[WIP] Spellbound

Discussion in 'Halo and Forge Discussion' started by Goat, Apr 22, 2016.

  1. Goat

    Goat Rock Paper Scissors Scrap
    Forge Critic Senior Member

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    I'm glad to hear that. How many iterations did you play though? I know I've had at least 3 major versions.

    This one which was slightly bigger and didn't have all the map boundaries in place. Blue was also different
    http://xboxdvr.com/gamer/A 3 Legged Goat/video/16628309

    Same one with boundaries and tighter scaling
    http://xboxdvr.com/gamer/A 3 Legged Goat/video/16789758

    And then the one you played which is the current version, which has a different blue area and Speedboost.

    What did you like best about the one you played compared to the older versions?
     
  2. Max Extra

    Max Extra Forged Friday Founder
    Staff Member Administrator Forge Critic Senior Member

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    Maybe I only played on another spell bound but its similarity to your other maps I guess may be what Im getting it confused with. I just liked its more closed in feel and the angle of the walkways and lines of sight. Also using the light shaft to help bring attention to OS was great.
     
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  3. Goat

    Goat Rock Paper Scissors Scrap
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    I think the map lives and dies by it's geometry and sight line scaling so that's something that needs to be very carefully looked at.

    I finally got a change to hop on tonight and tweak things a bit.

    Pink is getting most of its playspace shrunk so it's more like Snipe tower on Lockout. This may or may not come with visual changes.

    Blue is going to revert back to its original design (sorry Xandrith) but the height and sightlines will be tweaked accordingly. I tried introducing more of the OG Spellbound into the picture, but it was opening up sightlines that shouldn't be opened up. I'll test the old Blue again and see what else needs to change afterwards.
     
  4. Randy 355

    Randy 355 Multiplayer Sustain Designer
    343 Industries Senior Member

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    Alright Goat, here's what I gathered for feedback from the CF TNT:

    We ended up playing 2v2 Slayer with no Radar twice. None of us had Oddball set up, so I apologize for that.

    Players felt the map has an excellent flow between variable paths to take and height variation. Speed Boost had a very positive effect on the map that I often don't see. I personally felt powerful once I got the chance to use it. Which was particularly awesome! There really wasn't any complaints about this map. Movement was natural and the aesthetics are top notch. Having played it, I really wish we had gotten to play oddball on it. I feel like it would have been ideal for the gametype. I'll try it next chance I get.
     
    #44 Randy 355, Jun 29, 2016
    Last edited: Jun 29, 2016
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  5. Goat

    Goat Rock Paper Scissors Scrap
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    New Art

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
     
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  6. Sikamikanico

    Sikamikanico Video Team #corruptstaff
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    Dem flowers are so pretty!
     
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  7. Goat

    Goat Rock Paper Scissors Scrap
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    I'm gonna spend like 200 objects on those alone lol
     
  8. Sikamikanico

    Sikamikanico Video Team #corruptstaff
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    Maybe, but it really does make the whole thing look even closer to your concept art.
     
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  9. Goat

    Goat Rock Paper Scissors Scrap
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    one thing im noticing about the tidal terrain is that the bottom of it is a really nice stony texture. so it's great for ceilings inside caves.
     
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  10. Goat

    Goat Rock Paper Scissors Scrap
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    All of this is still subject to changes.

    [​IMG]

    I have been updating the art and geometry on the map for the last few days and I think it will take an additional day or two to complete them and bring them up to my standards.

    The main focus of my new art direction has been to enhance the map's current identity. It takes place in a murky, mystical grotto with fantastical structures interlaced throughout the terrain. So my vision for the new art direction is to really make the map feel as overgrown, organic and enchanted as possible. This requires a lot of pieces and a lot of time to make sure those pieces are smooth, but so far the map is really starting to feel like an actual map and not just a collection of Forge objects.

    The new art has changed the flow of several areas as well. As you will see in the image above, I have replaced the clamber jumps with stairs. Thanks to the new projectile barriers, the stairs are completely smooth and I'm happy with the visual intrigue that they add to the map. It also enhances the gameplay in the atrium by allowing players to transition between the levels quicker. It just makes sense, and that's one of the many things that the art changes have added to the map. Art has also significantly influenced the scaling and sightlines or some areas and simplified others. The map has overall been coiled tighter and I've reassessed my technique for using rocks. The map is getting cleaner, bulkier and simpler while still retaining the core pathing. And I know it is working because I'll see massive visual improvements and my budget will still be the same. Optimization is fun!

