I wasn't saying anyone was calling me dumb (though it came off like that), I just like sharing my weaknesses with other people and saw a good opportunity with the weird conversation
A "good map" can be defined as a map that has no obvious flaws or exploits, like setups that are hard to break, spawns that are easy to abuse, geometry that is too disorienting to navigate, and sightlines that are too powerful. Those qualities may be interpreted subjectively based on the way an individual prioritizes them, but I think we can all agree those are standard things to look for in a design. As dog as Halo 5 is, making a map play well in this game isn't that hard - even if you’re building for a very specific playstyle that you enjoy. So if you're still having trouble and throwing weapons and powerups at the problem to fix it, you might want to rethink your approach. Now, what IS hard is making a map play the way you want it to with thematic gameplay and proper composition. Because sometimes the solution to a gameplay problem will completely mess up your composition, while other times the themeatic gameplay is not quite coming together. Thematic gameplay simply means that "I feel like I am moving around this environment the way I would if it was real". It's a higher level of design sense that separates the good maps from the great maps. I think it is commonly confused with "art theme" where making a good box and throwing an art skin over it is usually serviceable. But thematic gameplay goes further than that; it beckons you to create memorable set pieces and compose them in a way that is artistically interesting to look at. It's the difference between an airport terminal that's "realistic" and an airport terminal that is "fun" to play around, with memorable things like unique escalator fights, a partially flooded foodcourt, a cafe with access to rafters, and maybe even an airplane you can go into. That's the real challenge, and I think very few people are willing or able to push themselves to accomplish this....and I mean worldwide. The overwhelming majority of PvP maps that I've experienced just feel like ramps and tubes with art on them. It's literally the extent of the design for most of Halo's maps, especially 343's. I can't believe we had an argument about Riptide being anything but trash because it looks and feels like nothing. Imagine how much cooler it would be if you were in a submarine or a ship that was beached. Or imagine how a map like Guardian would feel if you were fighting in a forest, and not just a bunch of rooms and walkways with a forest backdrop. Personally, I want to move into this untapped potential. I think I am guilty of getting attached to composition and thematic gameplay, ending up with a bad design, and then thinking I am a bad designer as a result. But I'm at the point where balancing a map is second nature; the trick is figuring out that cohesion between the thematic gameplay and artistic composition. There are certain things the map has to have to convey everything it needs to, and sometimes a perfectly good design just isn't enough. Sometimes it needs 99 "good design failures" before finding the 1 "great design success" that feels like what it is meant to be. And it takes a long time to figure out which is which and what belongs where. Fortunately, I have figured out how to arrange things now, so it is only a matter of trial and error.
Ahahahaha c'mon brother that's one room of the entire map. Basically players will navigate between rooms, balconeys, purgulas, rooftop patios, etc. I mean it's still gunna be somewhat of a square but **** it. I'm actually thinking of bringing the layout into Forge.
Calm the **** down we're practically tricking people into testing for the future. It's bound to be interesting, though.
A "good sewer" can be defined as a cesspool that has no obvious flaws or exploits, like setups that are hard to break, floodgates that are easy to abuse, geometry that is too disgusting to navigate, and septic lines that are too powerful. Those qualities may be interpreted subjectively based on the way an individual prioritizes them, but I think we can all agree those are standard things to look for in a sewer. As dog as current sewage management is, making a sewer play well in this world isn't that hard - even if you’re building for a very specific poop-style that you enjoy. So if you're still having trouble and throwing pipes and water at the problem to fix it, you might want to rethink your approach. Now, what IS hard is making a cesspool play the way you want it to with thematic poop-play and proper composition. Because sometimes the solution to a poop-play problem will completely mess up your composition, while other times the thematic poop-play is not quite coming together. Thematic poop-play simply means that "I feel like I am shitting around this environment the way I would if it was real". It's a higher level of sewer design sense that separates the good septic systems from the great ones. I think it is commonly confused with "sewer theme" where making a good sewer and throwing an art skin over it is usually serviceable. But thematic excrement management goes further than that; it beckons you to create memorable set pieces and compose them in a way that is artistically interesting to look at. It's the difference between an airport restroom that's "realistic" and an airport restroom that is "fun" to play around, with memorable things like unique toilet fights, a partially flooded bathroom stall, a cafe with access to sewage pipes, and maybe even an airplane bathroom you can poop in. That's the real challenge, and I think very few people are willing or able to push themselves to accomplish this....and I mean worldwide. The overwhelming majority of PvP maps (poop vessel personalization) that I've experienced just feel like tanks and tubes with **** on them. It's literally the extent of the sewer design for most of todays world. I can't believe we had an argument about Port-a-pottys being anything but trash because they look and feel like nothing. Imagine how much cooler it would be if you were in a submarine lavatory or a ship that was beached. Or imagine how a map like Guardian would feel if you were shitting in a forest, and not just a bunch of rooms and walkways with a forest backdrop. Personally, I want to move into this untapped potential. I think I am guilty of getting attached to composition and thematic poop-play, ending up with a bad septic design, and then thinking I am a bad septic designer as a result. But I'm at the point where balancing a toilet is second nature; the trick is figuring out that cohesion between the thematic poop-play and artistic composition. There are certain things the cesspool has to have to convey everything it needs to, and sometimes a perfectly good hole in the ground just isn't enough. Sometimes it needs 99 "good sewer failures" before finding the 1 "great sewer success" that feels like what it is meant to be. And it takes a long time to figure out which is which and what belongs where. Fortunately, I have figured out how to arrange my defecation now, so it is only a matter of trial and error.
There is always something that smells sort of like a sewer, but there is absolutely nothing in New Jersey, Venice, or even Bangkok that represents even 25% of the stench I have on my next sewer.
https://www.forgehub.com/maps/boulevard.6718/ I threw everything I've learned out the window to make this, and I only barely finished it (with some unpolished patches