Yeah I just like how it looks good from the outside. Most forge maps have outer walls and if you fly outside of those walls it looks terrible. This was what I was sort of going for a million years ago with that aerowalk styled map that sucked.
I was being a ****, sorry. Do you honestly want to improve as a forger, or are you doing this for casual fun? If you actually want to improve, its gonna be work and a lot of it. To often do I see forgers looking for other people to help them grow, but the truth is YOU have to take the mantle of responsibility upon yourself to grow. If just casual fun forging with low time investment is all your after, stay on your track and enjoy what your enjoying. IF you truly want to get better, Id be more then happy to offer a few suggestions that might help you. Here's a couple 1. Choose a singular project and invest some serious hours into it. Reforge it twice, three times even. With each reforge try to beat yourself and you will see an improvement and learn a lot. 2. Try using some concept art that is very doable with this forge, and try your best to photo reference it to create a copy of a scene. That concept art you posted is awesome, I just think that's biting off more then you can chew. Start small and go big. If you go big too quick, your gonna choke, and that's not gonna help your growth as a forger at all.
That's a good point. Making a map that looks good from the outside is a fun challenge. Maybe i'll try something with that in mind. In other news, i'm at 1212 objects on Once Upon A Time and it feels like i have 800 objects left. Somebody just finish this map for me lol
I wish i'd made the update visible last night - that's essentially what I did, though I kept the wacky jumping elements over there to incentivize some risky play (replaced sentinel beam with rockets for balancing - "bad" design, but I don't care) the main issue is that I don't know if I even want to keep it like that - I kinda want to dig around the back of the waterfall and put a route there to the tree side coming up from the broken 'grate'
That being said, I designed the map with the intention of making it deliberately uncomfortable for the player. I don't want anybody to stand still, and if they do stand still, everyone knows where they are and it becomes TOO easy to counter (and therefore an untenable strategy). Camping is disincentivized because there are no campable weapons available and there are simply too many places you can be seen from - and if you think an area is campable, then you are in for a rough awakening. Note that there is no easy way from the most powerful weapon to the 'most powerful' perch up by the waterfall, and if anyone kills you from up there, there is no confusion as to where they're hiding - it is an easy area to sneak up on, and an even more difficult one to defend, given the only ways out are (1) forward into the center of the map or (2) along a perilous pathway that you'll get trapped on or fall off of if you aren't careful. Not to mention, there isn't any weapon that spawns up there that would draw any extra movement, meaning that if you're going up there, you're either really good with your magnum (only really useful for mid-long range up there), or you have already made the effort to grab a rifle elsewhere on the map, which required some motion out into the no-man's land and (with the coming update) will have forced you to fight over the weapon you picked up, giving the other player(s) enough time to counter your pickup by taking that position themselves and fighting you off. As far as clambering and jumping go, these are part of Halo (especially jumping), and I want to incorporate them in a way that actually makes the player think about using them intelligently and being situationally aware, rather than spamming the dodge button - including a 'skill' area and the long walkway/bridge force anyone using those paths to move in ways that aren't natural to the player and require a little more thought and deliberation before attempting. So, maybe dropping the weird area would ruin the map's effect - if I try and make it more grounded, or go with the back/under route idea, then I may end up with something a bit too normal, and maybe even more campable. The last thing I want to do is come up with a slightly more vertical bastard child of Isolation and Guardian where 'uncomfort' doesn't mean 'think about the enemy's location' but rather 'I hope no one falls on me with a shotgun/assassination/melee as I pass this corner'
I try to read up on design philosophy from time to time, and have a couple of those concept art copies, but like I said a week back or so, I'm at a point where I do need the assistance you mentioned. Notice Goat vehemently expressing how "dog" the whole idea of making this map in h5, but he's still offering suggestions on how it could improve (even if the improvement is from bad to meh). THAT'S the ticket right there man, and one of the keys that can unlock an average forger's desire to better themselves. I was really only upset that I saw the constructive side so soon ago with Ursa (which Imo is way more hot garbage than the layout in question) only to have an infinitely more promising premise with this seaside map. I'm always for possibilities, so if you have some words of wisdom for me, know that I'll always take them. I apologize if I come off as a forge know it all, but trust that I know that is far from the truth. If I'm excited about an idea, I get puppy syndrome and can very easily ignore or miss the shortcomings of a concept. That, however, won't ever mean that I'm trying to overhype something. I'm trying to get minds of all shapes and sizes to weigh in on these ideas of mine, and literally forge myself into a better forger lol. JUST KEEP THE LOVE ALIVE MAN IF YOU OUT I'LL SPOT YOU SOME DANK **** BRUH
@Qrrbrbirbel What I would recommend doing is trying to get outside your comfort zone in general with forging. Find a nice piece of concept art that can translate to forge. The map I am currently working on has an area ripped straight from a piece of concept art. Im putting this area and applying it to another part of a map that I never thought would see fruition. Im sure you can tell what area was taken from the concept art but anyways, really push yourself in terms of what you think you cant do. That statue took me literally 2 1/2 hours and I still dont really like it. Its just how forge is. I like to look at concept art and try and visualize what forge pieces can make up parts of the concept art. Object knowledge is a super important part in becoming a better forger in my opinion. Just knowing all the objects can really help you make things look better and more efficient.
this is the map where i told you to group it, flip it upside down, and connect it. Like from inception That was dope as **** --- Double Post Merged, Aug 2, 2017 --- woah squally posted a new map
Squallys map is a reskin of a very old design of his that I remember playtesting. It used to have the sandtrap aesthetic lol
Earth Machine has been completely rescaled and I am in the process of trying to make it look as good as I can. Still have a **** ton of pieces so I can add pretty much anything if anyone has some ideas.