Happy little stream in a cliff crack Also made a little cave, but none of you bitches watched the clip (sound)
Give Forgehub a pun and you will read two pages of progressively worse puns. Well done. I am proud of everyone.
Just skimmed the design stuff, but yes you a funny. Also happy that everyone is designing again. I can't wait to see them and then get forced into playing a game of Halo 5 and complain about it the whole time or laugh as the game turns into a spartan charge fiesta.
We'll I know what I want to do. It's not revolutionary, but it will be unique. and better than whatever soldat makes
You guys got me to jump into forge again too. Lasted about an hour but whatever. Maybe I'll do another hour again soon.
Not making fun of phase shift by any means it's a really refreshing experience and it would be nice to see that experience brought to other maps as well
@Soldat Du Christ dude, I had a little bit of a blowup on a private-ish discord channel, and like typing up long-winded responses to people that are hardly ever read because I use syntax and vocabulary that either is too complex, too obscure, or just plain unclear - but this is too much, man. A modicum of self-awareness would be appreciated. I like the aesthetics you got on Bloodlet Throne and enjoy playing on it, but I mean... they're right. I can't say that I've been able to put together or even design a working key map so big props for putting something together that works, but yours does water the concept down from a high-level gameplay standpoint (whether people play it that way is another story, and is why). Sure, Arcanum has long 'hallways' too, but that's an inherent limitation of Halo 5's sandbox, and it's at least accounted for by giving those routes an 'out' to change the encounter*. This doesn't play into Bloodlet, the most of an 'out' you have is dropping down from whatever power position you are holding and the octagon cover piece in your throne room. It isn't designed to move the player from encounter to encounter, or setpiece to setpiece, whether you intended as such or not. You even have the little chapel catwalk and 'Trinket' floorpiece ft. plasma plume effect for tele. exit from Oblivion in there. Those examples may be a little bit superficial, but it is o b j e c t I v e l y lazy and derivative beyond simply the key concept (which in a multiplayer context is still derivative of old Quake and Unreal stuff). *Like the pyramid from Trinity, where you can go from disadvantage to advantage by hopping up, only incorporated into a moving obstacle that is also artistic. It is really well-integrated and speaks to the thought that went into the design. Give that some thought.
Unnecessary. The word you are looking for is unnecessary. Like many of the words you just used here. It means "not needed". but I'm sure you already knew that
So I'm actually gonna work on my game this fall because I want to get this pitch shat out asap so that I can work on refinement this winter when I'm off of school. Suggestions on specific weapon mechanics, anyone? Anything not terrible would be litty titty.