Got 2 more hours in to forgetoday and finished the layout of my map. Tested it out on splitscreen for framerate lag and got so many drops lol. Those damned bridge pieces are definitely the issue as I used them a lot.. :/ Anybody got some good ideas for replacing the bridge pieces? I used them for walls so that there is contrast between the walls and the floors. I was thinking about wall doubles, I assume those are fine for framerate right?
Depending on how your floors are set up, you might try the small y crosses (the one without the mirrored version). Just sink the small end into the floor/ceiling and it's basically a dark 2x4 flat. It's really easy on the engine too, in my experience. All the walls and window pieces (without glass, also not coli walls/windows) are easy on framerate too.
It's not that, it's just that when people start spouting bollocks about financial what-nots, I get all riled up and feel the need to correct them. If TMCC was delayed to release AFTER H5, and it would have to be several months after at that so not to cannibalize H5's sales or population, there would be a major financial loss stemming from the Time Value of Money. Essentially there would be a loss of cash inflows of TMMC-Budget divided by 1.06^Time-Delayed(in years). Why 1.06? Because that is roughly the Weighted Average Cost of Capital for MSFT. Also, just going off memory of past financial modeling exercises, a 20% decrease in sales at the cost it takes to develop a Halo title would result in the game being a financial loss. It's not that I'm trying to be an ass here or anything, but finance is kind of my spiel and I really hate seeing people spout out unfounded bollocks.
Thanks for the tip on the Y-crosses, I thought that they weren't the best on framerate either but I will give then a try!
Lol. It wasn't about the actual figures, it was about them proactively providing a product they promised they would. Big projects always fall behind, and projects that are spread across multiple teams/companies fail so even more. A massive company like 343 should have known this was coming, and yet they did nothing, and they're actively doing nothing. Real fans of Halo's gameplay have been pissed off now for 3 games running. They've already lost more than 20% really...
is sword 100% bad idea in 1v1 map even if it's fairly open? nevermind it's the halo 2 sword lol **** that
Yeah, its probably best to avoid instakill weapons in a 1v1 if they don't require much skill. I finished my second submission to the contest last night. I have one more imminent-influenced design I've been meaning to revisit then I think I'll be done. It's nice to see some solid designs being made as a result of this contest. GL everybody!
I'm now on the fourth iteration of Stalwart for the 1v1 contest. First version was baaaaad. Really messy and absolutely no good. Second is the one posted to this site. Kind of alright. Third was my first attempt at making it asymmetrical. Turned out too big. The plan I have for this fourth version should hopefully work a lot better. The map will be segmented better, allowing players to spawn safely, but also small and interconnected enough that it's easy to find the other player. Hopefully the flow will be good too.
part of being a good forger is knowing when **** ain't working and having the balls to scrap it, so i commend your efforts. i rebuilt the same map 5 times yesterday trying to get a design going. ended up with nothing but i learned some new aesthetic stuff at least. i just wish the terrain sheets were smaller...
Me too, dude... me too. I wish all the pieces were smaller, and actually just varied in shapes and sizes. Where's the triangle blocks at!?
I honestly have no idea where you're going with that... are you saying you don't want any additionally shaped blocks? Like pentagons, triangles, heck even circular blocks?
Updated this. I redesigned the lift room, added some more ways to move around the map, updated visuals, and added this cute little nadable sniper (kinda). Still don't like the design of bottom OS, but I just can't figure anything out for it. protip: Camo's great if you like framerate
Neato, liking the changes. The map looks much more readable now. As for bottom OS, what do you think's wrong with it out of curiosity?
probably my favorite 1v1 map that i've seen so far. looks cozy and has some cool sightlines. just worried about some of those tiny jumps you've got going on near the bottom. jumping into a teleporter or a small door is weird and might make those areas unnecessarily cumbersome to traverse. am also not sure about nading the sniper into the death pit (seems close to OS too).
I want to create some solid LoS between the teleporter at bottom OS and its receiver at fusion coil spawn, but the height difference is making that awkward to do. atm I would have to move the sender node right in front of the window in order to create that direct LoS, if that makes sense. That jump up to top OS is really awkward, too lol. Yeaah, that whole setup down there is a little experimental. I see what you mean about the jump to teleporter, though. That being said, I wanted it to be difficult for players to jump through that little doorway. There's no real good LoS into that area, so if somebody drops down and runs away through the door, the only way to clean them up is by chasing. I don't dislike the idea of opening it up, but I'd like for that area to be more exposed before I do. The sniper wasn't supposed to fall into the death pit Thanks for the feedback, fellas.
After four failed attempts, I'm shelving the hangar-themed map for now. I'll revisit it once I can let the idea simmer a bit. I have a new map that I'll be entering in the contest though. This one's an outdoor map pulling some inspiration from Sanctuary, Beaver Creek, and the lush gardens of ancient Greece. It's a Forerunner-themed garden set inside an artificially walled-off section of a canyon, with a large semi-open walkway between the two bases (this map should also serve well for tight 2v2's and 2v2 CTF games especially), with a mix of long and short sightlines on the ground below as you move around the map. If nothing else, the map is beautiful to look at, but while testing it in 1v1's last night, the map was playing really well, save for a couple heavy spawns that I've since fixed. I'm going to polish it up and post it within the next couple days. Really excited about this one.
I am really hoping to see something crazy come out of this contest. I hope someone answers the call. A good portion of what I have seen so far has seemed pretty safe and/or symmetrical.