I don't know what to be surprised about more; the fact that Dempy tried to sneak something, or that his map is in Multi's top 3
Well a guy who claims that level design is completely subjective just called me pretentious for judging subjectively, and then made fun of me for not finishing a map lately... okay then ahahahaha My original post was more than fair. I'm not a judge, and I was simply voicing my distaste for the bar that has been set. If this were my competition, I'd probably cut the prizes in half or something. This is all really disappointing, but none of it is worth starting a flame war. I've learned my lesson.
I have a feeling the low quality of the maps was moreso due to a lack of testing than anything else. I know I barely tested my map, not at all extremely, and it has shown because there's an awful spawn trap. It's unfortunate that Halo 5's spawning system is so juvenile, but such is life. Also these are probably the first 1v1 maps most of us have made for this game, maybe ever for some people. Having forged 1v1s in other games I can definitely say this is the most difficult because of the dumbass spawn system and how loud player movement is. It's annoying that you have to work around these things instead of being able to design the map how you'd really like. I've definitely learned a few lessons from my submission, and now have a better understanding of what to avoid in a 1v1 map in this game, but I doubt I'll make another 1v1 for Halo 5 because of the dumb mechanics that you have to work around.
When you want to say something but you don't want to deal with the flame. Basically, people are ****ing retarded. Which I think is their goal anyways.
Also, I finished Stranger Things 2 so I'll hopefully have more time to work on my ski resort map. I've got the bare bones of the design layed out, just gotta figure out how exactly I want players to be able to move around certain parts of the map.
It is a terrible 1v1 game in general. When I heard about the contest I through up in my mouth having already played Frank in 1v1's a bit and learning it has nothing going for it in that area unless you are willing to play the game I played in Halo 4 and what Xzamples is playing with right now. Which most people frown upon because it is a strange concept to people who look at this game in a more conventional way.
hurtless flame, also doesn't hurt butts, and does not get stronger when salt is poored on it https://www.forgehub.com/maps/hurtless-flame.5848/ http://xboxdvr.com/gamer/ExTerrestr1al/video/38481897
If season 1 was an A+ I'd give season 2 an A-. Still very very good overall, but the comparison speaks more to the quality of season 1 than season 2 being bad or anything. Every episode had me going "holy ****" at the end. **** gets intense.
If nothing else, I'm thankful for Halo 5's **** mechanics. It has shaped the way I think about problem solving in level design, and I don't think I would have made the breakthrough's I have if Halo 5 was a good game.
When people give compliments: LIKES!! When people give criticism: Torches. Two sides of the same coin. Xamples, I said that about trinket so that forgers will go back and look to see where I'm coming from. Trinket works and since it's not in the competition maybe it's gotten easily looked over by many in terms of design and plays.
It didn't win anything. It was my 3rd place pick, I haven't even received the other judge's lists yet. It could have possibly won money. Now, it won't. Unless he has an older unedited file from the 17th or whenever the deadline is. Sorry guys, didn't know judges weren't supposed to judge maps. You've all known I was going to be a judge, if you didn't want my opinions of your maps then you shouldn't have entered. You literally singed up for it. Stop crying. Make better maps. I'm tired of holding crouch against Xandrith I've literally changed my control scheme to toggle crouch because the maps are so campy. Your maps made me change my control scheme think about that
Despite the fact that I don't like judges complaining about **** maps, I'd like to see more attention given to maps before they're released. I firmly believe that 3 months should be a minimum time frame from a contest announcement to submission deadline. I'd also like to see a real focus on testing during this period. Every contest should be accompanied by testing lobbies. This is already somewhat in place with guys like @Ascend Hyperion @Max Extra @brusky0086 and others who provide a great service through their testing lobbies, but I think the community and the contests would benefit from contest specific testing lobbies that take place a minimum of three days per week, and provide ample opportunity for people to see how their maps play, receive feedback on them, and refine them accordingly. Beyond that, I think we as forgers need to commit to being as thorough as possible in testing our maps before releasing them. We truly all set our own quality bars, but I feel like as a community we've set the bar too low. We've been too accepting of cool looking maps with mediocre gameplay. We've tended towards complimenting appearance more than good design. And I get it, this is a forum and it's only natural for us to react to what we see, which is typically the art more than the layout. But still, we have so much room for growth as a community. We could be driving each other to improve in design and play-ability as much as we do in art, and we should. Going hand in hand with this, we would all be well served to be thicker skinned when receiving feedback from playtests. Overall, I'd like to see the forge community hold itself to a higher standard than it is currently. We can challenge and encourage each other to constantly improve, for the betterment of each of us, and for the community as a whole.