Can you script objectives to move? Cuz you could just move the one objective to the two different locations? lol...
Not sure if you've ever read The Wheel of Time series (or if you're even a fan of the Fantasy genre), but this is how I always imagined Tar Valon to look like... Are you one of the fabled Ogier builders? No worries, I'm usually the same way. I find it hard to understand other peoples sketches and prefer to walk around a bit on a map and then pretend to get into fights with imaginary opponents. But, I have to have some floor plan before I get into Forge, cause if not I'll just lose focus and just start building shiny things. Thanks. Scale is something I'll definitely acknowledge to be fairly unsure about. I've been running around on the disc maps trying to get a feel for it, but some of them feel way bigger than they need to be. That might be a 4v4 thing, I'm not sure. But it will be something I will keep in mind when I move into forge. Experimentation FTW! What is everybody using for the width of a normal hallway (enclosed) and a catwalk/bridge (open)? Was the simplification comment referring to too many routes?
I havent really set any definitive rules on scaling. I just go with whatever feels right. Sometimes a small stairwell feels fine at 16 wide, sometimes at 32. Hallways have been anywhere from 20 to 48. Same with bridges. It all just depends on the map and the individual sections. The thing about this forge is that we don't have to worry about uniform scales for every space for the sake of piece conservation. With a larger variety, we can have varying sizes of spaces and still use less pieces than before.
Yeah, I think 16x32 is the best way to scale, but it just looks a little mazey. I cant tell much about how open the map will be, so If you still like the design, there is no harm in building a blockout. I can give much better feedback when you get to that stage.
Evening guys, Thought I'd show off my remake of Boarding Action from Halo CE. Unfortunately I made this before people knew about the Spawn point issue and now can't get back in to finish it.
We just shared some cool information regarding our forge community, its growth and the trajectory we're heading for in the future. Here is a sample of the article that displays some of the viewership for our channel: Here are some numbers showing how many map reviews have been provided on a monthly basis as well: You can view more stars and our entire article here: THE RISE OF FORGE
Yeah I got to test it a good few times in 1v1, 2v2, and 4v4. I didn't have to adjust much but I got it working exactly how I wanted it to. Hopefully I can get it done, tested, and uploaded by tomorrow
So I'm just about ready to test a really competitive (or at least I hope It to be) Doubles map for Halo 5. Aesthetics aren't quite there yet, and I can't help but feel I've gone a little overboard with the whole red/blue kinda thing. Think the final version will likely be a little more subtle. For now, it enables some very easy callous - Gold Lift, Red Spawn, Top Mid, Outside etc. Anywho, would appreciate any criticism or suggestions. And I hope to be online tomorrow for a longish session of double on a few specific doubles maps, not just my own. An ancient building buried in the ice: Outside (Plasma Caster Spawn) Gold lift I've done a little walkaround (please excuse the missed jump) so people can get a feel for it. Let me know what you think!
Why is it that everyone posting white maps actually look white but when I use white it looks like a light tan?!
I'm using lights to correct horrible lighting bugs. It does look tan in certain areas. It's not just you.
GT= I LoTuS I MAP - Convicted I have been working tirelessly on a Halo CE 'Prisoner' remaster/remake for Halo 5's physics and movement.I am calling it 'Convicted' I hope you all enjoy! There have been a few key changes compared to the original map, notably the drop down vents from the sniper nests down to bottom security (twos)/bottom red tunnel and the sneaky crouch vent between top red and blue window. There is also a new jump up from bottom cargo (threes) to blue tunnel that helps open the map's movement to compliment Halo 5's fast play style. This has been a labor of love utilizing all of the 1024 piece limit. I spend countless hours finessing the size, lighting, and set dressing for competitive play. All of the the original's sight-lines and trick-jumps remain intact, but with a fresh coat of paint and some new design decisions for Halo 5 I think this could be a hit! 2x Sniper Rifle - 180s (Original position) 1x SPNKr Rocket - 240s (Original position) 1x Scatter Shot - Bottom Cargo 1x Light Rifle - Red Platform 2x Battle Rifle - Blue Window and Red Window 1x SMG - Blue window corner 1x Needler - Bottom Red Overshield - Top Lookout (Original position) Camouflage - Bottom MiddleThank you for looking! http://www.forgehub.com/maps/convicted.1512/
It's the lighting on the canvas. Alpine's lighting settings are warm light ('cept overcast, it's more cool/blue), so you aren't getting a true white. Glacier is closer, and Paralax's white on Exosphere is the most true white.