OUCH --- Double Post Merged, Aug 8, 2017 --- Let's not get into this again, but no you didn't. It has already been conceded by both parties in that discussion that I forged 99% of the map. I know you're not actually interested in reaching an honest conclusion, but you can go back and read if you don't believe me. Whether or not you think I designed the map is a different story (with an equal lack of evidence), but you're just straight up lying about watching him forge it.
I've got a new map thats almost done. I made it with infection in mind but may see how 2v2 runs on it.
I haven't forged since November but I've got a bunch of new ideas getting thrown around in my head gameplay/art-wise. A 2v2 contest would surely bring me right back into it
To be fair, a .95 for 1800 in Team Arena is fine. Your highest rank on waypoint reads 1500 in Swat lol.
thank god here's the topdown with pathcodes - may be too much open area on bottom, am thinking of making the right side higher than the left and widening the gap
Warholic goes through a lot of effort, time and finances I'm sure to have this webpage and expand to other interactive forums to promote gaming / forge. This tournament is simply test the new website and try to work out the flaws with a simple contest. It's not really even about the maps to be honest. Does he want it to be enjoyable, Is it really that bad that he has the want to put simple maps into the rotation that are easy to read? I agree it should be new maps not in the 2 vs 2 matchmaking. Perhaps instead of griping about why Nemesis is bad, we could get a few people together or individuals could prefab a few addons to the map or new file save variant for Nemesis as to what you would think would be better for a 2 vs 2 layout? All the maps in the current 2 vs 2 playlist are ALL 4 vs 4 maps and I never have a timeout for a map. I always reach the 25 kill limit on those maps, so really who is to say that any particular 4's map is too large for a doubles tournament? It has more to do with the layout of the map and it's flow vs just the size...
I think the only thing no one has mentioned with regards to the challenge of designing 2v2 with the H5 sprint scale is Weapon Placement I'm so used to the old halo 2/3/reach weapon saturation that I consistently find myself putting weapons way too close to each other for practical use, and am designing maps and forgetting about that problem, leading to awkward power weapon placements and geometry compromises can we have a novel-writing contest on this issue?