They do. I'm confident in my artistic ability and it's only gotten better in Forge as we've had more options available to us. I don't set out to make a map that doesn't play well. I imagine most people don't, but I may as well state it in case someone thought otherwise. I don't think design problems are difficult to solve at all, but getting the right gameplay to work with my vision for the map is why my designs are always challenged, and often left unsolved. What I am attempting is very difficult. Do you honestly think releasing a map is the benchmark by which a map becomes a teaching experience, or is it the process of designing, testing and solving problems where instruction lies? Do I learn absolutely nothing as an artist if I don't publish my work? I'm not the authority on level design. My understanding of design and the things I value are constantly growing and evolving, and I can say the same of many veteran designers I've interacted with. All I am offering by critiquing maps is an articulate perspective, and hopefully one that demonstrates - at the very least - a surface level understanding to the designer's intention. In the event that I misinterpret their vision or fail to offer a thorough explanation, I believe i'd swiftly correct myself. Because I get excited about what I've created, especially if it's not something I've seen in Forge. I like to think most people do, but obviously not everyone uses ForgeHub as a blog. Because 343 designed a **** game, barely gave Forge - the only relevant real time FPS editor and the only reason I still buy Halo - any resources, and has a rabid defense force nonthewiser who stand in the way of progress. So yea, **** them. That's fine. People are welcome to find me pretentious, off putting and depressing. There's an ignore button on the forum. I'd rather people exercise their right to curate their viewing experience than throw shade in place of offering opposing viewpoints. Perhaps I'll never break the cycle; maybe I'm doomed to despair and wallow on the cusp until I settle for less. Or maybe I just need to be more confident in my abilities and not be deterred by doubters and dissenters. Either way, it shall be an interesting day the next time I share a recent map in this thread.
Quick feedback because no battery Does look a bit flat, both color and gameplay wise Colors as well, it's missing a palette feel, hues and tones clash Will need to scoot thru more in depth
https://www.halowaypoint.com/en-us/...brbirbeI_33b675b6-84b3-489e-8ac5-2779eb2ec05c Alright, I think it's ready for art. Council, what say ye? Also @S0UL FLAME its playable for Slayer now too (I remembered!) with flag on the way tonight
A map that functions well using proven concepts and familiar encounters is not that challenging to create. Room based maps, two base two tower maps, side versus side maps, etc. all have tried and true gameplay experiences with problems that aren't that insense to solve, and gameplay that is easy for players to acclimate to. A map that uses proven concepts with unfamiliar encounters is more challenging to design and has a higher learning curve. These are maps with unconventional pathing or sightlines, and strategies that may require an adjustment to a person's playstyle to understand. A map that uses experimental concepts and unfamiliar encounters is incredibly challenging to design, and tends to have a high barrier for entry. These are the maps where execution can make or break an idea, and the way you design the map will determine whether a player is able to learn it intuitively or struggle to understand the interned experience. For me, I'm currently nestled somewhere in the upper middle quadrant, where I prefer to build maps that are still accessible, but at the same time offer different gameplay and unique environments to fight in. Spellbound is one of my few conventional maps, and after releasing that I decided that I would try to push myself to create more interesting encounters, more complex pathing, and more creative environments. There is a clear difference between the concepts I had from that time period and those that I have now because I changed my mindset. And I am doing that while enriching my knowledge of level design and simultaneously trying to meet my own art and design goals that are constantly at odds with the game's mechanics and its Forge engine. Frankly, I feel like people undersell how challenging that is.
That's fine, those are all good points that I don't disagree with. It is a little off putting when you do say i hate everything about this game, then the next second will blow our minds, and the next second you are retiring again but if you're ok with that then that's ok lol. You obviously do have skills and talents well beyond many of us here I'm just saying what I think Xzamples was getting at.
You'd get along with my wife cuz so is she. Wait actually you guys wouldn't get along in that case, or maybe you would love and hate each other at the same time or something. It wouldn't work out.
Alright, I usually don't do this, but I'm going to post a walkthrough. I haven't actually received feedback from anyone other than like 4 people total in the past year on any map, and It's probably healthy to change that. With that being said, please let me know what you guys think of the pathing and lines of sight as they stand. (there is next to no art and it's super sloppily blocked out) Here are some of the art pieces that inspired the theme to help get an idea for the atmosphere I'm going for. I also hope to implement some really unique angles and shapes everywhere that it makes sense, like that second picture. You can see that I've started to experiment with that sort of thing on the large towers a little bit in the walkthrough. I've also been experimenting with terrain in a similar way. Anyways, everyone please watch and give your honest thoughts. Thanks!
The teleporter looks too easy to bounce through being a 2 way. Although I can rewatch it over and over I need to be in game to try and offer and any help
I really like the Idea of a two-way (pretty much only because of Damnation), but it was initially a 1 way. If it becomes a problem in testing then I'll remove it.
Fugg that area you stared in with the little broken terrain path is WET Really like that area, the little drop downs underneath it, the claustrophobic flow of it Otherwise I think the higher lookout spots are a bit tough to challenge once arrived at, but the route up seems difficult And palm trees suck --- Double Post Merged, Aug 13, 2017 --- Yeah the central waterfall area is nifty too, with the overshoeld "hallway" Idk about the man cannon tower, seems campable
@Xandrith I didnt know you actually Forged! kek. But for real, pretty cool stuff so far. Three big things though. - Around 0:06, you're on a grass path that has a rock jutting out in it. I can tell that in game, that lil sucker is gonna mess with that jump over that gap - The really big block stairs are gonna be a pain in the ass to navigate. I'm assuming you're gonna smooth those out but just in case not, I advice against forcing players to jump and clamber just to use stairs - Some of the spaces look a touch tight and when approached with boost, spartan charge and hovers, they might constrain play a bit too much. Otherwise there are some neat sightlines and the tower effect the geometry has is cool. Also, player count?
I think the jump is a design choice, the stairs he will definitely smooth out, and I agree on the cool sight lines. Map has an awesome feel