What Are You Working On?

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

  1. MultiLockOn

    MultiLockOn Ancient
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    Any map by vyctoriouz was gorgeous. Most conquest maps focused on art for obvious reasons. Zombie actually had some really cool looking Foundry maps as well.
     
  2. Goat

    Goat Rock Paper Scissors Scrap
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    https://www.forgehub.com/threads/sentinel.101317/


    Oh yea this is dope

    https://www.forgehub.com/threads/aerocrest.98754/

    Like this too
     
  3. Yekkou

    Yekkou Yellow, but with "kk"s
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    An artistic map in Halo 3 forge doesn't exis...
    [​IMG]
     
  4. Goat

    Goat Rock Paper Scissors Scrap
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    [​IMG]

    Doing this without rotation or phasing objects is making my brain hurt.
    --- Double Post Merged, Dec 31, 2016 ---

    [​IMG]

    Notice me senpai~
     
  5. Yekkou

    Yekkou Yellow, but with "kk"s
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    http://i.imgur.com/QLzB4uF.gifv
     
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  6. Box Knows

    Box Knows Mythic
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    Omg I'm ****ing crying
     
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  7. MultiLockOn

    MultiLockOn Ancient
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    That was lyfe. You had to stack flat double walls to press objects against to get unusual angles and then the same for rotations.
     
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  8. AceOfSpades

    AceOfSpades Talented
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    Yep, I also distinctly remember doing trig on some maps lol.
     
  9. MultiLockOn

    MultiLockOn Ancient
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    Cos Ramp + Tan Wedge Large = Sin Obelisk
     
  10. Goat

    Goat Rock Paper Scissors Scrap
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    Real talk you have crossed into the nerd dimension as soon as you start doing math in Forge
     
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  11. Yevah

    Yevah Ancient
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    The nostalgia
     
  12. Overdoziz

    Overdoziz Untitled
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    a Chunk likes this.
  13. Dunco

    Dunco Troll Whisperer
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    [​IMG]
     
  14. K a n t a l o p e

    K a n t a l o p e Promethean
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    I love how people complain about details, such as plants, props, and lighting, when they are important in creating the character for a map or level. The right amount of detail can make certain areas on a map, macro and micro, recognizable to players, not force artificial call outs, and make a lasting image for that map in players' heads so that they will likely come back to that map to experience it again. I'd say that Terminal from Modern Warfare 2 is a good example of using both micro and macro levels of detail. The macro detail of the architecture throughout told the players what type of place they are in (sort of like how Halo has distinct Human, Covenant, Sangheili, and Forerunner architectures) and time of day. On the other hand, the micro details showed where that location is with the language most of the signs were in, the state of distress with the scattered luggage, papers, and even the dropped breathing devices in the plane, and the distinctions of a back interrogation room, jewelry store, and Burger Town.

    Yes, old school games tend to lack the detail seen in the recent decades of gaming and still have memorable maps, but those maps still had recognizable landmarks (especially in the macro) that's detail was in the general architecture of a type of location and it's textures. The careful detail put into creating these macro details for this level design had lent a hand in making easier call outs such as sniper towers and floors. The main reason that micro detail was less common was hardware/software limitations. Everyone can recognize the original Lockout, and, without much micro detail, areas had distinct architecture to allow for call outs, not to mention that weapon spawns are use for call outs as well.

    tl:dr It's important to have both micro and macro detail to whatever extent you like, but it's important to have both. Would you rather have a map that plays perfectly without distractions but is impossible to remember the name and look of it, or have a map that plays quite well but is recognized in more than just that game's circle?

    Edit: I also love how 'Most Hated Map Elements' is more popular than 'Most Loved Map Elements.' I blame Schnitzel and Xandrith. :)
     
    #8854 K a n t a l o p e, Dec 31, 2016
    Last edited: Dec 31, 2016
  15. Xandrith

    Xandrith Promethean
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  16. MultiLockOn

    MultiLockOn Ancient
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    You too buddy!
     
  17. no god anywhere

    no god anywhere Forerunner
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    If you can't remember a map without its aesthetics then you've forgotten the core aspect of making and playing maps. Sorry but just being real.

    I want people advertising their layouts like it used to be... I'm so tired of this clickbait bandwagon everyone is stuck on.

    I don't care if your maps look like amy schumer as long as they play like riley reid....

    If all we had were primitives, :rip: waywo
     
    #8857 no god anywhere, Jan 1, 2017
    Last edited: Jan 1, 2017
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  18. K a n t a l o p e

    K a n t a l o p e Promethean
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    I guess that I didn't communicate what I was trying to say. I'm damn sure I remember maps that are only blockouts and dev texture maps because of their gameplay, but I'm talking form a final product perspective.

    A lot of Sgt Slaphead's maps are recognizable because of the unique pathing and simple aesthetic, and people who've only played on those maps once will recognize it for it's geometry, aesthetic, and, what I forgot to give recognition to in my original post, gameplay. I'd say uniqueness in a map's gameplay is more important than a refined established design.

    Also, a lot of maps get too much recognition due to the nostalgia factor.

    Edit: I haven't played Dweeb's map yet, so I can't say anything towards that other than I can recognize it from a mile away.
     
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  19. iTz Longshot

    iTz Longshot Ancient
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    Stopping in to say hey. ;)
     
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  20. Yevah

    Yevah Ancient
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    Forge is more than just level design.
     

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