GhaleonEB said:Thanks for the heads up. The sad part is: if I had just left the starting spawns in, I'd be fine. And the double sad part: I deleted them because they were in the way and annoying. And looking at the canvas right now, they are in a location I ended up leaving bare: nothing put on top of that spot.
*facepalm*
Nah, don't worry about it. It was my (unforced) error. Rebuilding is going pretty quick, so far at least. I got the top level of the red base done in just over an hour last night.FourDoor said:Sorry Ghal. I should have known better to place the spawn points on the floor.I'll look to updating the crypt canvas at some point in time as I realized that the objects are still largely in the way even though I stacked them against the wall.
I use a mix of double wide blocks, "block, huge" (1/2 as tall but just as wide and long) and double walls. All three of those cover a 2x4 section of grid, and there's at least 30 of each.FourDoor said:Does anyone have any tips on how to make large flat floor areas in Forge using the least amount of objects? I'm thinking of merging the Y intersection tubes but wasn't quite sure if there was an easier way.
i feel like tubes are a fine alternate route to a base but i just don't think they work well as the main component. i forget which map it was but i played a map consisting mostly tubes with 2 bases and it just didn't work because everyone just camped and threw grenades.Sai-kun said:Why is it I always miss our weekend rants!!
I would really like to map a map on Sandbox using a lot of tubes, but I have no idea where to start. Someone should help me and we could collaborate and I could take all the credit :lol
dax?
Dax01 said:The multitiered forgehub level looks grand.
vhfive said:i feel like tubes are a fine alternate route to a base but i just don't think they work well as the main component. i forget which map it was but i played a map consisting mostly tubes with 2 bases and it just didn't work because everyone just camped and threw grenades.
I believe it's called Orbitalvhfive said:i forget which map it was but i played a map consisting mostly tubes with 2 bases and it just didn't work because everyone just camped and threw grenades.
alisdair said:Bridges Too Far - first multi-level Sandbox map?
Start up top:
http://i80.photobucket.com/albums/j181/BlackOpsBen/bridges2.png
Down to the crypt (AotCR!):
http://i80.photobucket.com/albums/j181/BlackOpsBen/bridges1_1.png
And then the middle:
http://i80.photobucket.com/albums/j181/BlackOpsBen/bridges3.png
So to capture, you go through your top teleporter, along a bridge, out into the open, through another teleporter, back along the other bridge, and out onto their base. Then back the same route. Epic.
Grimm Fandango said:I've had ideas like this. Kinda like outrunning turrets spanning all levels with linking teleporters.
A few people will spawn on a track while others spawn near turrets. They will always be separated. The runners have to make it to the sky bubble to win and the turret guys will try to stop them.
Kinda like
![]()
GhaleonEB said:I use a mix of double wide blocks, "block, huge" (1/2 as tall but just as wide and long) and double walls. All three of those cover a 2x4 section of grid, and there's at least 30 of each.
sixthsubset said:maybe with lasers or rockets, too? (depending how far away the shooters are from the runners. or do i not understand your idea?
basically im imagining a couple of guys on a couple platforms (some that they can teleport between to get a different angle) with turrets/lasers/rockets, and somewhere below is the track, or maze, where there are places of cover and after them a open areas where they can be killed. (maybe some fusion coils in there too) the gametype is vip escort and the people in the maze are running around going to the destinations, either working as team or against eachother, trying to avoid getting killed by the shooters.
reminds me of some warcraft 3 custom maps i played once, except the hazards were triggers on the map.
sounds like an amazing idea to me, but alot of things do and then they arent later![]()
That's the last thing anyone should be discouraged from doing. For most it's their first time really creating a level and we shouldn't expect greatness all the time. Constructive criticism (e.g. Vh's look at Gemenie) is what forgers should expect, anyone shitting on another person's effort deserves to be stabbed in the dickhole.FourDoor said:Hopefully the map comes out decent that I won't be ashamed to post it here for feedback.
That sounds tremendously painful.EazyB said:anyone shitting on another person's effort deserves to be stabbed in the dickhole.
Louis Wu said:That sounds tremendously painful.
Captain Blood said:They did kinda did a we can't tell u but you can guess deal.
backflip10019 said:Can anybody tell me why the Bungie MM system has such a hard time with parties of 3? It's ridiculous how often I've been split up lately. Just add one person to each team, not that fucking hard...
Agreed. Plus it sucks playing against your friends that are better than youDigital Limit said:Splitting up parties almost guarantees a ruined match. The smaller group will almost always resign themselves to fucking with their team as to benefit the larger party, effectively unbalancing the match and inspiring betrayals. I think I always prefer longer wait times relative to getting stuck playing against friends, or better yet against my own team as is often the case.
Bungle needs to fix that shit.
Yup, whenever we get split up like that we just find the quickest way to end the game.Digital Limit said:Splitting up parties almost guarantees a ruined match. The smaller group will almost always resign themselves to fucking with their team as to benefit the larger party, effectively unbalancing the match and inspiring betrayals. I think I always prefer longer wait times relative to getting stuck playing against friends, or better yet against my own team as is often the case.
Bungle needs to fix that shit.
