What? The topic conversation is still exactly the same as it was. I've more than proven myself as a designer, but by your standards, a perspective on the subject can only be valid if you've built a 1v1 map. That's okay, I can work with that. Chunk has built multiple top notch 1v1 maps and agrees with me. Longshot has built multiple top notch 1v1 maps and agrees with me. Well then, That was pretty easy!
I know their not forgiving or easy. I learned a lot from the last 1v1 contest, I'm hoping this contest I'll finally make a 1v1 I'm more proud of.
For you maybe, but if other people with successful 1v1s think otherwise, then perhaps they are once you are good at making them. I don't think solving design problems is hard. I think making something exceptional and authentic is though.
He didn't agree with you. He just said it's difficult for non-forgers to forge. Maybe you should go back and read it. Clearly you could learn something. And about longshot, you said he "Didn't think about it" which only proves chunks point that someone that who understands forge could make a 1v1 map. He said nothing of be easy. You seem to be taking this to heart so let me spell it out for you. NO 1v1 map that truly is great was made with easy. Lots of work and thought were put behind them. Anything that takes time like that to create CANNOT be EASY.
Did I ever make the claim that a great 1v1 map was easy to make? I never said anything close. I said that 1v1 maps are easy to balance, and therefore creativity is the defining factor. Those are two very, very different claims and if you can't tell the difference then I don't know what to say. So yes, Chunk clearly agreed with me. I'm not sure what's going on with you, but you seem a little worked up. Is everything okay? (I'm not trying to be sarcastic)
Hey everyone! I recently just finished my first forge map on Halo 5, I would like some feedback on what I can improve on for the next time I attempt to make a forge map. I feel like it would be best played as hide and seek, but there's potential as an infection or slayer map. I started making a race map, but changed my mind and ended up with something totally different. Lol Forge map is called "Underwater Jungle" My gamertag is "taraaadactyl" (If this is the wrong thread to post this stuff, I apologize)
I don't enjoy repeating myself this many times. I'm gonna say it one last time, If you don't understand or take this criticism then I cant help you. Design is not easy. Building 1v1's isn't easy. Easy to balance means easy to build. Balance and imbalance are two sides to the same coin. Saying things are easy does two things. Says you know what your talking about (Not proven by any 1v1 of yours) and insults people who've put loads of time actually making a good map. It has been a long day, thanks for asking. That's why I don't enjoy a potential judge for a 1v1 contest saying it's easy to build these maps.
I think what xandrith is trying to say is that you can get away with a lot more. You only have to worry about one person opposed to all the other factors like breaking set ups and spawning on higher player count maps. The thought process is there still but you can get away with a lot more creative encounters on 1v1s due to the fact you don't have to worry about more players. I'm at work so **** typing more
You shouldn't project your own personal struggles onto other people. Every designer here is either self taught or learning from someone who is, and we do so at our own pace. But we face different challenges and approach them differently, and that's obviously going to lead to conflicting perspectives based on different experiences. Now i'll agree with you for a moment. I've heard some people say "designing BTB maps is easy, you just chuck **** everywhere" and then proceed to make horrendous BTB maps. Similarly, I've heard people say "designing BTB maps is really difficult" and then proceed to **** out great designs like it's nothing. Again, everyone is on a different level and faces challenges differently; there will be some things that come easier than other things to different people, and vice versa. I understand why you'd take issue with Xandrith as a judge saying those things, and you're free to express your disapproval of him being a judge if you feel that he lacks experience either designing or playing 1v1. But that doesn't automatically invalidate why he feels that way, and you haven't provided an example of what you think makes these sorts of maps objectively "not easy" to create. The fact that there aren't many 1v1 maps does not correlate with the difficulty of designing them. That's what I took it to mean, which is what I said some pages back. I think 1v1 will be easier for me to understand than 2v2 because I wont have to worry about 2 people locking down a spawn or team shooting you off of a path.
Looks spoopy! you think you could take some more pics? --- Double Post Merged, Aug 15, 2017 --- I made another version of the new map already, someone stop me
I agree that statement is concerning coming from a judge. Fun factor, which is entirely subjective, and creativity, which is based on what maps they've experienced.
Before we go any further on contest details like this, let me Preface by saying there will be systems in place to curb opinions. They could be anything from a rubric decided on by the community, to the trello board showing the judging process. My point is that everyone should be focusing on what they want out of this experience and how best to achieve it. What has worked before? What hasn't?