    I never intended for this project to be as exposed as it has been. As I've mentioned in previous posts, I do not think the design is flawless, but I do think its imbalances give the map charm and I'm looking forward to seeing what strategies develop. The map has tested very positively in the majority of the games, so I know I have something fun on my hands. Therefore, I hope the community appreciates the detail and craftmanship that went into polishing the design. I've had a lot of fun building it and I appreciate all the feedback that has helped shape it into what it is today.

    Everything I've learned while grinding at this map has made me a better designer and a better Forger. I still have some grinding to do, but I intend to have it done by the time I hit 3431 likes. :p
     
    #50 Goat, Jul 3, 2016
    Last edited: Jul 8, 2016
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  11. FrostPhoenix0

    FrostPhoenix0 Mythic
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    You misspelt scrapping.

    Looks excellent, but I have one quick observation/annoyance. The stairs look like they are made by copying and pasting the same rock (which I assume they are), so the "natural" wear and tear looks exactly the same for all. Maybe rotate the rocks or use a couple of different kinds?
     
  12. Goat

    Goat Rock Paper Scissors Scrap
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    Yea I just duped it to see if it would work. I do my art pass in stages: loose art ideas first, then define the shape and make it playable, and then I polish it up. So that's playable but not polished yet. I'm fine with reusing assets for the sake of re-usability, but I don't think the asset itself should be repetitive, so I'll address that eventually.

    In the future, I'd like to go through the stages in one sweep, but I've just been picking and choosing what to work on as the ideas come. Very few spots are polished and they'll all be looked over again when I get to that point. Polishing an organic map is no joke - the slightest inconsistency can make or break the gameplay (like a rock jutting out that lets you jump out of the map), so I have to be very vigilant.
     
    #52 Goat, Jul 3, 2016
    Last edited: Jul 3, 2016
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  13. Goat

    Goat Rock Paper Scissors Scrap
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    tfw when frame stutters

    mostly just the occasional snag. not sure what's causing it yet but it's only in forge so far. probably something hidden somewhere. i might redo all the lights after the art is done.
     
  14. Rangando

    Rangando Legendary

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    This is hands down, the most beautiful map that I have ever seen. I am very new to forging and only dabble around with a few objects for now. Bringing your map up in forge is a fantastic tutorial on it's own. I learned a lot by deconstructing bits and pieces around the map and wrapping my head around how you did a lot of cool things.

    I think the best part about this map is how well you articulated a particular art style and vision into halo's forge. So many top name forgers are putting out maps that feel like a map forged at home. The bits where walkways and pavement meet grass and nature always turn out really armature looking. No matter how well the map was designed. No doubt that is largely due to the lack of creative shapes and angles and detail to the different ground terrain pieces.

    You managed to show that it's possible through design and artistic vision to work around those weak spots in the forge. The way you naturally curve the ground into the cliff walls, and use grassy ground pieces inside of rock pieces to create a mossy look to the rocks and environment. Again near cliff edges, the way you combine rocks with grass to make detailed and believably designed edges is fantastic. I am not a top halo player by any means. I probably sit around gold and silver for most game types but I do play a lot. In saying that, I don't go into a map like this able to fully appreciate all of the layout you envisioned. I can see there is a lot of thought to it as far as lines of sight go. Where people spawn, using all the different ranges of combat, etc. For me though, having just started forge, but always being in love with anything artistic (music, painting, drawing, creating) I truly appreciated all of the small details. I walked around the map in spartan mode with my younger brother and we drooled over every little plant that you placed, squirming out from within rocks, or subtle sound effects and bugs. Steam jet waterfalls and beams of light through the rocks above.

    Everything about this map is exploding with inspiration for me. I would have a hard time forging anything worth looking at right now. I am hoping that forge on windows and some early work with prefabs is going to help get me over that hump. I have a lot of great visuals in my head. Loved the inspiration post you had as well for forgers block. I have a lot of visions I want to bring to life so here is hoping that I can eventually get on that level. No matter what I create in the future, you will always be high on my list of credits for both inspiration, and the lessons learned from deconstructing your work.

    Ashlands is looking fantastic as well! Keep putting out great content!
     
  15. Goat

    Goat Rock Paper Scissors Scrap
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    [​IMG]

    Really glad to see you take the time to write this up! I am indeed proud of what I managed to do with Spellbound, although I know I can push the map so much further than it is. I'm looking into making some changes to it in the near future to hopefully bring it up to par with what is out there currently. As for Ashlands, that map is on the backburner but I may revisit it as well.
     
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