Alright, this should be my most ambitious project as of yet. I have decided to attempt to make a good competitive map without the use of merging of any kind. When I started forging, interlocking and geomerging had long been in existence. So I've never made a map that didn't make use of those techniques. Now, with the emergence of ghost merging, I feel that forging is almost too easy. I want to know what it was like to make a map before these glitches were discovered, so that I can appreciate Forge in its purest form. Furthermore, I think that new forgers today have it too good with ghost merging. Hypothetically, I'd like to make a rule that you must first make a complete map without the use of any merging, then make another map that makes use of interlocking (and geomerging if you really want to). Only after those two maps are you allowed to use ghost merging. It's like in any math class; the instructor will make you do something the long, difficult, pain-in-the-ass way first, then he'll give you the formula that you can use on the test. Now, on to the map. I'm thinking of a sandbox main level map with a standard 2 base premise. Maybe some side bases. I love making ramps and walkways, so I'll include some of that. I think I'll mostly just improvise and see what I can come up with. Wish me luck.
This is stupid. Ghost merging and geomerging/interlocking have helped forge maps EXCEL. So many great maps have emerged from the new techniques founded. The only reason I was drawn to this site in the first place was to learn these techniques that help make maps a whole lot better. I definitely respect your bravery on this one but no one will really like this map unless it turns out actually kinda cool looking, but you'll get torn apart for too many bumps and not a good aesthetic look to it. But good luck anyway!
This is not a map preview. 90% of the post was a rant on merging and interlocking. If you don't want to use interlocking or ghost merging or whatever, we neither care nor need to know.
Merging is used to improve maps by creating new and unique scenary while improving gameplay by smoothing out piece transition and removing cracks that act as grenade traps. They're not required to make a great map, but great maps always have it because dedication and devotion to a project are what make it shine. A good map design is what makes it great.
yeah, you're right. it's not really a preview. so i removed the prefix. but you don't need to be a **** about it. and i recognize that merging has helped maps excel greatly. My maps definitely wouldn't be possible without them. I just want to achieve a new appreciation of what Forge is. And I'll do my best to have aesthetic appeal and as few bumps as possible. I'm not expecting it to be the best map ever. There's no chance of that. Decent is what I'm shooting for.
Sounds freaking hard bro lol, i wish you the best of luck with this. But keep in mind, making an amazing map with little to nothing wrong with it, and having it look amazing will probably land it a feature. I have seen maps that were really smooth and used absolutly no locking (due to the creator not knowing how) so i know it can be done.
that's the other reason why i want to do it. I want a challenge. I can do almost anything I want with ghost merging. I think that ingenuity is born out of limitation, so I want to limit myself.
Sorry but i dont agree though that is how it worked for me as i didnt know about mergeing for a long time
I know people think ghost merging is killing forging, but it still takes enough time to do this and make it look good, that maps that used it can still be obviously recognized as good or bad. Those who do not know the ways of "ancient merging" still are at a disadvantage, because they take no time in placing ghost merged objects and neglect to re-place them. As for the existence of merging, that has been around since before immovable objects were even created. Even ghost merging has been in existence longer than most map makers know. A friend of mine who made race maps long ago told me about a "secret" technique for building race maps which he refused to share until I much later I mentioned ghostmerging to him.
You might want to check out some maps from the Lazy Mapmaker's Contests. All maps submitted are non-interlocked and non-merged maps. 1 2 3 (especially Zipline by Mastar)
Alright, this should be my most ambitious project as of yet. I have decided to attempt to make a essay without the use of punctuation of any kind. When I started writing, commas and periods had long been in existence. So I've never wrote a paper that didn't make use of those techniques. Now, with the emergence of spellcheck, I feel that writing is almost too easy. I want to know what it was like to write a paper before these techniques were discovered, so that I can appreciate writing in its purest form. Furthermore, I think that new writers today have it too good with spellcheck. Hypothetically, I'd like to make a rule that you must first write a complete paper without the use of any punctuation, then write another paper that makes use of periods (and commas if you really want to). Only after those two papers, are you allowed to use spellcheck. It's like in any math class; the instructor will make you do something the long, difficult, pain-in-the-ass way first, then he'll give you the formula that you can use on the test. Now, on to the paper. I'm thinking of a typed notepad paper with a standard 5 paragraph premise. Maybe some persuasive aspects. I love using long, descriptive words, so I'll include some of those. I think I'll mostly just improvise and see what I can come up with. Wish me luck. On topic: Go ahead, although I really dont see much of a point, as I made obvious with my above statement. You would have more fun and make a more succesful and playable map with the techniqes.
you know what, someone should just lock this thread. because obviously no one understands my motives with this project and insists on calling it a waste of time. And who's to say that a map has to use merging techniques to be playable? it wouldn't be successful because of the obvious bias, but so what? The point isn't to get a featured map, the point is to gain a new perspective on Forge and to offer that perspective to others. But apparently, nobody will be willing to accept it. I was expecting the people here to have open minds. I guess I was wrong.
Look, it's not that we don't understand your motive, it's just that it won't be anything special to be brutally honest. A lazily made map can be very good for un-interlocked/merged maps, but that's just it, just those types of maps. You can go for the challenge to learn how it was but when people will most-likely not download the map, it isn't worth posting. Although it's good to experiment and what you said about learning equations is true, but think if you were to turn in that paper with all the hard work done without a correct answer, your professor will just look at you and ask, "why didn't you use the better way like I tought you?" That probably wouldn't be the best copy to turn in. Am I making any sense here? Just trying to help you understand why people are thinking about your challenge this way. Good luck!
that does make sense. but you say "lazily made." I'm not going at this half-assed. I'm going to do the best I can possibly do without advanced techniques. And although a professor would say that if I got the wrong answer doing it the long way, if I were to get the right answer he would simply say, "Well, you got the right answer, but you made it much harder than it needed to be." And that's exactly what I want, for it to be harder.
Thank you Used Man for bringing some truth to this. There are actually so many unmerged maps out there that making one is nothing special and especially nothing to make a thread about. You give primitive as your title, but nothing to tell even what your idea for a map is. No one cares if you make a map like this because it will be completely ignored so why put time into it. And for a lesson in how to make your request to lock the thread obvious Flaming spam board: Moderators please lock.