Send me a thing sometime tomorrow afternoon - it needs a ton of work but I think it's wacky enough that people might like it when it's all arted PSA: it seems a bit too big for 2v2, maybe even 4v4 - though I might make a 2v2 version of it or something inspired by it, you never know
The difference between squad and arena design is astronomical. Halo is in this weird middle ground where it's flexible enough to get away with more unorthodox designs, but not enough to have true arena levels. It makes me groan going on NeoGAF and reading people say "Oh, well Halo is an Arena shooter because even starts." People come with all these artbirary definitions without even understanding what goes into the design. I feel like an idiot for thinking beyond what I'm spoonfed to articulate distinctions. CoD seems to have the safest level design around to appeal to the absolute lowest common denominator of the shooter crowd, which is why I never cared for its repetitive and one dimensional gameplay. That's how they get their sales so it makes sense that they don't want to take major risks. But a narrow ruleset is going to be accompanied by a multitude of rules squeezing it to be so.
What's all this talk about ForgeHub gold? I thought I had all the power and yet I can't view messages on my own site without ForgeHub Gold? Oh boy, where does one go and acquire some ForgeHub Gold? I want some...I must have some...give it to meeee!
If I was you and had the time, dedication and knowledge, I would make other, more interesting levels in the meantime. At some point after finishing them and being sure, every single one of them has something unique you could sell it for, I would tell them:"Hey, you might wanna check out these five designs I made." Sometimes, people truly listen to a person, if they see the real dedication and effort behind the face. I would definitely not go the defensive way and let my abilities go to waste.
If Multi thinks he can **** out 10 good CoD maps a week, then I think he should do this too and just bombard them with layouts. But that's like a chef making a dozen dishes for people who only like one dish.
Guys, check this out! https://eldewrito.com/ Halo Online for free thanks to modders from the community! I know, it has been out for a year, but still!
I have 13 completed designs sitting on my computer. The process of getting any single one approved is tricky though, you have to pitch them to multiple higher ups.
lighting experts, please give me some pointers on this map. Thanks! https://www.forgehub.com/threads/lighting-help-plz-wip-castle-wars-reforged.156239/
You might also have better luck trying to get the maps into a playable state and running some customs with the rest of the map making team, the art team, lighting team, heck anyone you could get to play them in the office as a group so that it creates a buzz about a new map and game play possibility. You could pitch the new maps with a new game type as really a way to transition the COD community into something a little new and unique. A couple hours of map testing and then get written feedback from the play testers at work. Submit the game play feedback along with a few video clips of them playing and it could get your maps approved. I think you should share a blockout or overview of one of the said thirteen maps and let us discuss it's play ability in a COD environment. WAYWO thread is better quality discussing your COD map vs Forgehub Gold troll posts.... (It was funny for a bit, but let it die guys)
That sounds nice and all but the way the structure works I can't do that. To pull several people away from their duties for a play test is valuable time. About an hour for everyone involved, more for the production team that creates the build. You literally cannot even test your maps before they are "approved". Technically youre not even supposed to work in 3d. You're supposed to approach the producer with a top down 2D layout and they'll judge whether or not they'll let you build and test the map based on that lmao. Which is a little ridiculous and a lot of designers want to change, there's no point in looking at a top down of a map, seriously none. It tells you nothing. But that's the way it works, an to pitch it you go through a process of creating a sheet with all the details and vision and ideas, takes a while.
I still love the job and it's the best thing that's happened to me, don't get me wrong. Working here is awesome. But wow the hivemind can be overbearing.
This will most likely be my next map. Yes, I'm still making adjustments to the design months later. To give an idea of the verticality: These walls (current blockout) is about 12 units. This will be 16-18 units.
Honestly, it's obvious looking at the levels in pretty much any console focused game that they're creating their levels using pretty strict guidelines. The things Multi mentions like door widths, level heights, and ramp/stair angles have so little variation from map to map and game to game that I would've been amazed if there wasn't a rule set in place. Level designers are naturally creative people, and the only way levels end up having such similar features is if they have no choice in the matter. Plus, just knowing how businesses work, it's normal to have standard guidelines like this in place. It's stupid, but normal.