Do you ever ask for help? I've never seen you post about feedback or anything like that. I know that you have matchmaking potential, but you need to get multiple perspectives involved. I would still be making maps without 45 degree angles if someone (Chunk) didn't slap me out of it. The best of the best in ANY field are very interdependent.
Well said, and this is why I make melodramatic posts in the shoutbox or waywo anytime I am stumped. Feedback helps to shape your vision, and sometimes simply hearing your ideas said back to you is all you need.
@MultiLockOn and @purely fat keep me coming to the forums to check out maps they're working on or talking about. @A 3 Legged Goat and @Xandrith just keep me coming to the forums. Also, @a Chunk makes great maps and is an all around swell person.
I'm tired of people puling punches. I know my map is garbage and nobody wants to say it but they want to nitpick stupid **** that I don't give a **** about. At this point I don't care anymore. Like the map? Boot it up in customs and play it. But I'm not going to finish it because it's not good enough for me, and even if it is people would just complain anyway.
You're right, I haven't asked a whole lot in many of my maps from H4 & H2A but I did listen to a lot of people's opinions on Trestles but you see how that went, lol. I don't have a ton of friends online that checkout my maps like I did in H3. During the 2v2 I was in parties with multi, Given & Xandrith on KFC but since them it's been quiet. I posted in the waywo a lot back in the day without ever getting any feedback so I kinda just fell out with the community. I do thank you for the kind words but I'm not what I was in the H3 days.
Probably because 1. Halo was popular back then 2. Forge was new back then 3. There weren't really "aesthetics" so people were more willing to get into design feedback
No, you're not. You're AT LEAST as good as you were in Halo 3. I don't think design skill is something you can lose or forget. Maybe you got lucky in h3, or maybe it seems that way because people are generally much better now than they were back then. Whatever the case may be, you can learn a lot and improve a ton as a designer in a very short period of time. I went from making absolute **** to matchmaking quality maps in less than 2 months. All I did was start looking at everything I've made and what went good/bad with all of it and decided to start learning from it. It's extremely easy to forge without paying attention, but once you start paying attention I'm willing to bet that all of your forge experience will mean something. It takes initiative to improve at this ****, and I'll never accept the "I'm just not good enough" answer.
I get that. I hate to say I am not good enough. I also don't want this to look like a grasp at a pity party. It's a mixture of all those things you & goat said. Aesthetics were a lot different to pull of then compared to now as well as the community thriving a lot more back then. Now it's so easy to pull of a great looking map that these artsy kids can demolish me with a decent layout, lol. Makes me extremely motivated until I get started then it's extremely intimidating after that. Plus this lame excuse I have about a wife & kids making it a lot harder to dedicate so much time to forge like I did back in the day.
I feel your pain man. To be frank, I've never been a particularly good forger, and I'm certainly not a great designer either. I lack that creative ummph to really stand out in a community full of so many creative individuals. The only reason why I'm respected at all in the community is that people value my straight forwardness, and I have strong understanding of how designs play out and how to alter them in meaningful ways to change the way a map plays. I don't make many maps, and the one's I do make tend to be pretty solid, but they're never very "creative", as they pull heavy inspiration from other existing maps, be them dev maps or those by other forgers. I know I'll never truly stand out as one of the greats, or even as a forger that's favoured by other forgers, and that's okay with me. I'm happy with my own small accomplishments and my role in the community as an asshat.
These following forgers... @Given To Fly @WyvernZu @xdemption ...make me wanna throw my controller out the window. But some other ones are great too... @Chronmeister @CommanderColson @N3gat1veZer0 This is just from the top of my head and are merely based on layout/style/aesthetics etc. My understanding of how well a map plays isn't very good so... You will probably never see a map again by these guys... @A 3 Legged Goat @Xandrith @MultiLockOn ...but trust me, they are great forgers nonetheless
Well, I've been forging since Halo 3 but never really realized there was a "forge scene" until Halo 5. I always looked at forge as a kind of form of expression, and those who put a lot of effort into their art really showed it. In Halo 3 I felt that the most popular maps were made by the best forgers. By this I mean that it took real skill to forge in Halo 3, because let's be honest Halo 3 was ****ing hard to forge in. When Reach came around it lessened the skill gap of forge and it because easier to produce more visually impressive maps - for better or for worse. In my opinion, the best maps in Halo 3 were simply better than the best maps in Reach just because of the sheer amount of skill and dedication it took to forge in Halo 3. Now, on to my point. My favorite forger has probably got to be @WyvernZu. The amount of work that goes in to the aesthetic process of forging in Halo 5 is huge. We've reached the point again where the best maps really are made by the best forgers, and it shows! You can't just throw together a map like Sandtrap, The Crypt, or her new silent cartographer map. This **** takes another level of forge wizardry that wasn't present in all of Reach, Halo 4, or Halo 2A forge. So what I'm trying to say is WyvernZu is alright, I guess
I still think you should have took more pride in being the guy who made spiritual successors and ran with it, rather than have it be seen as lacking in creativity/originality.
@Zombievillan (this might sound harsh), you need to post less "woe is me" posts, take feedback, and apply it to maps. See it more from you than any other guy on here. Always disappointing to see.
I dont think people who can use the mechanics better of forge are "better forgers". People might be better at aesthetics, but if the map sucks a **** gameplay wise, then they arent a a better forger. Halo 3, in hindsight, was a poor system to create maps.Yes it was harder, but that shouldnt be celebrated as some kind of skill gap. The map quality in Reach was 100x better, because of a better system.