How do you pronounce Foge? Like Vogue with an F? Forge without an R? I'm confused; please clarify this for me, @Foge
Blizzard Peaks? @MultiLockOn had a concept art file on glacier he made after seeing something phoenix vax made. Ask him about it, if he remembers I feel like it could be perfect for this. --- Double Post Merged, Aug 4, 2017 --- This was great, I'm done haha --- Double Post Merged, Aug 4, 2017 --- I'll like this post when you finish it.
Oh he's seen that, it took me a minute to remember what you were talking about. Saw the changes you made to your map last night btw. It looks sleeeeeeeeek visually
what do you guys want to see in a quaint medieval village? so far i want the main road area where all the houses, taverns and shops are drapped with festive lanterns. and maybe there's a well at the heart of the village. and then a dried creekbed with a waterwheel churning through it and a stone bridge across and then either a castle or cathedral, where its carpeted marble interiors are basked in blue moonlit and maybe there's a cemetery somewhere but i don't know what sort of shape or gameplay dynamic would make the map interesting
ya it'll most likely be on a hill and slope downward to some degree. just have to figure out what buildings are where and what kind of gameplay is happening on the map. i don't want to do rock-paper-scissors and dueling sides again.
If anyone wants to check out my progress on Earth Machine or try the map out, I linked the title. It plays Slayer, Strongholds and Oddball. I think I can do a lot more with the aesthetics, but I don't want the map to look cluttered and I don't want performance issues. If anyone would be willing to give me a harsh aesthetic review of the current state of the map and possibly critique what areas need more, or just give me some suggestions, that'd be sweet.
looked at it last night. the layout is a step up from your previous works, but the fact that it's all repetitive terrain is doing the map a disservice. i'm honestly not fond of the theme and feel like a potentially good layout is wasted on it. the map would be more interesting to me if there were structures everywhere. whether they are human structures or alien or fantasy is up to you. there are some maps in doom that feature similar pathing and they have a lot of stone structures and platforms to play around.
Any of you nerds ever go back and read old forum posts from like H3 days? EDIT: Looks what I found back in the analogs of time, @Sikamikanico EDIT EDIT: Only those unfortunate enough to have forged back in the prime of H3 will remember this https://www.forgehub.com/threads/interlocking-items.1451/
The city in the movie Tangled had a pretty neat village/castle setup. The castle was at the top of the hill and the main Street serpentined downhill to the coast and docks.
What about a church instead of a castle as the playable part at the top of the map? You could have a graveyard on the slopes surrounding the church with a possible tomb shortcut inside and the village could surround the church and the castle could be in the background. The village should have some accessible rooftops and most of the buildings should be playable. Maybe add a stable area or barn and a tavern. Well could possibly be a dropdown depending on how vertical the map is and could lead to an outer cliff with some sort of incentive.
The outer cliff incentive I'm thinking could be a statue that you make an offering of lead (bullets shot) and 'blesses' you with a power up and teleport s you back into the church
I don't know what other theme would work in a cave. I just kinda thought the theme of a mine was really the only thing that made sense for an underground map. When you say repetitive terrain, do you mean how the pathing is all terrain? I can't envision the gradual elevation changes in the map without the pathing as all terrain.
@Chronmeister I dunno if you had something like this lined up already but I was playing around with the lava on Earth Machine http://xboxdvr.com/gamer/Ascend Hyperion/video/34792933 http://xboxdvr.com/gamer/Ascend Hyperion/video/34792934 Also, I dig how aysm the map is. Good to see you ditch that rigged geometry