I am not about to look for them but I know at least 3 times prior to this I read about dubs being the next agenda AND that this tourney was going to be a place of selection. This was well before the deadline too. So it doesn't seem like it was being withheld to me because I knew about it & I am one of the most "out of the loop" guys on this forum.
Bob Ross on the Fourms, I'll paint it perfect. My first post was not rude, it did not have a bad "tone", it was merely me sharing my opinion that I think its a disservice to the community to only include maps that were submitted to the contest. Duck started acting psycho and came at me. If someone takes the gloves off, mine are coming off too. Here is the personal message I received from another CC [Just so you are aware, the CCs didn't even know about this. Warholic, Psychoduck, and FatedFire all left the CC chat for their own reasons (so they say). I'm going to try to push to make sure non-submitted maps get a chance, but it is entirely possible that will be the submission suggestion. I completely agree with you and I brought it up to War myself as soon as I saw that post. That is a hugemiss.] I was there when you all became CCs and I had an equally, if not better chance, of becoming one myself but declined because the position was unpayed. I think what you have done for the community is great War, but its funny that some of the things I see happening now are the exact reason you guys originally became CCS to stop. Again, I really don't care what you guys do, I don't forge for regocnition or even for people to play my maps. I just like the desgining s d building process. I was simply looking out for others. In the future, push 343i to allow you to be more transparent with the community as a whole. That's the reasons you guys originally became CCs. I was there in early Halo 4. I remember clear as day. Maybe you guys lost sight of that, idk.
Please dont copy/paste personal messages into the thread purely to stir drama and paint people as good/bad guys. To that CC in particular, you are working on a team. Dont try pointing fingers at each other and getting them to take the blame. Work as a team.
Don't tell me what to do, your not my mom. Also, I'd reccomend taking your own advice. Send him a personal message, don't do it on the forgefourms to "stir drama". But, do what you will, I'm not your mom lol. Anyways I'm done with this shot, its dumb. Didn't know my first post was so controversial and would start a bunch of bs. I'm out.
I really wish you guys would start separate threads for these discussions. I come here specifically to learn about forging design/aesthetics and to view WIP. You know, the stuff this thread was made for. I hate having to scroll through blocks of text to look for relevant posts to this thread.
I completely understand and in the future won't be posting anything that isn't directly related to "what are you working on". I really didn't forsee my opinion starting such a derailed discussion. I hate drama, and ashamed I took part in it . Anyways, what are you Woking on yevah? Care to share?
So I'll go ahead and show what I'm having fun putting together. I'm taking designs from different Quake maps, primary Hektik and Aerowalk. I'm wanting to do a counter-clockwise movement and have constant movement to grab weapons. Power weapons will somehow be in a weak lower park of the map so you have to keep moving up and down. Kinda like Damnation from Halo:CE. Then the lowest point will have a receiver that leads you right to an overshield that is in a narrow hallway that can be nadded, etc. Another aspect is to have hard and soft routes that give you different rewards. Take a longer hard route and grab a weapon/nades with ease while the soft rounds get you ahead faster, but skip over the weapon/nades. This whole theory is up in the air, but it's what I'm aiming for. We'll see how it goes. Sketch-up! edit: for 1v1 and this isn't the whole thing lol
Sketchip pics always give me butterfly's. Is it a1v1? Looks simple bit awesome. Simply, awesome. Well done so far longshotz
Should have put that it's 1v1 and that's not the whole thing. Just a big chunk of middle. thanks haven't seen people use sketchup lately.
YES!!! I remember Hakrazy and someone else made a map (Titan) inspired by Aerowalk in Halo 4. It was my introduction into Quake maps. I ended up looking at Youtube vids trying to find Aerowalk gameplay and I came across Hektik. I loved the flow of that map and made a version on Impact, but it had super framerate issues (****ing Framerate) and I ended up trashing it. Excited to see what you come up with... I'll be watching you... Closely.
When Godly voiced his concern to me, in no way did I oppose the use of maps outside of the contest. Duck already clarified this earlier but I feel like no one is listening. If there is a map out there that meets the quality and standards set forth by this contest then we will accept it. The community was given 2 months to create these maps. I would be very surprised if anything is able to compete with the incredible quality this contest produced so shortly after submissions were due but will be happy to include them if it does. When Halo 5 released I thought the doubles experience in matchmaking didn't measure up to the quality or standards we could create. I emailed the multiplayer team in an effort align the communities contributions to their needs. Motivating the the forge community with a contest can drive hundreds of new creations designed to meet specific requirements. In the past I've found this to be a great motivational resource that engages the community to increase the quality and quantity of map submissions. Now you may realize why the two fit together so closely. I'm under a tight deadline and testing as many maps as humanly possible, over 145 to be exact. Its hard to imagine wrapping up this task in the next 4 days with the amount of testing that is still left for this 2v2 playlist but we will find a way to complete it.
I'm listening and I think that's great. Your original post was easily misconstrued, I hope you can at least acknowledge that. I think the contest was awesome, it was great for the community. But mentioning that maps entered into it would have the best chance of making the 2v2 playlist, even if that's something you have to add later(I know tasks come thru the wires at odd times) than thats what should have been done. 500 dollars isn't nesscarily a huge motivation for a lot of people, but knowing they have a great shot at getting a map into a playlist would bette motivation for for a lot of people and could help increase turn out. I do appreciate what you guys do and beleive me,the current cc situation is wayyyyy better than it used to be. I got upset because duck treated me like a whiny child, and I dony play that shot.
i think it's cool because I don't think I can get top 3 with a cash prize so opening up to 10-12 in a playlist still gives me hope on a wider scale. Hopefully one of my maps was good enough to be in the top 10.
Exactly. Pre knowledge of this would of helped a lot of forgers get motivated. Same reason I beleive a even prizing pool would have been better. I'm not bitching tho, the contest was AMAZING and there were some equally amazing maps made as a result of it!
The non-traditional Breakout map I'm working on is coming along quite nicely, I guess. It's my second competitive map I'm making and I kind of want to break out of the generic Breakout style more towards CS:GO, even though it's not like that either. First off, I think no power weapons in the middle of the map would make Breakout way more strategic and competitive. I always loved about Halo that teamplay is important to control power weapons and positions on the map in order to higher winning chances. However, in Breakout I don't think it's the optimal approach. Letting teams decide weither to speed up or slow down the pace of a match without missing important power weapons in the middle makes up for a more versatile and fair gameplay, I guess. This style doesn't even have to make the flag a primary target actually, but at least make the overall gameplay experience more complex. Alrighty, that's all for now, more will be coming soon. Speaking of the theme I want to go with an Arabic, Moroccan architecture and set up a realistic town/palace theme, we'll see. I would be grateful to hear what you guys think of this approach except for that you don't like Breakout. Visually it's far from done. I want to achieve high immersion as always. See ya.
Glad to hear & thanks for asking. I'm currently working on a 1v1. The theme is natural. In the beginning stages I wanted the map to play like a slow/calculated 1v1 map, similar to Guardian. I had several paths leading around the backside of the atrium, but I just didn't like the feel. I'm a little worried it's looking like Goat's maps so I may change some things up. @a Chunk I know right? Feels like the Halo Reach days.