Well, this is unexpected. Personally, the only thing i disagree with is the symmetrical requirement. I'd be inclined to disagree with the canvas...
well just about a week left and - unsurprisingly - i've scrapped everything i've built. i'm no good with deadlines so i might end up sitting this...
this is some quake **** right here. cleany forged with creative, simple and cohesive aesthetics, and i'm glad to see your ramped platforms on full...
just a small bridge perhaps. am throwing things at the wall to see what sticks. and something like that can substitute as my "anchor".
thanks guys. i knew literally nothing about 1v1 halo prior to this, so i'm just trying to wrap my head around the design philosophy. i'm more of a...
at what point do the terrain flat pieces start to cause framerate? is it okay to have a handful of them on a map? also, why does it seem like...
so teleporters and lifts instead?
curious - what would you consider unsafe?
probably my favorite 1v1 map that i've seen so far. looks cozy and has some cool sightlines. just worried about some of those tiny jumps you've...
part of being a good forger is knowing when **** ain't working and having the balls to scrap it, so i commend your efforts. i rebuilt the same...
is sword 100% bad idea in 1v1 map even if it's fairly open? nevermind it's the halo 2 sword lol **** that
what could have been... [IMG]
i sympathize with 343 to an extent, because on the one hand i understand if they feel limited in their creative freedom. as a creative person, i...
ya it'll be like waling in slow motion. gotta love how hyped up the terrain stuff was, only for it to be unusuable thanks to the framerate drops.
to add, ive decided to expand this series to focus more on my map design process and less on an actual map. so every video isnt necessarily going...
halo 4 worked on release and it still took several months for them to put file sharing up. so my guess this time around is never.
mcc doesn't have an in-game file search and there's no online file search. the only way to access other player's file shares is to find the player...
it's interesting how many definitions of verticality there can be. i like overlapping routes, but i try to avoid entire floors crossing over...
appreciate the comments. the lift was there so i didn't need to switch back into forge to get up there every time. as for the ramps, i never tilt...
i've found the best way to approach verticality is to consider everything in the form of "layers". the bottom is the widest, then middle is...