I will open up the file now. It will be ready in a day or two so keep an eye on the map page. @Xandrith @Ascend Hyperion
16, f, Cali Onyx mid 16 hundreds 1.2 k/d That was months ago though, I haven't touched arena since getting my achilles lol I'm probably a Bronze/Silver nowadays
Courtesy of Mynx http://i.imgur.com/GpcSuwZ.gif IF YOU THINK SPARTAN CHARGE IS OK PLEASE REMOVE YOURSELF FROM THE GENEPOOL
I'm not saying that spartan charge is ok, I could really care less if it was in the game or out of the game, but the only reason she died there was because her melee didn't register. Had it registered, she would still be alive.
I think for gametypes, we don't need to reinvent the wheel here. People have already spent the time with the Old School and Evolved gamemodes, so we should probably just choose one of them and move on from there
I don't want go down the road of creating a new gametype. I was just simply just wanting to remove Spartan Charge. I think we should keep everything mainly default. Because this will cause a lot issues and I don't want to hear excuses like "I scaled this for sprint in mind". Keep the gametype default, minus Spartan Charge (because I think it's not a good fit for 1v1 gameplay).
Turbolifts are a 5-way system using teleporters. As you'll see when this is ready to showcase, it utilizes a set of logic rules to determine if another lift is occupied, is locked down by the bridge crew, or powered down, to prevent a player from teleporting to a place where a lift user is attemping to ride to another location, or where that riding player could get stuck at the destination. Keeping these rules intact is a major part of the scripting, but keeps the player immersed in the adventure of riding one, rather than feeling like they are going through a teleporter. The ride also triggers locking of the doors so that another player cannot access from the outside, either the source or destination while in use, and triggers the eventual opening of the doors. Asside from a small visual change when the transfer occurs, it really does feel like riding a lift rather than a teleporter. I should state that this is a more complex version of the simple teleporter trick used by @Starship Forge in "Warp Core Breach". I eventually conceded that movement scripts will not work for this, and started building on what he did for single player scenario, so that it could be done with many. (hence the logic rules) It is meant for as many players as possible, but could be playable by as few as 6-8. It is the diffference between a skeleton crew vs a full one. Asthetically, it is closer to The Next Generation, but due to the following, it comes off as a mix between TNG and TOS. It is not extremely detailed due to the fact that a map of this size, and having it all be interiors, means that piece usage must be carefully thought out. However, I think I've done a good job at maximizing the Trek feel with the count. I will probably open this up to people like yourself for some help in that area at some point, so I will definitely hit you up! Also lighting... I suck at lighting... Right now, the biggest challenge for me is finishing the scripting that is left, and getting it playable for testing. I forge only on PC, and this map in particular gives me dizzyness from not being able to control the FOV (there wsa a mod but I think it hasn't been updated since last game update, so broken). I was running around last night in this map and it litterally made me sick. Maybe a nights rest will allow me to make some progress! (You have me very anxious to start showing this to people!) PLayability - this may come with time, but the main point of this map is a "playable scripting demonstration", ratherthan having a perfectly functioning Halo map that is up to all of the very strict standards I see people arguing about constantly here... That may be another area where I will accept some input, but due to the piece count and how difficult it would be to overhaul the layout at this point, I probably will not make any drastic changes. I sort of like the "Enterprise Incident", but balance of terror would be Romulan themed, IIRC, and the others are probably too obscure for non-Trek-fan halo players. I need something that is both attractive to Trek-fans and just merely halo fans who want to check out something neat and hopefully, fun.
No it doesn't. It leads to bickering and frustration as anyone involved in judging who have the worst opinions on what are good maps end up pushing something that plays awful or is simply boring but they somehow think it's good. Happens every god damn time.
But, there's no solution to this. Judging is a subjective process, and the winners would vary based on the judges selected. Varying perspectives should be the goal, as opposed to a like-minded echo chamber.
Give me an example of a judging rubric you think would help with this; no one wants a subjective echo chamber. Also PS you should name your next map echo chamber
Why is anyone interested in the opinions of someone who contradicts themselves like 4 times a day? He said yesterday that it was "concerning" that I would be judging maps subjectively, and now he's saying that judging is a subjective process! how obvious does his ignorance have to get before people start realizing that literally no two posts that he has ever made are compatible it makes me want to punch a hobo I swear to god
Old School can function on SA-designed maps as it uses 120 base movement, 130 forward acc./strafe, and 120 jump height. It feels almost like you are constantly sprinting, but I'd say going HCS settings + no Spartan Charge is a safer bet with this tournament. Maybe a classic-scale/Old School tourney in the future? Just an idea.