of jumps and sliding off the map was stupid. Is the beta live for eary access already or is this from a video?
Your criticism isn't constructive. That's why I am becoming defensive. You aren't providing feedback on the layout, you are criticizing my preferences. The only map I have on this game that isn't a remake is No Ceilings. So, your judgment is even more silly when you think about it. Remake an older map of yours, so I can tell you how much you haven't grown as a designer. Seems fair, right? --- Double Post Merged, Jul 14, 2017 --- Unless you can give specific feedback on how to improve the layout, it is useless. Goat, your maps all play similar because they have natural terrain. Is that useful feedback? It's just as sensible as what you're saying to me.
Being physicsed off the map is cool and no it's from a video --- Double Post Merged, Jul 14, 2017 --- Your maps all play the same because they are the same set of encounters. The substance used (terrain or blocks) has almost nothing to do with any of this.
How about 4-story height differences and teleporter a that launch you into the air in an off-kilter, single-objective map? Help: I wanted a side-v-side that was also a square that was also a tower that was also a vertical push map and I want to know what to get rid of (always overload my maps for first draft) and what to change
Is "all the transformers movies are the same" not valid criticism of the movies? If all my maps had similar structure, flow or repetitve shapes, i would consider that useful feedback. Why would i want to make the same map over and over? Why would you want to go on one map, play it, and then go on a completely different map and play it the exact same way? There's no depth or variety there, and I also believe the absence of such is valid criticism. My criticism for Hubris is just that - your macro shape is repetitive. I haven't seen a Forge version obviously, but I dont see the point of offering micro feedback when I feel like the macro needs work. I didnt know Hubris was a remake, so you can elect to ignore that feedback if your intention is only to remake it. But of course, if you spend most of your time doing just that, you aren't going anywhere but sideways, which is why i dont do remakes. If you want to improve an older design, my feedback would be to make sure it's not the same as every other map you've made.
I've been hoping to get some time to comment on the recent topics of discussion in here more extensively, but it doesn't look like that's going to happen anytime soon, so... Almost every forger has similarities that carry over to most of their maps. Preferences generally don't change much over time, and they influence how we design, build, light, etc. There can be value in building drastically different styles of maps. There can be value in building similarly styled maps. One provides an opportunity to learn on a macro level, and another on the micro level. There's definitely bleed through though; it's not that cut and dry. For XZampleZ' sake, I'll point out that paying attention to the minute details of a thing is generally a sign of intelligence. Saying that all of his maps are the same is akin to saying the Sniper is the same in every Halo game. Well...yeah, it is. BUT, it's also different. From a wider view it's the same weapon. As you look at the details of how it functions though, there are great differences. This discussion can be oversimplified in both directions. Finally, I like any post that clearly communicates a point of view while also being respectful, even if I disagree with the point of view.
These Walls and Worthy are remakes. Hubris isn't. You have said before that you aren't good at understanding my graph sketches, and it became apparent with your criticism of it.
@a Chunk i said his map has paths on exterior walls, ramps that go up one level, an isolated under side that flanks or provides segmentation, teleporters that take you out of one room and into another to diminish stagnation, and a wall dividing the map into an average of 4 rooms. I think that is valid criicism because the map is going to play very similar to every other map that does that. I dont think those elements inherently cause similairty obviously, but what i see of the layout after he explained his method communicates that to me. If there are deathpits or other unique elements to offset that, i cant tell from his top down, nor has he attempted to say how the map differs from those two. And the fact that it isnt a remake is all the more reason why my crticism isnt "useless" in the absence of such distinctions. I dont believe the micro details on this design would be significant enough to make it play differently, and therefore i hold that opinion. And let's not pretend that a weapon designed to function one way is the same as a map. I expect a sniper to kill players in one hheadshot, and i expect it to be hard to use, with that difficulty fluctuating ad the game dictates. I dont expect every weapon in the sandbox to be a marginally different sniper rifle. Thus, I don't expect to look at a mapper's library and play each map similarly, especially when they have historically been against things that would offset that.
thinking outside of the box... anyone create a map of only invisible blockers? It could have walls that block players, and only some that block bullets, so you never know whether you an kill the players you see or not. Those walls and proj blockers could even move around via scripts. is it just crazy enough to be worth trying?
Arguing via messages triggers me everytime, it's so senseless. I don't get how you guys can still hold on to it. Mad respect!
Still working on chronicling forgers and their skills. Take a look at the newest episode of Chronmeister's work. Cheers!
It's funny you mention 4 forerunner maps, which have always been bungies abstraction theme. Some themes are super flexible, and forerunner has always been that for bungie. It's mysterious and abstract in nature and work well with maps that have abstract geometry. I agree that a theme "limits" what sort of geometry would make sense on a layout, but those limitaion aren't inherently negative.