I know I have trouble finishing maps either due to lack of interest in Halo or encountering a limitation so strong it ruins my desire to finish it. It would be really interesting to see what work you guys abondoned. Maybe even tell us why you chose to let go of the project.
I guess this is the 2018 edition of this thread. This is my map Far and Away (I renamed it after I made the video lol) I'm putting this on hold until Halo 6 because the lighting and frost textures looked WAY better on the miniature version. When I blew it up in actual scale, the colors looked off and the village didn't feel quite right. I also made a few balance changes to the one side during the blockout and it drastically changed the visuals. I learned a lot about micro design with this map though and it's really what broke me out of my terrain comfort zone.
I gave this one away on discord... But for some reason I still have this weird **** haha. The rest is gone for good.
Post saved for imagination of a mother beast to the engineers from odst and what it would be like to fight inside of a pregnant one
My plan was to remake the 1st level of the Fnaf fan game of The Joy of Creation and I managed to script half of it but after I left it alone for a month and tried coming back to it, I had no idea wtf I was working with so I'm just going to wait until Halo 6 and hopefully it'll be much easier to do it with the tools then. If you're actually interested in how the 1st level is actually played, here's a video. Although I'm not much of a fan of the fnaf games, I wanted to challenge myself in terms of scripting to see what could be done.
i delete anything i dont finish, so i dont have any abandoned maps in my files. i only abandon a map when i either know it'll be **** and im not happy with it, or ive redone the map so many times that working on it becomes a drag. and at that point, keeping the map is pointless because i know i'll never touch it again i do have a 1v1 that i made when the contest was announced, it was super fast and simple, pretty fun at times, but it wasnt really a "good" map so i never released it
I wanted to make a version of this and asked questions on here about the scripting. I had targets grouped with the doll objects, with each doll representing a different point total and was gonna have the Gravity Hammer of course instead of the oar. But basically I'd have to separate the teams to get the scoring to work because there's no way (apparently) to have a neutral target object award scoring *only* to the player who broke it. It would end up being like the Skee Ball gametype in Action Sack-interesting but not very fun to play more than once. So I quit working on it. The rest of my maps were like twenty objects in size so they're not worth talking about lol.
Alright I'll jump on the bandwagon here. Like many of you, I've scrapped a **** ton of maps over the years. Here's a few abandoned ones that somehow stayed alive through the great purge of 2017. BLACKREACH: I loved the lighting in one of Skyrim's dankest hidden wonders. I played around with blue emissives and dwarven aesthetics that I thought looked cool. Though I could never figure out a good blockout for the map. HARD DROP: This one I made with some help from SexyMasterChief where the idea was to drop from pelicans in a drop pod into a giant city and stave off the hordes of zombies. Everything worked great, just lost the motivation to continue. WHITEWALKER: I built the wall and the area for the Night's Watch, along with a giant forest beyond. The idea was to make an infection game where the defenders had to try and survive against the whitewalkers as they broke through. ROYAL RACEWAY: Yes, this bad boy was based on the old school N64 version where racers could activated powerups that caused lightning, koopa shells to shoot at people, and bananas to cause people to slide off the raceway. I had trouble with some of the scripts and it eventually got left by the wayside. Even made the damn castle too... HANGLIDER: This one was based off of the old N64 game called pilot wings, where you would race in the air and do cool tricks through obstacles. The welded hangliders ended up being too bulky to maneuver so I dropped it. TOMB THIEF: When the whole "survive the ****" time period took off, I started to make a tombraiderish map where you had to dodge booby traps. Simply got bored and forgot about it. TYPHOON: This one had beachgoers try to survive a continuous deadly wave of obstacles and buildings flying at you. It was based off of the old school H3 game: Hurricane. Got more involved with another project and just forgot about it. SAFARI ZONE: UG and I were working on a pokemon-based map where teams would compete to try and catch more pokemon than the other team (which were hidden around the map). It even had HMs you could buy from the store when you got enough points to reach hard to reach places (surf, waterfall, cut, etc). There simply weren't enough objects for what we had envisioned and it got left by the wayside. Hopefully you all enjoy the pics. Plenty more maps (dragon fighting, steampunk bioshock, etc) were started, but never made it to the light of day. That's the way of the forge unfortunately. Cheers!
I’m about to finish something I have wanted to do for about two years now (stay tuned). However, I have a half built tower of Orthanc (Saruman’s tower from LOTR). I have serious OCD, so I gotta finish what I start, though I’m okay with not finishing the tower...
I think that one will remain unfinished unfortunately. You will like what I’m dropping this week though!