I'm just at the beginning stages of a new map. Currently named 'Wet Dream', it will be an asymmetrical 4v4 map. I'll try to keep the map updated as I go along. Here's a walkthrough of the blockout version I built in H2A: I'll also be doing a video series for the map. In the first episode I show the 'proof of concept' I put together to test the pool/spa theme. As always, I welcome any and all feedback. _____________________________________________________ Edit: Episode 2 is up, showcasing a completed blockout of the map.
I'd lower the glass piece to make the water look more shallow, because right now it is really clear that there is a solid floor there instead of water. Also why not just use the actual water on the canvas?
I may do that. The only reason I raised it up that high for this test was to get an idea of what the underwater lights looked like. I probably won't use the natural water because: - It can sometimes create odd sound effects on pieces you don't want them on (sounds like you're walking in water when you walk on solid pieces). - I wanted windows on the map to look out on land rather than water. - The water looks too natural for a pool theme (waves would look really odd).
Someone will find a better alternative for water really soon, I can just feel it. Good video by the way. Keep it up!
Really forget how ugly the last forge was after digging deep into Halo 5 until you put them side by side like that.
http://www.forgehub.com/threads/realistic-water-lava-frozen-lake-and-more.150977/ I hope this help with the water and is a viable option for you.
Well...it's been a long time since I've had an update on this map. Progress has been extremely slow, because I've been totally swamped with other things. I finally completed the blockout. I don't have time to do a proper video, so I did it all in one take, no editing. Therefore, the video features me stumbling and bumbling through my words, and talking a little bit about the map. Check it out.
Just read through this and I thought I'd mention that the sound effect water causes when you're walking on a solid object near water only happens in forge (I think). Longshot's 1v1 doesn't have a problem with the water sound effect in customs at least. Looking good, wish you'd forge more
Good to know regarding the water sound. It shouldn't change anything on this map, since my pools will be at different elevations, but it's good to know for future reference. I wish I forged more too.
This map deserves a bump! I love that you made water with glass and lights! Very resourceful and beautiful. I wonder if you could use chromas to create some depth to the water. I love watching these videos. Your map has a really cool vertical aspect that kind of reminds me of Hang em High or Rat Race from Halo 1 and is pretty unique for modern Halo!
That's very kind of you. The glass as water is meant to be a placeholder, but it could end up being final if I can't get it to look good with decals (I haven't even tried yet). If you're not familiar with the decal trick to make water, it's pretty amazing when it comes together right. There have been several threads about it. Here's one - http://www.forgehub.com/threads/realistic-water-and-other-decal-tricks.151132/ I'm glad to hear it anytime someone enjoys my video's. I don't really know what I'm doing, or why I'm even doing it, but I enjoy it. I'm a huge Halo 1 fan, and the maps from it most definitely have a strong influence on my designs. Some people even like to suggest that all I do is keep making variations of Chill Out repeatedly, lol. I can see the similarities to Rat Race and HEH for sure, though they weren't intentional. The only thing I took inspiration from was Damnation, because I wanted a central area with layered elevations that works well for transitioning from one part of the map to another. The overlap helps make passing through the lower level of that area much safer, which was important for me in this design since everything connects through the middle. My next goal is to get the map playable and get some tests on it before tackling the art. My forge time is pretty limited, so I cant afford to 'waste' time on art only to end up altering the design after playtesting. I have weapons down already. Just need to setup spawns and objectives, which I may be able to get to this weekend (fingers crossed).
Haha I love that you say that you haven't tackled the art yet, because I think it already looks beautiful. I could definitely imagine a more detailed of this map really coming to life, but I actually find it very flavorful in its relatively plain/geometric state as it is! I think people care too much about spawns sometimes, but I mostly just throw them down around the edges of the map, or in front of a hallway. I'm sure if you spent like 3 minutes placing spawns you wouldn't need to make too many changes to go from playable to fantastic! Anyway, I look forward to seeing more videos if you ever come up with the time! I'm inspired to make a multilevel map now!
Thanks for letting me know. I should know better than to submit a map without loading it up in a custom game myself first to at least make sure it's functional so I don't waste everyone's time. I'll try to get on and fix it some time this weekend.
I suppose I should leave an update here. After several months, I've finished re-forging a blockout of this map. The main change is one of scaling - the map has been scaled down significantly, to the same scaling I originally built it to in H2A. I think it feels much better now. The weapon set has changed slightly and some geometry has been changed, but otherwise it's basically identical to the previous version. Unfortunately, I haven't had time to do any video's, so I don't have a walkthrough to show. Here are some screenshots (all coloring and lighting is temporary): Bottom Yellow Red Green Blue Top Yellow Also, here's a link to some gameplay (Huge shout out to @Max Extra and crew for running a test on it. Sorry for any damage done to your eyes as a result of the intense lighting, lol.): https://secure.twitch.tv/max_extra/v/80699518?t=08h47m17s After watching gameplay, I made a small change in blue, enlarging the stronghold area slightly, and making the new area more protected. I did this primarily because I felt like it was much more vulnerable to attack than the red stonghold, and I want them to be a little bit more equal. I'm sure other changes will happen after more testing. However, I'm satisfied enough with how it plays that I'm going to move on to the art phase. I have a general idea of what I want the map to look like, but I plan to do some experimentation on different types of appearances that fit the general theme. My primary focus right now is on nailing down the mood. I know that's a broad concept, but I don't know how else to say it... I'll be focusing on finding a color, lighting, fog, sound, texture, etc. combination that I'm satisfied with. I'll probably get it all figured out some time within the next 3 months, lol. Anyway, feel free to download the map from my fileshare, take a look around, and let me know what you think. Download Wet Dre@m
Thanks for letting us play on it! the map was intense to say the least. I enjoyed playing on it after the initial blinding factor.