Nice! Will run it. The difference here is that even the most douchey thing I will ever post is still 99% sarcastic comedy. Interpret my tone however you want to, it's never that serious. You going "wow this guy needs to be stopped and is the most cancerous person I've ever met" is coming from nothing else than your innate need to be a giant ****. Seriously I like this place a lot more when youre not here, especially since the moderation is lax again
Thanks for the kind words, Dad. I've never really liked attacking people on any platform. I'm not even sure why I do it outside of habit at this point, but how did that habit form? I think it's like you said, insults go back and forth and a vicious cycle emerges. One thing that I definitely need to work on is patience. When I know (or think) someone is wrong about something, I need to explain myself and just move on if they don't get it. I think I'm good at the first part, but instead of moving on, THIS happens. However, I think it's even worse to play both sides of the fence. In the past few months the ONLY time that xzamples replies is to me (calling me a lapdog) or to multi (calling him an egomaniac) and then when a fight emerges he acts like he's all for rational discussion. It's really hard not to get angry about that and reply. You keep making fun of me for calling you immature, but lets go ahead and take another look at what prompted that response a while back. The post you almost immediately deleted, remember? "So xanxriths key map is really just a multi key map. Xandrith has no idea what he's doing with it so whatever we get will be another multi map. Get exited folks, arcanum 2.0 is on its way!" That reminds me! Kingsbane is undergoing some large changes, so it'll be a while before it's posted and playable.
I mean, you could get butt hurt about it or you could just prove him wrong. Put your maps metaphorical **** in his mouth and maybe he'll shut up
Honestly at a certain point you just don't care to explain things to people, no one has that patience forever. I'm gonna reference my conservation about Spartan abilities with largerfiend
I wasn't butthurt about it ahaha I just want people to know that I didn't randomly call him immature but yeah, Kingsbane will be really cool. It's taking so long because I have a ridiculous vision but I'm honestly not a good enough designer yet to make it all work, it'll take some time
So, this is sarcastic comedy? If you're bothered by me calling out when you're going into king-mode, how about toning it down. Try being humble, and more open-minded. Been here for a long time. Not planning on leaving any time soon.
My own omnipotence is something that I struggle with daily. Always being right is sooooo tiring. I've just given up on proving it.
What is wrong with that post? The dev maps in halo have blown chunks for a long time, MOST decent forgers produce maps than developer maps, I don't know why that would rub you the wrong way. It's hard being the best.
Level design is a hobby based around passion and community interaction. Like I mentioned the other day, Halo 5 is a divisive game, and those differences in interpretations of map design have and often do extend to the way people interact with one another, which I'm personally not fond of. Most of the people here sit in lobbies with each other every day. Some have met in real life or are otherwise good friends and therefore know each other very well. Others are strangers or acquaintances by proxy. All of this and context is important going into any discussion or debate. Sitting in many of those lobbies has made it clear that the majority of the posts here are sarcastic or made in jest, which doesn't always translate into text. I've learned a lot from the people I hang out with and I usually enjoy chatting even when we have completely different opinions on something. But I personally respect tact and candid discussion, because without those simple things, people will turn on each other over virtually anything. When the atmosphere is that volatile, it makes Forging feel pointless. Like, I've heard from several people who say "Forge sucks, Halo sucks and its community sucks, so why should I Forge again?" and it's hard to disagree. This is such a small sect of Halo that you can't be a part of it without interacting with the same group of people, so the very least we can do is keep those channels free of gunk. I don't mean to say this from any moral high ground. I've thrown my wood into the pile on occasion so I'm not above it. But I would rather sit in a party and not feel awkward hostility between people, so I'd prefer this community to be driven by a competitive creativity and not divisive dissent.
@MultiLockOn Hey Multi, really cool that you're working for treyarch. If you don't mind me asking, how did you land a job there? Have you done any AAA work before? What are your day to day responsibilities? You said you work on maps there so I was just curious. Like do you have a good amount of creative freedom when making your maps or what? Like just geometry or do you have some say with aesthetics and other stuff? Sorry for the barrage of questions but I find the process of making AAA games really interesting. BTW, that's not the industry I'm going into, just find it cool to hear about. Thanks
Dude I don't even know how many 2v2 maps I was hours away from posting here, only to change my mind because I wasn't happy with the layout or the art.
