What Are You Working On?

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

  1. SecretSchnitzel

    SecretSchnitzel Donald Trump
    Forge Critic Senior Member

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    I'd be game for that. Hell, I wouldn't mind being one of the nerds in the fist fight... Then again, I doubt I'd have any trouble if that were the case. ;)
     
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  2. Zombievillan

    Zombievillan Ancient
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    I'd be game for some FHMMA
     
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  3. xzamplez

    xzamplez Ancient
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    I don't remember Solace well, but you're saying the sides were symmetrical, and the bases weren't, right?

    If that's what you're looking for, I don't think there's many examples of that in the Halo series.

    Isolation would be kind of like Battle Creek. Technically asymmetrical.

    Colossus, The Pit, Zealot, etc function asymmetrically, because the sides that the teams don't spawn on aren't the same.

    Here's the issue: Even Derelict/Wizard has asymmetrical elements, if you're only referring to a portion. The only map that doesn't, would be a completely flat map with no structure. That's why I'm saying it'd be helpful if your question was more specific.
     
    #3883 xzamplez, Mar 14, 2016
    Last edited: Mar 14, 2016
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  4. Wahrer

    Wahrer Legendary

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    I think part of the problem is that you're discussing two separate concepts: functional symmetry is a concept that's existed in Halo maps for a while, though the term was specifically perpetuated a bunch by 343 for Halo 4 maps. Functional symmetry is when a map's layout is almost entirely symmetrical barring slight differences between either side that, while not identical, provide a relatively similar level of advantage for either side. For example, while Empire is entirely symmetrical, Solace could be considered a lighter example of functional symmetry, whereas Longbow is a more blatant example, having entirely different building layouts and base configurations despite retaining a similar, symmetrical profile throughout.

    Now, what people have been providing some examples of is functional asymmetry, where rather than map flow / layout dictating positioning and control in alignment with the map's symmetry (e.g. players dominating their team's respective bases on Valhalla), a symmetrical map is divided into halves or quarters that don't especially correlate with the intended lateral layout, generally relying on vertical space / controlling individual levels to provide balance (usually inadvertently). Two examples that were already mentioned are Isolation and Colossus where teams generally take control of top and bottom rather than red and blue, though another example could be The Pit or Construct, whose layouts generally result in players controlling "front and back", rather than red and blue.
     
  5. purely fat

    purely fat The Fattest Forger
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    I just don't get the pit example as functionally asymmetrical as the majority of the gameplay took place fighting across the map rather than from sword to long hall. I mean those engagements were there but often in close games a player would be in snipe while everyone else is in the green box/training/long hall area and maybe a player watching sword/runway.
     
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  6. Dino

    Dino Forerunner
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    Actually excited to be remaking a Reach map of mine. I don't think it ever ended up on here, unfortunately. I honestly don't remember why it didn't. :/

    Oh well. It will hopefully be done soon and posted on here eventually.
     
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  7. Wahrer

    Wahrer Legendary

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    Yeah, it's not a perfect example, it was just one possible way a match could play out that I could think of. I was having trouble thinking of very many other maps that did something similar.
     
  8. xdemption

    xdemption ATN
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  9. thefro3po

    thefro3po Well Known
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    Okay, no worries. The only map I could think for starting spawns was High Ground, but during the game like Purely said, you'd definitely spawn under the Snipe Bridge by the ghost spawn.


    Yeah, I think I was confusing the two terms. That makes more sense though.


    lol
    I remember a while back there was a similar discussion and people were saying that Octagon was the only perfectly symmetrical map. Every other map has some sort of variation of asymmetrical qualities.

    Honestly, I was just curious about different ways/methods/techniques to do symmetry. I understand inverse vs. mirrored. And I remember this topic being discussed on one of the WAYWO threads before, so I was just fishing for ideas... problem was I was mixing up my question apparently. I'm just searching for knowledge. I forgot that Beaver Creek had the Rock Arch, giving Red Base the advantage.



    Yes. I was confusing the two different concepts for sure. I forgot Longbow did that too, I was searching through the Halo 4 map list looking for examples and all I could remember was Solace. Thanks for breaking both down for me. I'm really just looking for different ideas to spice up my symmetrical map ideas, cause I know seeing repeated ideas can be boring sometimes.
     
  10. Dino

    Dino Forerunner
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    I also have a sort of dumb question. Every thing I have started in Halo 5 Forge has ended up looking plain. I was curious on how to spice my maps up a bit. I know there are dozens of decal pieces, but I can't manage to use any of them making them look natural on my maps. Any suggestions?
     
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  11. purely fat

    purely fat The Fattest Forger
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    Throw some rocks on it.
     
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  12. Dino

    Dino Forerunner
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    Even if it's not suppose to have a natural environment? I suppose the way I phrased that was not the way I intended. I meant that my walls just look bland, even if I color them. I want to add something more to them.
     
  13. purely fat

    purely fat The Fattest Forger
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    I am being a troll. i apologize. but lighting can do a lot.
     
  14. Dino

    Dino Forerunner
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    We'll see how it goes. Thanks! And no need to apologize.
     
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  15. purely fat

    purely fat The Fattest Forger
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    no prob. i like your sig. it is the truth.
     
  16. Dino

    Dino Forerunner
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    Yes sir!
     
  17. Aschur

    Aschur Wubba lubba dub dub
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    Just uh... throw decals on everything. Or don't. Actually, don't.
     
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  18. Wahrer

    Wahrer Legendary

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    Grunts build snowmen too, right?

    [​IMG]
     
  19. WeedCough

    WeedCough Legendary
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    Just experiment. Try things. Flip objects around and see if theres any space for each accent piece. Lighting also helps. I find doing the aesthetics of a map is the hardest part for me these days. In previous Forge's we really didn't have many options for making the map prettier, me personally, I focused on creating a map that worked well without framerate or gameplay issues. Now we have all of this aesthetic choices and it's hard to wrap my brain around it sometimes.
     
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  20. AceOfSpades

    AceOfSpades Talented
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    Haha wow this thread has devolved into a level of **** talking I only though Schnitzel was capable of :p

    Updates of what I'm doing since I don't really post a lot or talk to a lot of you often:

    Tremont Square is basically done. Not enough objects for named location volumes for the most part, but **** those anyway. Got a heavy version too with an extra Warthog per team and a neutral Wraith and a neutral Gauss Hog... should be a **** show

    The Dream On build I showed a while back is perfectly playable, just got to do a bunch of aesthetic stuff including lighting (Have I mentioned I hate the lighting engine in this game?)

    Also got a new 4v4 project started. Initial inspirations are being heavily taken by Damnation and my plan is to make it play similarly. Gonna be rather functionally symmetric, but asymmetric in design if that makes any sense. Similar to how Damnation is designed. If there's anyone who played Damnation in CE and knows how the design works and how it plays more extensively than me, I'd love to talk to you about it.
     
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