What Are You Working On?

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

  1. Soldat Du Christ

    Soldat Du Christ Legendary
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    On your first point regarding the map flow, what you are experiencing is a primitive instinct. The desire to draw a straight line between you and your enemy at the first opportunity of contact. You have to think of the map more like a chess board. Visualize the layout 3 dimensionaly in your head, weight your options and coordinate with your teammate, it's that simple. Even without the key in play the map more than stands on it's own as a great 2v2 map because of it's very intentional double-L shape meant to encourage pinch plays. You have to experience the map at the highest level of play to appreciate all of critical thinking that went into it's design. Once you have deducted where the enemy is located you should then decide with your partner how you want to approach the context of the situation. It may not feel very good having to take a less clear path in order to set up for the next fight, and i will extend an olive branch and admit it feels worse than is should because the map is slightly over scaled.

    "trinket" floor piece? That's literally one vanilla object dude. That's like saying anyone who uses the same block i used to make the towers are using the "Bloodlet" block. I decided to keep the plasma effect from arcanum for the sake of continuity, which is important for such a niche custom pick up. I didn't use the same tele effect from oblivion, i used a blue flame. The chapel catwalk from oblivion i totally ripped off of this is true. The maps art is a mix of remastered concepts, remastered prefabs i found in the browser, and my own original work which makes up most of it. If any of the art or set pieces clashed or looked out of place in the overarching theme then i would agree with you that it was lazy, but that is not the case.
     
  2. Soldat Du Christ

    Soldat Du Christ Legendary
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    We will see about that ;)
     
  3. Yekkou

    Yekkou Yellow, but with "kk"s
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    No, Goat, I remember that night because I was there with you! haha. That was the first and last interaction I think I had with you, Soldat. Seth might have been in that lobby as well.
     
  4. Dunco

    Dunco Troll Whisperer
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  5. Yekkou

    Yekkou Yellow, but with "kk"s
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  6. Dunco

    Dunco Troll Whisperer
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    i'll stop when he does

    [​IMG]
     
  7. icyhotspartin

    icyhotspartin Legendary

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    Yeah, that’s a fair criticism - I do tend to write the way I speak, so its wordy. I have to work on it. I don’t get your beef with me though hahaha
     
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  8. Dunco

    Dunco Troll Whisperer
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    I don't have beef with you

    [​IMG]

    Also, I've heard you don't speak like you write..
     
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  9. S0UL FLAME

    S0UL FLAME Mythic
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  10. MULLERTJE

    MULLERTJE ROGUE
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    I don't play maps. I just check what people make but I couldn't recall who it was.
     
  11. purely fat

    purely fat The Fattest Forger
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    My eyes hurt. Thank you dunco
     
  12. icyhotspartin

    icyhotspartin Legendary

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    Come on, I used 'Trinket' because I don't know what the piece is called in the menu, and that's the only map I could think of that used it in any recognizable way other than Oblivion, which I was already referencing. If something is a teleporter, it can be done in a myriad of ways, you don't have to use identical or even similar setpieces from the previous map, but you did.
    Even the 'key' could be done differently from an aesthetics standpoint because of the Waypoint system it uses, but it was left the same.
    That in itself is somewhat lazy.

    To that point, in the original post I was referring to the LAYOUT and not the art. I like the art. It is a lot cleaner than most of the stuff I have put together. But it is still somewhat lazy because you are using Multi's design language in so many places, regardless of whether or not it is the best, which is a separate discussion. No one gets mad at Chrysler for using a 12-year-old asset for their window buttons, but one ought to get mad at Mercedes for using that same asset in a completely different environment. It's obvious, and detracts from the experience. Especially because that asset is not well-designed in a visual or tactile sense, and because they have had better assets serve the same purpose in the past.

    As to gameplay, I know it is a 3D chessboard - the fact remains that you can sit at the top and not have to cycle the map, which leads to the modular tower-defense gameplay that you see when playing doubles on Haven in Arena. If its abuseable, it'll be abused. That's (one of many reasons) why I didn't win the 1v1 contest last year. That alone speaks to the integration of gameplay into the grand vision.
     
  13. Dunco

    Dunco Troll Whisperer
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    one more for the road

    [​IMG]
     
  14. icyhotspartin

    icyhotspartin Legendary

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    when I speak, that's how I speak, or so I've been told - idk where you're getting your information from
     
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  15. Dunco

    Dunco Troll Whisperer
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    Obviously not from the same source as you.

    p.s. these last few posts of yours have been quite...palpable ;)
     
  16. purely fat

    purely fat The Fattest Forger
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    The jebaitening.
     
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  17. MultiLockOn

    MultiLockOn Ancient
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    Credit to him - using the same key assets /systems makes sense. It'd probably bother me more if all the visual and audio cues were swapped unnecessarily. He made the right call there.
     
  18. S0UL FLAME

    S0UL FLAME Mythic
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  19. icyhotspartin

    icyhotspartin Legendary

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    chicks are male or female juveniles you twit - sexually immature/male so they can't make eggs, and too young to be attractive to normal roosters

    Yeah, I totally get that - but remember that there is a waypoint on the Key that says "Key" or "Pick Up", and little waypoints for the doors/uses remaining, and if you're playing a key map chances are you're already familiar with the concept. And he did design his own doorways as far as I can tell, which is not lazy, and they fit within the theme. It's done well, there's no problem there. The fact remains that he could have done something different and not have it be so derivative. Like green teleporter entrances. We recognize them, they're easy to read, but is it *A L W A Y S* the best way to do it?

    8edit8 because it is the best way to do it for the given context. Arcanum absolutely does it right, given the map's theme, and given the introduction to the concept. It may just be the best way to do it for every map. Bloodlet also does it well, but it has allowed the entire theme to be dictated by the visual of the mechanic. Not every key map needs to be, nor ought to be a mysterious death-scape castle or catacomb. I'm sure a lot will be. But the concept is obviously not limited to this setting.
     
    #30639 icyhotspartin, Jul 23, 2018
    Last edited: Jul 23, 2018
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  20. Portaleer

    Portaleer THE FORGERUNNER
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    Mind. BLOWN.
     
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