Heh - just to toss in a counterexample...Digital Limit said:Splitting up parties almost guarantees a ruined match. The smaller group will almost always resign themselves to fucking with their team as to benefit the larger party, effectively unbalancing the match and inspiring betrayals. I think I always prefer longer wait times relative to getting stuck playing against friends, or better yet against my own team as is often the case.
Bungle needs to fix that shit.
just a few i can think ofDax01 said:Can anyone else think of any campaign situations/areas that could make for great MM maps?
Getting the first block down is the most crucial part of doing a level section. I can spend 10+ minutes working on getting one put down just perfectly - so I can see the grid outline around all four sides - and then start slapping guide blocks up against that and building out really fast.FourDoor said:Forge is pretty fun but at the same time very frustrating. I have a tendancy to over rotate the blocks and I end up with pieces not lined up. I need to figure out how to line things up using guide blocks but I need to figure out how to line up the guide blocks first. :lol
Hopefully the map comes out decent that I won't be ashamed to post it here for feedback.
backflip10019 said:Agreed. Plus it sucks playing against your friends that are better than youie Bladed, but not by that much...
Tashi0106 said:Clutch Halo Play...brought to you by Juices...http://www.youtube.com/watch?v=qxctJ7IZ-VU
watch in High Quality
Tashi0106 said:Clutch Halo Play...brought to you by Juices...http://www.youtube.com/watch?v=qxctJ7IZ-VU
watch in High Quality
Thanks for the capture card bro! I owe you
Tashi0106 said:Clutch Halo Play...brought to you by Juices...http://www.youtube.com/watch?v=qxctJ7IZ-VU
watch in High Quality
Thanks for the capture card bro! I owe you
PedroLumpy said:Is he moving faster because of that goofy weapon/flag switching?
PedroLumpy said:Is he moving faster because of that goofy weapon/flag switching?
Trasher said:Yup, whenever we get split up like that we just find the quickest way to end the game.
Digital Limit said:I wonder how hard that is to do on Bumper Jumper relative to default. I've recently switched over and haven't really tried it.
Digital Limit said:I wonder how hard that is to do on Bumper Jumper relative to default. I've recently switched over and haven't really tried it.
Digital Limit said:I wonder how hard that is to do on Bumper Jumper relative to default. I've recently switched over and haven't really tried it.
NOKYARD said:big flood fight room, or cable room on Oracle
Trasher said:If I'm not host, then there's no point in flag-dropping. Doesn't work.![]()
BladedExpert said:Its super easy on BJ to "juggle" the objective. I go Left Trigger, B, LT, B, LT, B.....easy life!
Y works instead of LT too but means taking a thumb off the right stick twice instead of once.
Yeah, usually the long tosses don't even work for me. I must look like a complete idiot when I'm tossing the thing, running by the flag, and then having to turn around to go back and pick it up. :lolTashi0106 said:off host or just when the connections are shitty, it's best to just do the long tosses. You have more time to pick it up.
I feel that long tosses are the way to go all the time. For me, it's just easier to control and you don't have as big a chance of fucking the run up. But what do I know? I'm just a pro flag runner...Tashi0106 said:off host or just when the connections are shitty, it's best to just do the long tosses. You have more time to pick it up.
Trasher said:Ugh, I hated Desolation...
Awesome video.NOKYARD said:i'll bet you guys didn't know Louis Wu was a speedrunner
please, take a break from H3 and enjoy some H2 goodness - some people didn't like aspects of Halo 2's Campaign, but it will always be one of the best speedrunning games ever - at lease sample one random Level and decide from there if you want to watch the rest
Trasher said:Ugh, I hated Desolation...
Shishka said:I still have the concept I did for that somewhere. I forget where I put it.
your original idea would have made more sense - i liked playing on Desolation, but the space's original function was not readily apparent in the designShishka said:There was a period early in Desolation's life where we didn't know "where" it was going to be. I had once pitched Desolation as being a space like this, with a large central cable tether going off into stormy, cloudy skies. This was before Chris Wood created the jungle concept piece that inevitably drove the direction of Desolation into being moody greens and blues.
i still remember Cody's original response to that segment (and mentioned it in the commentary) "Louis Wu can fly a Banshee like nobody's business"EazyB said:Awesome video.
I laughed pretty hard when Wu's segment came.and went
Nice ghost driven btw.
backflip10019 said:For me, it's just easier to control and you don't have as big a chance of fucking the run up. .
Hmmm... is this campaign-specific? Or should I ask? I know a few people here who's Warthog driving skills are certainly campaign-specificNOKYARD said:"Louis Wu can fly a Banshee like nobody's business"
Holy shit, that sounds pretty awesome. I'd like to see the concept for that if you could find it. There's still a chance for that locale being used in one of the remaining three mythic maps, right?Shishka said:There was a period early in Desolation's life where we didn't know "where" it was going to be. I had once pitched Desolation as being a space like this, with a large central cable tether going off into stormy, cloudy skies. This was before Chris Wood created the jungle concept piece that inevitably drove the direction of Desolation into being moody greens and blues.
I still have the concept I did for that somewhere. I forget where I put it.