What Are You Working On?

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

  1. Box Knows

    Box Knows Mythic
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    I saved all your maps and I am going to release all of them
     
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  2. HeX Reapers

    HeX Reapers Legendary
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    I'm going to try and push for a Halcyon and Hexogen remake for MLG, being as they were apparently planned for v9.
     
  3. Soldat Du Christ

    Soldat Du Christ Legendary
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    After playing mutiple games on Bloodlet Throne with players who knew how to menuever the map, @CertifiedChamp @S0UL FLAME @SaltyKoala bear, the map plays amazing, i couldn't be more pleased with the pace and encounters
     
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  4. Zombievillan

    Zombievillan Ancient
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    Weird. I never removed it from my FS. I’ll get on & check it out sometime. That was back when I cared about DL’s so I never moved it.
     
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  5. AceOfSpades

    AceOfSpades Talented
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  6. LargerFiend

    LargerFiend Legendary
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  7. CertifiedChamp

    CertifiedChamp Legendary
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    Starting to feel left out, with everyone making castle maps, inspired by elven architecture in witcher 3, there isn't much but the idea for the theme is there

    Edit: it'll be more of a palace than a castle if I decide to finish it
     

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  8. Xandrith

    Xandrith Promethean
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    LOL never trust the signs ahahahaha
     
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  9. xzamplez

    xzamplez Ancient
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    @Goat I think it is a matter of bias, in terms of priority. We all look for different things in a different order of importance as players/creators when playing/creating maps.

    The things you refer to i would see more as polish. Once everything i find more important is at the point where im satisfied would i consider focusing on it.
     
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  10. MultiLockOn

    MultiLockOn Ancient
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    Yeaaaah that's why your maps don't look like anything. Can't build theme and atmosphere separately from the design.
     
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  11. a Chunk

    a Chunk Blockout Artist
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    Since this certainly applies to me as well... I think it goes without saying that if something is a low priority for someone, it's going to show in the final product.

    I personally don't care at all about atmosphere. I literally can't think of a single time in a video game (or movie for that matter) that I was truly immersed in the experience because of the mood/atmosphere (books are infinitely more effective in creating that feeling for me for whatever reason). It's just something that I don't find impactful, so it's not at all important to me. I absolutely realize that my lack of concern about it will inevitably impact how other people view my maps, and I don't care. I've never done this for anyone but myself, and I can't force myself to care about something I don't care about, lol.
     
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  12. xzamplez

    xzamplez Ancient
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    I guess youre just looking to start some bickering huh? Its honestly funny how differently you act on the forums compared to being in a party. Very two-faced.

    I enjoy being responsible for the gameplay, and i outsource the art to willing people that enjoy being responsible for visuals. Its a pretty great system, and ive been happy with the results thus far.
     
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  13. MultiLockOn

    MultiLockOn Ancient
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    Uhh 1: wasn't starting a fight. Was a pretty basic claim. I don't know why you took that offensively considering you yourself admit you don't think about theme when you design.

    2: I am the exact same person here or online.

    To reiterate, it doesn't matter who does the art on your maps. It will still look like a blockout because you don't design with a theme in mind. Just because there's cobble stone textures everywhere doesn't mean it looks like a castle am I right.
     
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  14. Goat

    Goat Rock Paper Scissors Scrap
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    Everyone will indeed prioritize different elements of design based on what they value as an author/player; however, I don't think the verisimilitude of a design is something you introduce towards the end of a project. It's one thing if you do not discover it right away, but it will very obviously feel out of place if it is an afterthought, and not marinated into every step of the process. It's like adding salt on top of a finished dish when you should have seasoned it while it was on the stove.

    Nevertheless, this isn't about art vs gameplay vs design. It's something far more specific relating to the overall emotional tone, which is tied into all of those. I'm simply saying that while level design, art, and piece usage have all improved in the community as everyone becomes more acclimated to Forge and Halo 5, this is an area I'd also like to see explored by other people. I'd hope nobody is reading into the fact that I used my own content as an example, as that would betray my intentions.
     
    #21754 Goat, Dec 9, 2017
    Last edited: Dec 9, 2017
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  15. xzamplez

    xzamplez Ancient
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    Sure sounded like it was a shot, but whatever.

    You honestly arent. Youre much less confrontational and defensive in parties.

    I dont agree with that, but thats fine. Ive already had that discussion with Goat some time ago. The way i currently do it is a mutually beneficial arrangement.
     
  16. Goat

    Goat Rock Paper Scissors Scrap
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    A theme and atmosphere are still just lifeless husks without the essence I'm referring to which breathes identity into them. It's the only way I can describe it.

    Like, you can have your story, your characters, your style, your color graded photography and your witty dialog, but there's a force that binds all of that together and you might not even notice it until it's absent. But without it, you aren't really invested in any of it.
     
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  17. Goat

    Goat Rock Paper Scissors Scrap
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    Well let's look at your example: when you are reading a book, you're presented a portion of the story, and you have to fill in the blanks by imagining the rest. You're given a description and your mind is stimulated to construct scenes based on what you are reading. This doesn't just call upon your creativity, but also your memory. For example, someone can describe the vibrant redness and smell of fresh strawberries to you with every adjective in the dictionary, but if you've never seen or smelled strawberries before, it's going to be virtually impossible for you to recall those senses. A good author may then use something you're more likely to have seen, like a fire hydrant, to help bridge that gap. It's that dynamic that hooks readers and allows them to create and populate a world in their mind while the author feeds you more breadcrumbs as you turn the pages.

    Contrast that with a movie, game or tv show where most of that information is fed directly to you. You don't have to imagine what you are seeing or feeling, therefore you are not involved in tailoring that world. If you see strawberries on the screen, chances are you are also seeing a character react to them instead of yourself, thus the feeling is lost. We gain some of that back by interacting with a videogame, but we are still guests in a world that was created for us. For someone whose mind thrives on inventing their own personal world, they're going to be bored or otherwise under-stimulated.

    So how do people lose themselves in those moments? How does one appreciate things like atmosphere in more visual media? How does a creators in these fields inject that essence into their craft to resonate with others? I believe these require a completely different part of your mind. Does anyone else want to take a guess at what it might be?
     
    #21757 Goat, Dec 9, 2017
    Last edited: Dec 9, 2017
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  18. qrrby

    qrrby Waggly piece of flesh
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  19. GrayishPoppy210

    GrayishPoppy210 Legendary
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    Lol.
     
  20. qrrby

    qrrby Waggly piece of flesh
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    3 of my teammates without a mic
    3 on my team with no mic
    Lag 1 down, freak the **** out
    Die a little bit more on the inside
     

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