What Are You Working On?

Discussion in 'Halo and Forge Discussion' started by ForgeHub, Jul 12, 2013.

  1. purely fat

    purely fat The Fattest Forger
    Forge Critic Senior Member

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    All bow before their goddess Diane
     
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  2. CertifiedChamp

    CertifiedChamp Legendary
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    I'll pass
     
  3. purely fat

    purely fat The Fattest Forger
    Forge Critic Senior Member

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    GOOD MAN
     
  4. purely fat

    purely fat The Fattest Forger
    Forge Critic Senior Member

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  5. II SEGA USA II

    II SEGA USA II Spartan III

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    Different types of halo map layouts

    ◦ Arena maps
    Derelict
    Hang'em high
    Wizard
    Colossus
    Midship
    Desolation
    Foundation
    Tombstone
    Warlock
    Warlord
    The pit
    Assembly
    Heretic
    Countdown
    Zealot
    High noon
    Adrift
    Haven
    Monolith
    Pitfall
    Coliseum
    Mercy

    ◦ Site maps
    Battle Creek
    Beaver creek
    Gephyrohobia
    Headlong
    Zanzibar
    Backwash
    Sanctuary
    Terminal
    Turf
    District
    Shrine
    Stone town
    High ground
    Last resort
    Ghost town
    Longshore
    Asylum
    Atom
    Cliffhanger
    Powerhouse
    Battle canyon
    Anchor 9
    Breakneck
    Abandoned
    Complex
    Landfall
    Perdition
    Eden

    ◦ Interior maps
    Chill out
    Longest
    Prisoner
    Ivory towers
    Elongation
    Citadel
    Cold storage
    Foundry
    Orbital
    Rats nest
    Reflection
    Condemned
    Empire
    Fathom

    • ◦ Range maps.canyon, caves, valleys, island
    Blood gulch
    Sidewinder
    Death island
    Danger canyon
    Ice fields
    Infinity
    Timberland
    Burial mounds
    Coagulation
    Containment
    Uplift
    Bloodline
    Remnant
    Isolation
    Sand trap
    Snowbound
    Valhalla
    Avalanche
    Boneyard
    Hemorrhage
    Paradise
    Spire
    Ridgeline
    Tempest
    Exile
    Long bow
    Melt down
    Ragnarok
    Vortex
    Harvest
    Daybreak
    Outcast
    Shatter
    Vertigo
    Wreckage

    ◦ Exterior maps
    Boarding action
    Damnation
    Ascension
    Lockout
    Lockdown
    Zenith
    Construct
    Guardian
    Narrows
    Blackout
    Sandbox
    Standoff
    Boardwalk
    Pinnacle
    The cage
    Highlands
    Penance
    Solace
    Skyline

    ◦ Corridor maps
    Chiron TL34
    Rat race
    Solitary

    ◦ Interior&Exterior maps
    Gemini
    Epitaph
     
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  6. Box Knows

    Box Knows Mythic
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  7. TESTIFIER

    TESTIFIER Spartan III

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    Having serious motivational issues guys. This always seems to happen to me. I'll spend 2 weeks straight on a map, get it to about 80-90% completion and then lose ALL motivation to finish it and I never end up getting it to 100%. I get so bored looking at it for hours that I just cut and either go do something else or build something else. I'm a chronic 80%er when it comes to forge. Especially when things start getting a little difficult like the final section of the map looks like garbage and I can't seem to make anything work as good as it could, and anything I do place down seems like it's lazy with no real thought put into it despite sitting there for at least two hours doing some sketches and researching tryna make it work. Not to mention piece usage becomes strained, then lightmap becomes a huge issue, then you realise too late that framerate is a huge issue on your map so you basically have to redesign everything meaning two weeks worth of work is for nothing... only to also realise that nobody really plays Halo 5 that much anymore and it could all be for nothing anyway.

    Am I the only one? Can't seem to get out of this funk. Eh, who cares my three weeks holiday are over, back to the daily corporate grind being a spreadsheet jockey.
     
  8. WeedCough

    WeedCough Legendary
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    This is a common issue for me, not just in forge but in all of my creative endeavors. The key for me is just to think about the end goal. For halo maps it's simple; an enjoyable and aesthetically pleasing play space that people will have fun on.

    Focus on the final product and all that comes with it. The sweaty games, the forgehub pointz, possible features and even getting into matchmaking.

    The final 20% is always a grind but once youre finished it makes it all worth it. Plus you won't have to look at 20 unfinished maps and your 3 published ones and feel like you've wasted a lot of time playing with virtual Lego blocks.
     
  9. xzamplez

    xzamplez Ancient
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    @TESTIFIER Youre not the only one. Ive had maps that are basically finished in my files for months.

    If you only make maps to have a bunch of people play it, that’s going to weigh on your mind, because chances are that it wont get a ton of play. You have to accept that and find another motivation to help you push through that final stage.

    For me, that motivation is progression. Looking at what I made and seeing what concepts I’ve applied to my current design that I learned creating my last. Not necessarily improvement, but growth.
     
