I get what he's saying about the teleporters, and if it were matchmaking I'd be inclined to agree. But for anything else I don't think it's a big deal. It's an interesting aesthetic, I did the same thing on Shire which caused a lot of confusion, but in the end it's not a big deal.
In the end I don't really mind, the map just ended up a mish-mosh of concepts anyways. But I would change the one down the hallway, the way it is is way too jarring- it seems like you should reach the doorway before teleporting at least, giving you some baseline for where the tele actually is when youre playing. specifically what I am talking about from my concepts, go to 8:33. But like I said, I don't care. Don't let me stop you from using it, its just an idea and nobody really owns an idea.
@Aschur huh, yeah, I guess I pretty much did the same thing you did lol I'm sorry about that. I didn't really know what to do with the teles. I put together different things and stuck with what I have now. When I get home tonight I'm going to try a fog wall effect. That seems like a pretty sick idea. I'd rather not seem like I'm stealing stuff from people.
Looks awful Tyrant had something similar to that tele in Hug as well, it's reasonable enough that a couple of people had the idea individually. Especially 3 avid Dark Souls players lol
Look good but terribly over scaled. Is this intentional? It may just be perspective from the picture too though.
Just finished working on my BTB Map. Took me a day and was harder than I thought due to scripting bugs. The concept want exactly forerunner though I used the texture. The map is called Absolution and head buts the idea of xenophobic architectural maps... I wanted to stay away from that concrete/cubic feel that comes with most human designed maps. For me that was hard because when you look at most maps they tend to feel squareish or flat. I wanted to make the map feel alive somehow so there are alot of curves and diagonal structures in the maps. Ask yourself 500 years in the future would humanity be practical or would the cultural norm of a future society be to have a floating bed, structures that move or change constantly? I feel like to many of the maps don't have an alien presence to them. With infection out i thought this would be a great time to try something new. I kept looking at concept art from halo 3, mass effect and star wars. Alot of it you can see how it is man made and I wanted to stay away from that. The grime also help establish a feeling of old and ancient. I hope to work on other maps soon. Would love feed back on it.
Working on a linear style infection map. Trying to make where 2 teams are force to split up to get to open a hanger and escape. Half way done with it so far.
Eventually this will be finished... lol Does it look Halo 4ish Forerunner style? Ignore the box in bottom mid, it's there for copying objects and will be removed.
Aesthetics are fine, but from what I can tell, the layout is just a generic four-base map. If I'm wrong, I'm sorry. But if I'm right you should consider something a bit more unique layout wise.
It's actually a Midship remake as Forerunner structure (it should be relatively close to the exact original dimensions). Like Goat, I always end up scrapping my original maps, so I wanted to make something I know I would complete... lol
Progress, the layout is pretty much still the same but I scrapped a good chunk of the previous exterior as it was too boxy. I am going to have to abandon some important ideas I had though due to issues with scripting. The original idea was that a central terminal would change the colour of the map and move the set around the play area up and down and rearrange orbiting rock chunks to create paths. However when I group all the rock chunks and weld them to a parent central item the item acts differently when scripted with it's welds than without. Instead of going straight up, it and everything else moves horizontally on an angle. As well, when trying the same idea with simple orbiting rocks, the central parent will move when the only script is to rotate. These bugs are also affecting my script budget, as deleted objects with scripts apparently stay on my scripting budget. Otherwise, weapon placement is my main concern right now. If I want a weapon to be equally attainable by both teams it's pretty much has to be on the beam, which can be too quickly reached from any point on the map at all times and can possibly interfere with the grav lifts within. So far I've never hit a weapon pad while going up, but I'm sure it will happen, and someone will fall to their death becaus of it, and they will be mad