What Are You Working On?

Discussion in 'Halo and Forge Discussion' started by ForgeHub, Jul 12, 2013.

  1. icyhotspartin

    icyhotspartin Legendary

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    myesh
    also your lightmap is at 516%
    I didn't know you could get that high without melting your console

    ok so well done, then?
    gimme a few minutes to type something up 4 u
     
  2. MultiLockOn

    MultiLockOn Ancient
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    It's a little different in cod. When you die that fast and ADS guarantee you cant move and shoot traditional verticality is kind of hard, especially when you start thinking about the jump height and fall damage. You'd have to think of a way to frame encounters so that you're almost preaiming upwards/downwards in vertical sight lines for cod while not having to worry about other sightlines. Lot of aspect ratio work when it comes to cod.

    It's an arcade shooter, not an arena shooter. Lots of principles don't translate to 1, especially in a ww2 game based in realism. My issue with cod level design has more to do with how linear and generic it is, not so much the verticality.
     
  3. no god anywhere

    no god anywhere Forerunner
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  4. icyhotspartin

    icyhotspartin Legendary

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    always actually liked the movement in CoD, but the sanbox has always been utter bullshit IMHARUO
     
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  5. S0UL FLAME

    S0UL FLAME Mythic
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  6. qrrby

    qrrby Waggly piece of flesh
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  7. Goat

    Goat Rock Paper Scissors Scrap
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    I'd run out of pieces before I made a base.
     
  8. Goat

    Goat Rock Paper Scissors Scrap
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    It's a sad day for Halo when I'm switching out the Brute Plasma Rifle....for the Needler because it takes more skill to use.

    NEVERMIND NEEDLER WAS JUST AS BAD
     
    #17468 Goat, Aug 22, 2017
    Last edited: Aug 22, 2017
  9. Goat

    Goat Rock Paper Scissors Scrap
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    CHANDELIER FIGHTS ARE SO SWEATY



    STOP RUNNING LIKE A ***** @Sethiroth

     
  10. qrrby

    qrrby Waggly piece of flesh
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    If you could make a "forge workout" regimen, how would you organize it?

    For example:

    Symmetric room based - symmetric atrium, symmetric 2b 2t - asym room based - symmetric 3 lane - asym 2b - etc

    What established designs would you go through before reaching the "freeform" forge?
     
  11. Ryouji Gunblade

    Ryouji Gunblade Legendary

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    I did various symmetrical maps before I attempted an asymm. But do what you feel comfortable with first, then break out of it later.
     
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  12. LargerFiend

    LargerFiend Legendary
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    [​IMG]
    does anyone know how to remove these stupid default lense flares?
     
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  13. qrrby

    qrrby Waggly piece of flesh
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    But what about leg day bruh?
    --- Double Post Merged, Aug 22, 2017 ---
    What lights are they?
     
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  14. MULLERTJE

    MULLERTJE ROGUE
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    Change the lights. I have a map with those and they behave the exact same way.
     
  15. Goat

    Goat Rock Paper Scissors Scrap
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    I think you're overthinking it. If your question is "What do you need to be familiar with before you can Forge whatever you want", my answer would be make the opposite of what you made up till then. You don't have to graduate from one design to move onto the next. You just have to pick something that will challenge your abilities and stick with it until you feel as though you've learned all you can from problem solving. I'm not great at problem solving, but I always learn something from every project I start and stop.

    My first map in Reach was a remake of the gondola from the Halo 2 Quarantine Zone mission. After that I did a large symmetric BTB map based off of a concept art picture (it was ****) and another symmetric BTB map based off of one of the Forge pieces (it was also ****). I worked in symmetry because it was easy to design half of a map, and for a while, most of my maps in Reach were symmetric or inverse symmetric. But once I started working with Invasion, I was able to experiment with more one-sided designs and I became really interested in creating dynamic playspaces.

    And then Halo 4 happened. Invasion disappeared and I hated how the pieces looked except for the fact that I knew some tricks to make "Forerunner" look really good. So I spent most of my Halo 4 career trying to make symmetric forerunner arena maps. Most of them were just based off of a certain door shape or simple concept, like this one map I had based on the Halo CE map Dichotomy where the flags were very close to each other, but impossible to score without going on the outsides of the map. I just made cool concepts and based maps off of them.

    MCC I think made me go backwards. My geometry got more interesting, but I got stuck in the 30 degree symmetric formula and I couldn't break out of it. I wanted to make stuff that looked good without walls everywhere, and it held my designs back.

    And it's worth mentioning that most of these maps were 4v4-6v6 maps.

    I started Halo 5 the exact same way, building a 4v4 symmetric map. Yea I had some asym designs in the back of my mind, but they always had some sort of inverse flow to them. It wasn't until I made Spellbound and realized that my base was too big to be a base (which ended up being the entire middle atrium) that I attempted to try making an asym. And lo and behold, I found this change not only geometrical liberating, but creatively invigorating. I was no longer confined to a symmetric or inverse symmetric template, so I could design paths that had their own unique encounters and visuals. And designing for 2v2 let me focus on the bare minimum playspace and the predictable movement of two players. It was the revelation I needed to look at design from a different perspective, and I've only gone upward from there. Now instead of doing broad gestural paths, I look for ways to increase the surface area and get players to interact with other areas of the map from where they currently are.

    I've always loved creating themed maps and immersive playspaces, but stepping out of my comfort zone to try something more challenging is how I became a better designer than I was. If I tested my designs more frequently instead of spending most of my time obsessing over art, I'd probably be much better at problem solving too. The quickest route to success is to fail fast and learn from it.

    I suppose it's worth mentioning that yes, asymmetric maps will challenge you more than symmetric maps. Symmetric maps pose their own challenges, but you will learn far more from planning and perfecting an asym because its problems aren't evenly distributed or "fixed twice". Asyms used to intimidate me, and now I can't even think of symmetric maps anymore.

    These are the sage words from a Forger who has barely released any maps. Your grains of salt are appreciated.
     
    #17475 Goat, Aug 22, 2017
    Last edited: Aug 22, 2017
  16. LargerFiend

    LargerFiend Legendary
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    Sangheili insert A

    Damn these things blow
     
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  17. S0UL FLAME

    S0UL FLAME Mythic
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  18. Goat

    Goat Rock Paper Scissors Scrap
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    Word, we can play in the afternoon. I haven't played 2v2 on it but I really enjoy the encounters in 1v1s.

    I'll be on most of the day forging a cleaner version. I don't feel the need to make any layout changes yet aside from thickening up walls and adjusting sightlines, which is a good place to be.
     
  19. ExTerrestr1al

    ExTerrestr1al Promethean
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    duel means 1v1, mate :D as oppoased to "duals" which people misnomer from "duos"
     
  20. Goat

    Goat Rock Paper Scissors Scrap
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    I know that. I was implying that it's fun for 1v1s even though I designed it as a 2v2 map, which I haven't had a chance to try yet. It might end up needing changes for 2v2, but so far I think 1v1 has worked well. I'm not usually a fan of 1v1, but I enjoy the pacing and encounters on this map.
     
    #17480 Goat, Aug 22, 2017
    Last edited: Aug 22, 2017
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