FTG Insanity submitted a new map: H2 Lashout - 1:1 scale remake of Halo 2's Lockout Read more about this map...
It's about damn time. Good work really. I'll check this out when I get a chance. I'd really recommend reassessing the lighting though. Keep the theme but just softly brighten the map some with a color other than white light with a low fall off ratio so it still has that night feel. It's just too dark as of now imo. Actually white light may be the answer...
I did think that the map looks a little dark in screenshots but in all honesty, it's much brighter when you walk around on it. I'll look into raising the brightness on the lights illuminating the majority of the map or I'll add the white light that you mentioned to balance out the darkness. Thank you for your feedback EDIT: I increased lighting in general areas by 10 points. Map is a bit brighter now
Just go play on it with another person when you check it out, it's a different kind of aesthetic look. It's a polished version of the original, perfect for purists.
Let's GO, FTG Insanity! Amazing job. Your wait for this map was long, but it all pays off now. Keep it up, man!
In your original post you mentioned the spawns were messed up because you deleted your initial spawns. Cant you just re-place them on the map? Or are the spawns you place bugged or something? If so I need to know ASAP so I can stop forging maps without them! I usually just keep 1 'plain' spawn and 1 initial spawn of each color and delete the rest. Is that not okay?!
From what I understand, it's not good to delete any of the initial spawn points because it can cause irregularities with spawning. From what I can see, the biggest issue it created for my map is only noticeable in 1v1 gameplay. If you stand at the Sniper Spawn, the opposite player will spawn at Back BR Tower and Back Library every single time. Also, I don't know if this is because of me deleting the initials, but I can't adjust weighting with my respawn areas. With some testing, I am happy to confirm that Team Slayer and FFA play wonderfully with my map. We had a stress test with over 8 players and with the various time we played on my map, the spawning situations were highly satisfying and reminiscent of the original. Back with Halo Reach and Halo 4, players would spawn inches away from each other but with Halo 5 players nearly never do.
FTG Insanity updated H2 Lashout with a new update entry: Direct download link added ^_^ Read the rest of this update entry...
FTG Insanity updated H2 Lashout with a new update entry: Direct Download Link Added Read the rest of this update entry...
FTG Insanity updated H2 Lashout with a new update entry: No More Procrastinating XD Read the rest of this update entry...
FTG Insanity updated H2 Lashout with a new update entry: Complete aesthetic overhaul Read the rest of this update entry...
I took a look at this again with your update. It all feels very much one color and dark. Even the original had tans inside and such. The Spartans just glow like light sticks. Your design is perfect, but the lighting is very rough still. Try the crisp filter to make the ice look white and for an instant brighter look. Take your time with each area for lighting and potentially add the contrasting tan for the rooms. You need the tan to help red team not stick out so terribly. Again, perfect design.
You might also try porting this to Tidal, facing it in a direction that allows natural lighting, messing with filters and making your own icy backdrop fading out the islands in the back.
I appreciate your feedback. Unfortunately when I added filters it caused fps drops in a very noticeable way. The map being darker is intentional as is the green for interiors instead of them being tan. I could always increase brightness overall but that wasn't my intention. I want the map to play and feel like the original but with my own preference and style. I might add a tan color and see how it looks. I tried making the map completely bright but I felt it being too unnatural. Also most of the forge pieces have light bake off to help performance. Increasing brightness will cause some issues with pieces looking offset with lighting. I could try adding more of a sheen to surfaces but I took a "less is more" approach this time. I'm willing to make some changes if it will further improve the design but I feel a bit.. troubled in what direction to go in if I did. If you want to make a slight edit and describe what you did, I could get inspiration from it and make some edits. Just a suggestion
Your fps drops are not from filters, but how many pieces you have lit up with the lights and how many lights are overlapling. I'd have to look again, but I think they were many lights overlapping. Ultimately, the map is just at odds and looks very different than your side by side. I understand you may want to add your own flavor. However, you have a few very detailed pieces on top of a design that is waiting for an art pass. As far as me taking a crack at it, I would much prefer going onto the map and helping you. I've already made my own Lockout with Timedipper, to much success. Again, I think moving it to Tidal will help you light the map up naturally, you can still get the shadowed tone, but use less lights, more light map, and ultimately more pieces to create a backdrop. The snow canvas is notorious for crappy lighting and light map issues.