@Chronmeister your new map has a lot of potential, I really like a lot of whats going on. I would rescale it a little bit tho and i have some suggestions for the layout --- Double Post Merged, Jul 24, 2017 --- someone give me a tutorial on how to use rocks. like what rocks to use for what and how to merge what rocks together to look correct. chron inspired me to make a terrain map --- Double Post Merged, Jul 24, 2017 --- AND i have the coolest idea for a map but i aint tellin u ****ERS (gameplay wise of course cause can Box even art?
I decided Im gonna get a girlfriend who is talented artistically then YOURE ALL ****ED relationship goals
Once I finish Ursa and the Xandrith named map, I won't be starting another forge project until I find someone to do a coforge. Reaching my limit of what I can learn on my own. Resumès accepted down below
it wasn't public for some reason. I just changed it. It's called "Earth Machine." I need to add more structural stuff and tighten it up a bit i think
You can always improve without coforge. Just talk to people. Argue things. Expose yourself to new designs.
When I start new maps, I'm noticing a lot of repeat ideas coming out. All my symmetric maps are starting to have the same 'm' shape; really the only things that are staying fresh are my ideas for small scale geometry. And the very fact that no one has followed up on any ideas I've had for co-forging projects tells me that my layouts are becoming stale and uninteresting. I know this isn't a plateau as the forger's fear, but it's definitely a point where I'll need player 2 to help me across this next Chasm.
I have, I did, and I do. 1. I don't know if I veil it in secrecy somehow or what, but I don't get very many in depth responses whenever I post a new idea. There's the occasional "this looks cool" or "this reminds me of this part of this map", but other than that I'm left rather unfulfilled. 2. It's even rarer that someone will argue a part of my designs, other than "you take drugs luuulllll" 3. I look at loads of concept art and architecture every day. The only websites that beat my Porn go tos in the most visited tabs are said concept art searches and forgehub haha
Hop in our party more often when you see us online. You're bound to drop into some good conversations every now and then.
Sounds good. Also decided to pick up a few hundred more shares of forgehub; how many did you get again?
Nobody has gotten to where they are alone. Even if you're the greatest forger there is, a new perspective is always helpful. Don't join the party if @MartianMallCop is present though. He'll just respond with "heh, why not" if you ask his opinion on something.
Nerfing makes more sense, heres an analogy: Two people in a room. A smoker and a nonsmoker. Smoker is so buffed hes nerfing nonsmokers lungs. Nonsmoker buffs himself and starts smoking too but now they are double nerfing their lungs. = Lose Two People in a room. A smoker and a nonsmoker. Smoker nerfs his smoking habbit, quits. Basically buffs both of their lungs. ??? PROFIT ------ No really... Isnt it essentially the same thing? If you buff something youre just second hand nerfing everything else and vice versa. Its two ways of getting to the same solution. You just buff everything until everyone does too much damage and you end up with quick kill times. Then you have to buff everyones health but then youre basically nerfing everything else again. I dont know... just seems like failed logic to me. Seems more like hes talking about variety in movesets rather than buffing and nerfing. Otherwise nerfing just seems logical in most circumstances. How do you think this BUFF>NERF concept would/could apply to halo 5?
That analogy is dumb. There is no such thing as balance, but the way you unbalance is how you achieve harmony. Look at a song. If everything is the same frequency, your mix is going to be flat, sterile, and uninteresting to listen to. That's why the bass is lowered and tucked behind the instruments, the kick provides a foundation, the vocals are layered on top, and everything else is panned left and right to fill the composition. In the concept of Halo 5, the Pistols weakness relative to everything else creates a shallow mix for the game in a 2v2 setting. That diminishes when you go up in players - perhaps in the same way that you don't notice a poor mix when you blare a track in a club. Anyway I wasn't posting it for Halo 5. It's more directed towards Destiny 2, where Bungie's idea of balance is to nerf everything or make it less available without addressing its underlying problems. Like when they nerfed entire primary weapon archetype to fix a few exotics, and then nerfed special weapon consistency when they became more desireable, and then nerfed special ammo availability when they were still a problem, and then all but removed ammo altogether to "bring back primary gameplay", after which they then nerfed weapons that regenerated ammo. Instead of, you know, nerfing the OP exotic weapons and buffing the weaker archetypes.