I've been designing a map around this principle for a while, but good luck doing it in Halo 5 with its shitty canvases.
Imma try to script that rope cage to swing up to the top bridge, and another to lift up to a window on the opposite tower. --- Double Post Merged, Aug 2, 2017 --- Lul you could always work on it WITH me. Besides I'm almost done with the layout and I'm only at 166 pieces so eat a bag of goatlegs
Damn, great minds think alike... I was just working on a map using that pic as a starting point lol I couldnt get it to work and I have another idea I want to try so its a dead project for me now. Im sure you or someone else could make a great map with that.
http://xboxclips.com/QWERBURBURBUL/67eeed10-3d68-43b4-a46d-b41ae59d7f3d/embed Here's what I have so far. The 2 diamond shaped platforms will have a crane that lifts you up (shown in video) from the bottom of the map to the top. I'm thinking 2v2
Yeah on first glance you think it'd be an easy look to pull off given we have stone texture and the wooden pallets to work with. Then once you lay it all out you realize how repetitive and bland the thing will look. Plus, yeah have fun putting that thing on tidal and creating a believable skybox
I would make (some of) the water traverse-able. That way you could actually use that left-most under area from the screen you posted. Here's what I would try: A grid or something underneath the water surface, just high enough to keep you from dying, even if crouched. (cool trick - you can add a slow death zone there too, so when you crouch you get a countdown if you want to avoid people crouching there too long) A grid might look funny, so try an invis blocker, which might also look weird considering there doesn't appear to be anything holding you up - maybe a large floor piece or something that is very lightly colored to look like sand? Buoys to mark where the drop off begins Soft kill zones at edge of drop offs (for warning) Fog will help add to the asthetic of under areas IMO
Yeah.... -Tacky lighting -Overlapping blocks are still just blocks -That door looks like it was ripped straight from a clan kids map -Boring, repetitive stone texture (like I mentioned would be an issue for the other design) -That upper doorway I will give you credit for trying something interesting but still looks ugly as **** I don't doubt your ability to make a good layout for a map but your aesthetic game is weak and until you can actually make something that's impressive maybe you should refrain from throwing shade my way.
I tried posting this last night but it wouldn't work. This is a mechanic I wanna incorporate into a new map. The center pendulum is multi-tiered and can be used to travel both horizontally and vertically depending on how the player engages it. http://xboxdvr.com/gamer/Ascend Hyperion/video/34683688 Bonus wiggle chains http://i.imgur.com/qrgr0GC.gif
Now look at it. I never really played Arcanum besides a walkthrough when it was new so I'm not sure. This might be (bigger?)
I like the wiggle chains lol. You need to teach me how you get things to rotate so damn smoothly like in your last map. That **** is good.
@CaptainDireWolf Haha @Ryouji Gunblade is the mastermind behind the movement on Perpertuance. If you wanna see how it works just go underneath the map below the spinning rings. As for this one, it's just a simple hinge at the top of the pendulum. The pendulum starts at 15 degrees and just moves on it's own momentum. The arc is constrained by two opposite facing grav volumes
@Qrrbrbirbel Oddly reminiscent of my original Sketch map (not Presets but the OG) Same idea of having 4 levels with two main buildings connected by a sky bridge with ways down to the bottom and a cannon up and around on one side, only at the correct scale that I didn't do properly, pathing is nearly identical, minus the stacked stairs See image for reference would you be open to, say, making a forge lovechild?