Because you say these things as if they're fact. Level design is subjective. I absolutely despised Haven, but I'm not going to say it's ****. A lot of people enjoyed that map, which is the point. That feedback was about readability, which seems to be a reoccurring theme with you, if you hadn't noticed. You like to have players literally and figuratively in the dark on your maps.
No problem man. No I've never worked in the game industry before, but I realized at some point that level design is the one thing I've always been passionate about so I dove into it head first. Made a portfolio with my work and did the best job I could with explaining why I did, what I did, the way I did it, in the most concise way possible. I sent it out to about 8 AAA developers and got some responses, others ignored me (343, Coalition). Dice said no, flat out. Treyarch launched me into an interview process (which took about 6 months). Respawn offered me a position several times for the next titanfall title but I turned it down. And more recently I actually met the studio head of id (Marty Stratton) which opened up a new avenue should I choose to follow it. The interview process was pretty brutal for Treyarch. It was 6 months of interviews in person, over the phone, design tests, live Q&A, video responses, on the spot design challenges, write ups on level design philosophy.. but in the end I got it. I believe the number the HR lady gave to me was 2300 applicants, and of those they chose 16. 2 of which are MP level designers, which comes out to .6% or something like that. I'm definitely great in interview; I speak really well and am outgoing, plus I don't look like some vampire who grinds MMO's 12 hours a day so that helps. And it helps that I actually know what I'm talking about when it comes to level design but luck was obviously a huge role. Nearly every other of the 16 positions filled were by employees of other AAA devs, I actually think I'm the only one there without professional experience. So a lot of luck for sure. Saying I'm blessed is an understatement. I come in to work in the morning, grab some breakfast from the kitchen, and just sit down and make maps. That's pretty much the entirety of it, it's honestly a dream. At 5pm every day (Hours are 10-7) we do a 45 minute playtest of the maps we've been working on. We try to do this every day but sometimes the scripters **** the build up for the entire studio and it's too broken to play. But yeah, play some maps, take some notes, come in the next morning, revise, repeat. Sometimes I forget to clock out and stay until 8 or 9 because it's what I do for fun lol it doesn't feel like work when you're sitting there making a map. And what's cool about Treyarch is that the designers are the artists as well. So basically you make a layout and pitch the theme, if it gets green lit the art team will make the 3d assets for you, send them to you, and then you get to plop them down and reap the rewards. Pretty much exactly like forging, only you get any asset that your mind could ever dream of. If we didn't get to art the maps it'd be pretty boring so I'm super stoked about the whole process. Especially because the art team has to do all the heavy lifting boring stuff in 3d modeling all the high poly details. You get to decorate the map with them however. Then you test more, and when it's ready some of the art team will do a mood painting of the map. Basically a super detailed concept art picture of the mood and lighting they want to evoke. They'll give it to the lighting team (and Treyarch has a new baller ass lighting engine that looks amazing) who will light the map. The effect team will go in and do fog, particle effects, dynamic elements, etc and then you just keep refining the details. Pretty fun stuff. You get a lot of creative freedom and not a lot at the same time. I'm still learning the process so it's hard to answer atm but I imagine in time I will only get more and more freedom. I'm still pretty new. --- Double Post Merged, Jul 1, 2017 --- Here watch this EDIT: Also if you're going to sit here and cry about subjectivity then get the **** off forums. There's literally NO POINT in discussing anything with anyone who ends a discussion with "waah but it's subjective". No ****, so why discuss literally anything ever. That's a ridiculous cop out answer that has no place anywhere. Haven was brainless. It was symmetrical and balanced at the cost of being completely and utterly generic brainless 2 tiered garbage that was only hampered even more by radar. That's an evaluation of Haven. Not "people liked it so it must be fine". Cool, people like Overgrowth. Oblivion's lighting is subjective.