And the fact that you still haven't explained it means you're putting it in your video, which is never going to be posted so I'm never going to learn.
It's just a little bit to explain over text and I'm at the gym rn lol hollup I'll post when I get home.
I know I've said something similar to this before, but I just wanna go through some things that I think you need to hear. I know everyone's gonna probably think I'm a **** for saying this, but please read this post thoroughly before crucifying me. You're doing it wrong. You don't need to understand every concept by it's textbook definition. You don't need to write a novel every time someone has a differing perspective. You don't need to scrap a map every time something isn't perfect. What you need to do is move on. I know you've said before that you're striving for perfection, even if perfection doesn't exist within forge. There's absolutely nothing wrong with that, but I think you're confusing "reaching perfection" with "reaching perfection on the first try with no hiccups and everyone liking it" My point here is that the only way to create the "perfect" map is to improve, and The ONLY way to improve at anything is iteration. Sure, you can learn a lot from one map, but not enough to achieve your goals.
At this point I really just don't feel that way. I want everything I create to have a certain quality threshold and I enjoy the challenge of pursuing it. I don't have a textbook for Forge and I'm not sitting there drawing lines every time I make something. But I want to understand what I have created, so I like to be thorough. Of course, one of the best ways to understand it is to get it out there. I know I need to work on my efficiency to have testable builds out sooner than later. But gameplay design is not my strong point, so it's not something I am really interested in growing in as a Forger. I'll just let it happen naturally. Visual presentation on the other hand is something I value very strongly and I wont be satisfied until I feel like I have exhausted the map's creative potential. As far as that goes, I need to work on accepting a map for what it is and enhancing that instead of constantly chasing what it could be. I'm looking forward to seeing my designs mature from map to map, but I don't see the need to rush that. Even though I have not released anything, my technique has improved tremendously since December. That is more rewarding to me than the reception it receives.
I'm mostly kidding, but... He put railings on the OS ledge on Twice Forsaken after the cartographers and matchmaking team suggested it. He said he's not doing it our of fear that they won't put it in matchmaking otherwise, but because he doesn't want to give APC a reason to blacklist him again. So yeah, that's where we are.
No, it has nothing to do with APC, it's strictly because I don't want to give the MP team any reason to DQ Twice Forsaken. I've got a gut feeling that they're just itching for a reason to DQ it after the stunt APC pulled, and it'd be a disservice to the community for me to not make the changes given this, as it's a map the community deserves. Shameful, but whatever. I'll live.
Became this: Would like to get some more eyes on it in game and get some playtesting done, haven't been involved in the community for a while now. gt: Limeyy
Agent Paper Craft. A community cartographer and all around shady kid. Not gonna get into his short comings here, but he's been a generally problematic character in the forge scene since Reach.