lol All of these screenshots look far too busy and ugly, what the hell are you smoking. Dozens of blocks/nature items would have to be used to even get what you want artistically, and you'd also have to spend so much time with lighting because all of these locations blend so much ****ing geometry. Speaking of, bumps and jagged **** stabbing into your player model while you walk makes you spend even more to block that all off with invis blockers. I just went through three pages of the map selection, and there's plenty of cleaner, more memorable Halo related junk in there along with themes outside of Halo. There's a ****ing Dust 2 remake for cryin' out loud. We're just slowing down now because ForgeHub only has a baker's dozen active members, with half actually doing Forge related stuff. Why would one of us make something from those pics that are boiled down to cavernous complicated **** with different colors and fog settings? You know what would be cool? If these pics above got their aesthetics changed to H3 or the H2A campaign. That would be pretty ****in' dope. Go do that in Forge instead of trying to make it look like Halo 5.
I don't give two split dicks on **** what people have to say about Halo 5's aesthetics. Let 'em vent.
You're missing the point. I'm not interested in shitting on Halo 5 anymore. I listed environments inspired by the gameplay from the Campaign. We don't have any cavernous map where you have to move around via mancannons We don't have any large dark mining town with vehicles We don't have any Sangheli/Covenant temple maps There are some sangheli ruin maps, but me and Salty had the only ones that felt like Campaign environments. Honestly the layout for my Sangheli map from before we even had textures sucks and it's still the most authentic one It's not about copying their art style though. I just think it's bizzare that very few people were inspired by this game's Campaign when they've given us a decent bit of the assets now. But there are A LOT of completely doable themes and gameplay styles that haven't been attempted. I just want to see more good maps that feel like a Campaign adventure. It feels like I gotta do it myself and I'm still wracking my brain trying to fix old designs.
https://www.forgehub.com/threads/guilt_y.140176/#post-1530538 All the 1v1 talk made me remember this post ahahaha What a ****ing nerd It ain't got nothing on Peacock Paradise though. Yall thinking playing on pelican ships are dope and MLG while I was busy building literal peacock birds to fight on and inside. EDIT: GUYS I MADE STIGMA WITHOUT KNOWING IT EXISTED **** ****TON JFUCK**** https://halo.bungie.net/Stats/Reach/FileDetails.aspx?fid=26679170&player=JTF QRRBY Double Edit: @MartianMallCop check out this maps color scheme and try not to have an aneurysm. And to think, it has the most downloads of any of my maps ahahaha
Slow kill times Hitscan Recharging Health Defensive abilities This game is designed for camping lol Exactly. I’m just at the point where i should be making firefight or invasion maps
All i am saying is that i want to see maps in more crazy environments. But the kind of maps i am building usually end up being 1. Too ambitious for Forge 2. Not playable in Halo 5 because the game is slow Wish there was another contest or something so more people came back to design stuff @MartianMallCop @ExTerrestr1al Did you guys ever figure out how to script health pickups?
Dont mistake this for me antagonizing you, but incentivizing movement is a basic necessity of competitive level design. The mechanics of the game is irrelevant.
I disagree. Good mechanics only open up level design opportunities, and bad mechanics only take away. It's disingenuous to say they are irrelevant. Some of the levels I've played in Metroid Prime Hunters are incredibly ambitious. I'm talking massive verticality, huge distances you can man cannon across, and corridors that would make you claustrophobic. But it works in that game because: Fast movement High damage projectiles Non-recharging health and health pick ups None of those will work in Halo. You move slow, you get pinged as soon as you are seen across the map, and you can just thrust out of the slow kill times, hide, and come back to fight because of recharging shields. It has everything to do with the mechanics. Of course, I can throw a ledge here or put a wall there or tilt that floor or angle that ramp. I know how to do get players to move and I've designed enough maps that work in this game. I just dislike doing it for competitive Halo maps because it devalues some concepts that would work fine in other games. That's why I've wanted to get scripted health pick ups. Health is THE MOST important element of design. You can have virtually any kind of map if you take away recharging shields, because EVENTUALLY the player is going to leave wherever they are and go find health pick ups... or die. Therefore, I can build whatever environment and not have to throw in a million checks and balances to "incentive moment". The mechanics should do that already. It would be nice to have fast kill times and fast movement on top of that, because health pick ups alone can make people play defensive too. So that's what I would do for a custom gametype. Everything about default Halo 5 and its "movement abilities" is defensive and honestly I'm not enjoying myself when I design around it. I just want to make cool looking **** yo.