http://xboxclips.com/QWERBURBURBUL/a8609549-08ed-4bae-a15f-bc274dbc4413/embed Tried listening to @Xandrith about the pathing down to bottom, red side bottom still seems underpowered though. I like hammer room, too much Swiss though? If anyone wants to run a test tonight I'll be on. Let's see who's got the biggest dock (Yay jokes)
0:13 lower the doorway to where you cant see the top of the stairs 0:15 I would personally make that a wall 0:33 I would make that a wall 1:22 started to get confused, is there other ways to get there? The map looks pretty segmented it is really cool though 0:47 my favorite
Sweet, I'm glad it's not just me. Those walls are a good choice, I agree. The place you got confused at there are 3 ways to get in: top bridge, mid bridge window, and the door near outside red. I don't want to add another set of stairs, but also that bottom curve underneath that tower needs something more. What do you think about some pillars that wrap around the curve that go I I I I I I And @47 do you mean the skulls or the middle part in general or?
I just like the bridge that goes across, the area just looks fun to be in. I dont know what you mean by that
Gotcha, well the skull decals are just visual markers for me so I didn't know if you thought they were permanent lol. But yeah that top bridge is repeated underneath it, revealing the basement below. That might help with the segmented feel you're getting iono
I've started a new design - hopefully something I can bite off and chew in Halo 5 Forge. It's a dense medieval village in an autumnal valley, with lanterns hanging between houses and roofs players can jump on. These concepts illustrate the general vibe Or I could scrap the valley theme and do something more shoreside like this
This seriously works, assuming you have a critical enough eye. It's what helped me transition from making maps that were total ****, to making maps that were mediocre. The project that transformed me stretched on for 9 months. It was the only thing I worked on during that entire span of time, and I spent a LOT of time in forge during that stretch. I think I reforged that map like 17 times, each time starting completely from scratch, and evolving the design based upon the things I didn't like from the previous version/s. Some of the versions were an improvement on the previous one, and others weren't. I didn't care though. This is where I learned not to become too attached to anything I built, which I think is invaluable as a level designer. It's also the point at which I refused to settle for 'okay'. I became a harsher critic of my own work than anyone else could ever possibly be. I nitpicked everything. I spent more time testing my map than I did building it. When I say testing, I'm not referring to playtesting (I didn't know anyone in the forge community at that point, and couldn't get anyone to play my maps). Testing meant that I would walk, jump, strafe, and shoot on every inch of the map, checking every line of sight from every possible direction. I think 4 of my reforges were to rescale the entire map because I'd realize a line of sight was too long or too wide, or that the vertical distance between levels was too far. Anyway...it doesn't really matter, I'm just reminiscing. I highly recommend that anyone that's seriously interested in progressing as a forger pick a project, stick with it, and invest a crapload of time into it. If you find anything wrong with it, don't give up on it, don't drop it and move on to something else. Just keep grinding at it until you really feel like you've pushed it as far as you possibly can (even if it's still ****, which it probably will be). And I definitely agree with starting with a relatively simple design. Learning to forge isn't much different than learning to cook, play an instrument, or really learn to do anything at all. You need to spend countless hours mastering the basics. There are no shortcuts.
I forgot how good Rainbowsix Siege is. Classes are fairly balanced, level design stays interesting with destroyable geometry, games have variety with multiple objective location possibilities per mode, and truly intense methodical team-oriented gameplay. It really is one of the most unique shooters I've played in a long time. @Qrrbrbirbel You don't come off as anything other than a guy that likes to forge and is eager to improve.