Lowkey, the staff team in general has been pretty wrapped up with real life stuff or really big projects behind the scenes we can't talk about. Sorry about the weekly updates. The writing crew has been really tied up the past few weeks. We actually are going to have a double release for comm faves but we had to back track since one the winners last month had a critical error with the map.
I get these maps suck and have critical errors but they're still technically community favourite as voted by the community. We all to often consider the guys in WAYWO the only important members on Forgehub. I agree people are wrong with their votes but it should still be up to the community.
Relatively speaking, I think Red Death turned out great. I never thought I was going to complete a key map because I have a hard enough time finishing a normal map. However, there are a lot of things about the map that I dislike. After playing it, I hate that almost all of the pathing is the same width. I really hate the way the map "feels" to be in, because it completely lacks atmosphere or whatever word you want to apply to what Goat has been talking about. I especially hate the "cathedral" or Overshield room. I think it's a boring result of a lack of patience and objects. Most of what I dislike about the map isn't even the design. It does what it's supposed to and that's fine, but I think I'm past the phase of worrying about design first. I'm now focusing on intentionally breaking habits, like the similar width pathing everywhere (I swear the duplication button is to blame), framing, and geometry that makes sense within the context of the theme while giving the player a sense of "place", like the map is truly part of the world instead of just a floating level. I think I got lucky in my progression as a designer, because I've really focused (to the detriment of many other things) on design up to this point. However, having a foundation of knowledge in how to make things work is a perfect platform to work off of creatively. So that's about it. I'll be making the map post soon after I optimize the piece usage to get rid of whatever frame drops are left (I'm now 400 objects below the limit and there's still ****ing performance issues I swear I'm going to break something) and I hope whoever plays it can get some fun out of it. It's sort of reassuring to realize that you can basically always get better, but it's also depressing to see how far I have to go. But I ain't no *****. I'll never stop until I'm the best or dead.
Well when they make stuff. Also, they still support their 10 year old titles. TF2 still gets ****ing updates.
Oh right. Makes sense. My point still stands though. Community favourite is community favourite whether it's good or not. If a bad map wins it would encourage forge critics to nominate more and it would encourage people to fix the whole system.
Spoiler Alert: It's Bulkhead. Spoiler Alert 2: Community Favorites will now be renamed to Sik Map of the Month
Play around with mixing more concrete texture in with the stone texture before you release it. The contrast between the two really helps segment the geometry visually. The stone texture is too busy to be used almost exclusively.
Let's make an EXTERMINATION map that also supports 2v2 but can run INFECTION. I think the best thing to do would be to have a KEY on the map but remember, designing for KEY maps is VERY HARD. Only top tier forgers can incorporate KEYS and CRASHED PELICANS in the same playspace. And if you use P R I M I T I V E S I M P L E S don't even bother posting the map. Art is subjective.