  10. S0UL FLAME

    S0UL FLAME Mythic
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    [​IMG]
     
  11. Yeti For Hire

    Yeti For Hire Legendary
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    @WARHOLIC WHERE ARE YOU WITH THOSE COMMUNITY FAVORITES MAN!? I NEED MY FIX!
     
  12. Preacher001

    Preacher001 Forerunner
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    It's been months since infinity's sneak peek and a moment since we last discused the future of Halo so what do you think, is there any hope that we be able to build one size fits all walls, floors, ceilings this time around?

    Will we have a real texturing system?

    WIll we get our prefab system updated to a real (or close to it) object creator?

    Will we be able to build real terrain?

    Will the Forge be delayed for months after release?

    Will we have to wait months-years for a full list of gametypes?

    In general what are some of your predictions on the Halo Infinity
     
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  13. WAR

    WAR Cartographer
    The Creator Forge Critic

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    My computer broke over the weekend and had to install all of my data on a new one, then I had to prepare for my mothers Bday party which is tomorrow. I think I can do the community fav article now, I'll try to be quick. I need my fix too :)
     
  14. MythicFritz

    MythicFritz Halo 3 Era
    Creative Force

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    I also play sudoku.

    [​IMG]

    I swear I didn't use hints and can't seem to get even close to this time anymore.
     
  15. ExTerrestr1al

    ExTerrestr1al Promethean
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    Coming soon: Map that deletes itself as you play it. No two games alike! (8 player gameplay near the end is insane)

     
  16. MythicFritz

    MythicFritz Halo 3 Era
    Creative Force

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    Really cool idea!

    I know this is a sneak peak so you've got lots of plans I'm sure but I had thoughts.
    -Rooftop should have ducts and antennas and whatnot so the opening isn't so octagon
    -Shotguns... explain yourself
    -I like the block color change showing what's going to delete next. Have another color block that when it deletes spawns a weapon in it's place
    -Dropping down 2 floors and being trapped seems super frustrating
     
  17. ExTerrestr1al

    ExTerrestr1al Promethean
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    Thanks!

    One thing I am up against, but may have found a way past, is piece count limitation to this type of scheme. I may not be able to add ANY more pieces.

    I also would like to make a couple of unknkown spots on the map contain weapons, and you don't knwo until a brick disappears and you just see it.

    Scattershots (not perm) - a couple reasons. Needed something for when someone creeps around a corner (BAM!). Needed something that can suicide you if you prefer not to wait for a block near you and are also out of nades, AND also not near exterior (for teleporting up and retrying your descent).
    (ppl can use whatever weapons they want)

    Not dropping down 2 floors into a pit is part of the awareness game of it ;) There is always a way out and you can start to get a feel for how to spot those pits before you just jump into them blindly. There's a little learning curve, but people get it quickly.

    What I love about it is there's this tug and pull on whether you stand and fight, run and hide, or start over etc. Very few dull moments and you can elect to get out of them if you prefer. Also, it's kinda nice to have a break from the action ;)
     
  18. MythicFritz

    MythicFritz Halo 3 Era
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    Thanks for responding about the scattershot. It's need makes sense now but I really don't like even having a need to suicide. Wish you could find a way to avoid that.

    Your comment about piece count may mean this is impossible but I had another thought. What about a few blocks being transparent?
     
  19. ExTerrestr1al

    ExTerrestr1al Promethean
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    if pieces can be added, I need to prioritize a way of blocking out the light, so that glitchy seizure-y thing doesn't happen when exterior walls get deleted (hopefully). If I can keep going after that, I'd be happy to try some more cover and decor!

    (FYI, I am at about 1315 pieces right now) EDIT: Just tried adding two more floors as a test, and the following glitch happens again.)

    The piece count may not really be a limitation, but I thought it was while troubleshooting the fact that many blocks do not respawn after a round ends. I am wondering if there is a limit on # pieces that can respawn at round start. But, the only provable thing I can, prove... is that when you let the round end via time limit rather than the scoring trigger, it does the failure to respawn thing.

    I need to eventually fix that, because I cannot guarantee that everyone will always use enough time to make it guaranteed someone will end the round the preferred way.

    I just have to find the right combo that lets us push the game to its max, while also not breaking it. (lots of hours went into this already where I just screamed at my screen wondering what the hell was going on in the game
     
    #32899 ExTerrestr1al, Nov 1, 2018
    Last edited: Nov 1, 2018
    II SEGA USA II likes this.
  20. ExTerrestr1al

    ExTerrestr1al Promethean
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    @MythicFritz and whoever else...

    what is the best canvas/lighting and blocking scheme for decent lighting if I have the pieces? Consider what is best for visibility in this unique situation and also aesthetically looking good. (update to above is that if you ungroup pieces it helps the issue of pieces not coming back for next round. But, it looks like I am still having it happen when round ends by time. I am going to hae to force people to accept unlimited time, but it's not hard to make it down there...

    I can move this map very easily so give me your best option. Thanks!

    EDIT: Note, for blocking "natural" light, I have already used enough 256 floors set at 0 emissive and the game will accept that. I don't want to push it much further in piece count, though.
     
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