@AnonomissX What if you pitched the lightning fx cone on a slight angle then scripted it to slowly rotate? I think it should make the bolts source to appear to come from different locations.
That will certainly be a cool fine-tuning aspect of this map. It is 70% aesthetics and 30% terrain/geometry at this point-I'm building it ass-backwards!
Welcome to the zoolander forging club for really really good looking maps that never get finished, population you me and Goat.
All the fonts in the outro / intro were done in forge including the special fx and camera movements and then infused through upload studio with a simple audio overlay. So in a way, all scenes were created in forge. kappa
This is what I'm working on: http://www.forgehub.com/threads/2v2-wild-goose-wip-needs-testing.152536/
Finally a finished 4v4 map that looks super good and like it actually belongs in Halo. Great job man!
Aighttt kids gather 'round I have a question to ask. --brainstorm session-- I'm gonna make a 1v1 map with a probably Japanese theme and am currently coming up with a layout... what do you like to see in the design of a 1v1 map? I guess I'll start/be the lone participant and say that I like an acrobatic space where jumping around the map's levels/areas to get the upper hand is necessary (as long as it is not overdone).
For 1v1s, I personally prefer the main focus to be on pure BR/strafing ability rather than control points or power weapons. The octagon never got old for me and this was the case. There was no chasing, no extra weapons (only sniper or nades is you chose), fast paced, even playing field. And what I like most is that in all 1v1 history it's never been popular forautonatic starting weapons. So first a foremost I'd say the gametype is what is important.
So far my asymmetrical map is coming along nicely. With feedback from Redemption examples it's about 95% done. Well that's just for testing, hopefully I will have it done for this weekend testing lobbies. Well here is a sneak peak at what I got done