It was the best shooter by far because it wasn't the same as everything else, has mad replay potential (if it weren't for my forge addiction) and doesn't have sprint - double jumps and armor pickups are cool and nifty and should be implemented in Forge somehow Obviously it's designed for PC but the console version has just enough oomph to show how great it could be, and how great the mechanics could be Hit detection is a bit wonky, but hey it's a proof of concept in my eyes
oops oops - guess it isn't searchable, i'll deal with that --- Double Post Merged, Aug 1, 2017 --- cant do it from my PC oh well - wait til later I guess
I added a tag to it (art:done) and there is no capital 'S', so maybe it is searchable now? the screenshot for it is the same as the one I posted above
Hey WAYWO crowd, I posted a separate thread for this but I've got some art ideas I wanna swing at and I need a quality layout to try it on. If yer willing to help a brother out, go here: https://www.forgehub.com/threads/looking-for-unwanted-blockouts.156608/ Thanks ya'll
@icyhotspartin i'm really not a fan of where you took the layout. the high ledge is ****ing muuuusive and i don't see a player going up there in halo 5 unless the whole length granted them +200 overshields. furthermore, the map is really sided whereas your initial sketch gave the impression that it was more triangular. i'm not sure how you want it to play at this point, but i see a lot of camping and not a lot of challenging, which is what the initial sketch felt like. i'll hop on it with you this week if i get a chance
Glorp I can't disagree with you - it's a kite based on feedback from the testing lobby regarding more of a 'jetty vs jetty' and a land route to replace the jumpy columns below while maintaining the original walkway layout idea I'll be making another pass at a basement cave path around back or under the jetty and another pass at focusing more on the tree side and getting rid of the 'cliff section' altogether
Ya the photo realism that we can get to in computer graphics is insane. I sometimes load high quality maps/sets in UE4 just so I can see how they get all that done. Its MEGA impressive and a **** ton of work