Thanks for the feedback! Honestly, the invisible blockers where place out of sheer laziness. I get so unmotivated at the end of making a map I take every shortcut I can and its really holding me back. My rationale was to just duplicate any piece I could get to reasonably fast because it took a few seconds longer to go into the menu and find the best size lol and since it doesn’t have an impact on performance (do they? I never notice it making a difference...) I just figured screw taking the extra effort. Also I made the map pre-light baking performance update from a couple weeks ago so I'll probably go back and replace those 256's with a bunch of basic 64's later on tonight. I absolutely hate frame drops so I was willing to sacrifice aesthetics for performance in that regard. Are there any good resources for learning about map design/pathing? What I've been doing lately is going into highly praised maps from other forgers and finding out for myself what I think makes them work. If you guys do go back let me know what problems you find. I might still be in the honeymoon phase but what I've been working on is turning out amazing
They do affect performance. They're textureless but still have polys. Go into a blank map and dupe an invisible blocker several hundred times in 1 spot and you'll see the performance take a hit. And literally the only level design resources I know of are the ones I made lmao
damn that sucks.. I did see your videos and they did help a ton. It looks like I'll have to keep digging through maps then lol
As I sit here and try to think of things to help you, I realize that there are no easy ways to get better. To be honest, I've only recently (in the past 6-8 months) had a significant breakthrough in the way I think about level design. I don't really know how to explain it other than an epiphany of sorts. I thought to myself "I'm not retarded anymore" because that's genuinely how I felt, and I even told people about it ahaha I know this sounds really esoteric and maybe egocentric but I'm telling you that you have to discover these things on your own. You can rely on others for the basics, but I think you're already past that point. Just keep forging and designing, and never stop thinking about why you think things. Does that make sense?
Ya, that's the exact same way I feel about art in forge. You can't really teach someone how to make a map pleasing to look at, it just sort of happens. You can follow all the basic visual conventions but even then you could end up with a pile of ****. Those skills take time and a ton of practice to get better at. Will do.
Map design is like engineering: know what works and creatively expand upon it or take the risk and reshape the whole concept. Unfortunately you can't really tweak too much in forge, but there's plenty of possibilities in however limited it is. There's plenty of opportunities in just geometry alone, so don't worry about literally making gravity not exist and have only grav-boots & a base rotation that 'acts like gravity.' Wait, that's just me worrying about that. Obviously I'm not doing the whole conversation any justice with a simple blank statement, but I'm an audiovisual learner, so... What I'm trying to say is that variety in extensive experience is literally the most important thing in knowing what works and doesn't; applying that knowledge is whole other ball game.
Yo, merry Christmas. I love this community, and I'll take it with all it's faults because it wouldn't be the same without everyone colliding the way we do. Kind of early, but here's to another year of design, art, religion, politics, halo, and other debates not mentioned lol.
I can't stop listening to electroswing. Especially when Fred Astaire and Rita Hayworth do a little dance on it. Merry christmas.
I just saw a top 10 most powerful jedi list and... 10. Ezra Bridger (lol) 9. Ahsoka Tano 8. Obi Wan Kenobi 7. Count Dooku 6. Anakin Skywalker 5. Mace Windu 4. Rey (LOL) 3. Qui Gon Jinn 2. Luke 1. Yoda RIP Star Wars
I'd just like to take a moment to say how much I appreciate this community. I never intended to surpass anything more than a lurker, but after talking and playing with a lot of you I'm happy it went the way it did. You guys taught me many different outlooks and philosophies on level design, and because of that I hope to be forging with ya'll come Halo 6. Merry Christmas WAYWO.