I'm perma banned for life for asking a valid question then defending myself when Cyren and Saucy started to attack me (and ignoring the question entirely). They then went and deleted everything as it puts them in a bad light. Professionalism at its finest.
I didn't witness the twitch chat, but I did for the forum conversation. The staff at BE, notably Saucey and Cyren, seriously do whatever it takes to make them look good, no matter the injustice. They are living in their own **** dream land over there. They dropped the banhammer simply because someone wasn't a follower.
Well I would, if it was possible to make 45 degree angles in Excel (which is what I used for the outline, because I didn't have graph paper). That said, it is supposed to be a human structure not unlike boneyard, and if you'll recall that has no 45's (in the metal areas). But I'll see what I can do. No promises.
I think it looks quite good so far. Nice ladder. The only thing I don't care for is which side you've chosen to have exposed on the Brace Large's, buy maybe that's just my personal preference.
90 Degree angles can be okay for your buildings if the corners are open, like this pic below. What you generally want to avoid is blind 90 degree corners, where players can't see each other until they're actually at the corner. Blind corners like that tend to have a negative impact on gameplay. So yeah, I agree that it's generally a good idea to avoid 90 degree angles, but there are ways to incorporate them that can work.
The twitch chat they were referencing was no more than me saying 343YAME is lying to us about how we'd get banned for playing NS Customs, that he's a sell out, and it'd be best if we stopped supporting him and TTD. No profanity, no crazy insults, just that.
I don't think that's what Noooooch is talking about. I think he means it's too plain and outdated to make maps full of 90 degree angles. It's much cooler to do 45s and more 'abstract' architecture. That's true but it's so much harder to accomplish without having some ugly mix matched flooring. That's what I miss about Sandbox in H3.
It's just that you could make any shape without z fighting and crazy differences in texture. It's very difficult to pull that off in reach & H4 Btw, looks awesome Isao.
Just thought I'd point out it's a themed map. In any other map, putting in some crazy architecture wouldn't be overly difficult to accomplish. But to attempt a UNSC styled mac canon facility and then try to balance and place large, slanted hallways by conventional means used in non-themed maps would be a bit more difficult. Now, all that said, I'll do the best I can to put some interesting areas in. The halls themselves I'll probably end up making 8 blocks wide so pie-ing the corner can be used to make up for the right angle turns. I've also got some other projects I'm working on that aren't themed which will be easier to work with in for more balanced/gameplay focused designs. I was desperately hoping 343 would put a similar pallet into Halo 4, especially in a Delta Halo'ish area.
I wasn't dissing you Silent. I understand your idea. It sucks trying to figure out how to incorporate weird angles without risking looks and other areas of the map.
You can achieve 45 degree bends in floors quite well by turning 2x2 steep ramps on their sides and putting them together. Yhey dont look too bad and it avoids z-fighting issues.
Didn't mean to take it as a dis. I've grown a bit careless with my words as of late I think. But yeah, it'll be tricky to attempt something like that in a themed map. Like I said, I'll see what I can do . This project will be in the makes for some time, and I don't doubt I'll probably be remaking it multiple times in the process before coming up with something that I like. @Jaunez Sanchez, duely noted. Although, I do recall hearing the Steep Ramps tended to cause problems due to the lights they had on them? I'll give it a whirl though.
Yes. They can be problematic, and should be used very sparingly. I'm assuming he just didn't realize you're building this on Reach instead of H4.
You would be right sir, I did not realise this. Go buy a used copy of halo4 for 20 bucks and you won't get f**ked-up by light on objects. However you have to be pushing the budget on Reach for them to matter, usually.
I may or may not be getting a new copy of 4 in about a weeks time. If I am, I'll just scrap this project (on reach) and continue work on Halo 4.
Well, I don't exactly like the texture, but it's all for the sake of contrast. Forge Island is just too limiting. Yeah, Halo 3's forge has it right in some ways. Monotextured pieces are the greatest gifts to Halo's forge. Though of course, I think it also has to do with merging objects without the use of coordinates (aka perfect Z-scaling) too. Also, thanks!
I really want Atheist to be on Impact (dark textures) but it seems the frame rate on Forge Island is too good to pass up on.