Read the description for it. I see some changes, but the layout is mostly there. I made some changes from Reach to MM as well.
Damn, thats freaking awesome then. The map has such a different theme and atmosphere that the layout was hard to make out. Wish I could see a video of it in action because this was one of my favs from Halo Reach. Would love to see how it could play in a different game. I don't think we've ever seen someone take a Halo forge map and properly build it with developer tools to the point where its being considered for competitive play in a different game. This is huge, congrats! Please do everyone else a favor that isn't familiar with your map and post some comparison shots
I've got a new sym that I thought might be worth sharing. It still needs some work, but it's playable for Slayer and Oddball. Overlord It's a 2v2, but could probably play 4's.
I'm bored of modeling. I'm not gonna continue this until I learn photoshop, so here's the most recent version:
Little bit of aesthetic critique. I personally feel that the stone texture is best used as most of an accent instead of the main texture. Try mixing in some different concrete textures.
Arcanum is ready to be played **** boys. There's some performance issues Im going to trrryyyyyy to reduce but it's not going to be flawless. But that's H5 and it's shitty engine so whatever. Some bumps here, some cracks there to fill but it's mostly there. But the key works and all the mechanics are perfectly functional (shoutout Martian and Capt Punch)
One, employing the cube map lighting method (CBLM) The depth of this technique eludes the likes of common Forgefolk. Allow me to edumacate you peasants. fig.1. Observe the light in fig. 1. The average human capable of viewing all wavelengths on the visible light spectrum should be able to discern 6 distinct shades of color within this depression. Left to right: teal, cerulean blue, taupe, grape, beige and pale violet. fig.2 Turn your attention to this color wheel. By demonstrating simple color theory, we can surmise a few things: 1. The lighting color palette is split complimentary. The canvas lighting I have chosen features subtle warm lighting and very cold shadows. By implementing the CBLM according to the Unofficial Forge Handbook™, I have captured and enhanced the color located between my light and shadow on the wheel, creating an isosceles color palette that distributes the visual weight of color balance according to the Rule of Thirds, favoring the natural lighting of the map. This therefore enhances the darker areas. 2. The grander palette for the map itself features a tetradic, or rectangular color scheme, employing the analogous color to the light, which is orange, to serve as an accent. 3. The essence of color theory rests in the mood each value conveys. Shades of yellow incite joy and energy, while its analogous counterpart orange inspire festivities. Opposite of the wheel we have the blues, commonly associated with calm and peace, and the subtle hints of violet to signify royalty. It's this fierce combination of moods that blend together to present the player with an atmosphere capable of stimulating the senses, while simultaneously luring them towards that which they more easily identify with. The deceptively profound importance of color theory in lighting maps cannot be overstated. Unless you are a dog. Then you probably haven't Forged since Reach.
FFS Goat, I'm not an insufferably dumb ****. I know about the technique; I was just messing with you. Gosh.