Community Map Collaboration...
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Community Map Collaboration...
I doubt we can see too many maps during the release, so who would be willing to impart information, tips, and time to work in community map collaborations?? Working together by adding ideas, minor details we can churn out maps to use (after the game has been release of course)...
Senjin
Re: Community Map Collaboration...
I might look into it. I have had a smidge of practice in 3ds max. I was working on a Halo CE map, but if I could get it to work with this, I'd probably prefer this tbh.
Stevedoggen
Re: Community Map Collaboration...
I don't really have much mapmaking experience outside of forge lol. And even with forge, I always run out of budget when I try making something worthwhile. Still, I have a good understanding of what makes a good power position, how to balance weapons on the map, sightlines, vehicle balance, etc.
For instance, I would never give one team a rocket launcher unless it was an asymmetric gametype like invasion. I know its common sense, but its still important to mapmaking philosophy.
For instance, I would never give one team a rocket launcher unless it was an asymmetric gametype like invasion. I know its common sense, but its still important to mapmaking philosophy.
SilentGamer64
Re: Community Map Collaboration...
If a map was made collaboratively with the community, we could simply recycle textures and objects found in the actual game, saving a TONNE of time...
Senjin
Re: Community Map Collaboration...
And if it's able to redirect itself to use the same assets from the game, it will make the maps smaller in file size and easier to transfer?...Senjin wrote:If a map was made collaboratively with the community, we could simply recycle textures and objects found in the actual game, saving a TONNE of time...
Stevedoggen
Re: Community Map Collaboration...
When the MCC comes out im going to be making tons of maps across as many of the games as i can, if theres a forge world then ill be making a hell of alot of maps if you want to do a forum map pack? just to let you know i dont come up with ideas before hand most of the time, i just go on forge fiddle around for 10 - 20 mins and see if anything i make can lead onto something interesting that would make a good map, if it does then i carry on and finish it and then put it in a map pack :)
SlashedTortoise
Re: Community Map Collaboration...
I believe we are talking about P.C. right?
What if the community gets together, decides the best maps of the previous Halo games, and "Re-Imagines" them as Contingency maps ^_~
And when I say "Re-Imagine" I mean make them similar, yet different, quite like Valhalla - Blood Gulch "Re-Imagine"
Catch my drift home skillets?
This being an after release map pack available for download would be immune from a CaD, since they wouldn't be 1:1 recreations, right? And they wouldn't have to be made by the Contingency Devs.
I only suggest this because, I personally, would love to play on maps like Lockout, Swordbase, and Midship. And if they are new and even expanded and extrapolated upon, that would be EPIC.
What are the Devs shooting for in regards to players per map? Think we could see 16v16? (BTB of course, that would be like, max players per map)
Take for example... Lockout. We "Re-Imagine" it and expand on it. Lockout as it is is perfect for 4v4 right? Well what if we added onto the compound, if there was 4v4 it would be regular size. If more players join and it becomes 12v12, special doors open, expanding the play area. Then 16v16 and even more of the compound is unlocked.
Do you think this would be possible in realtime in the CryEngine? How do you feel about this? Have any ideas?
What if the community gets together, decides the best maps of the previous Halo games, and "Re-Imagines" them as Contingency maps ^_~
And when I say "Re-Imagine" I mean make them similar, yet different, quite like Valhalla - Blood Gulch "Re-Imagine"
Catch my drift home skillets?
This being an after release map pack available for download would be immune from a CaD, since they wouldn't be 1:1 recreations, right? And they wouldn't have to be made by the Contingency Devs.
I only suggest this because, I personally, would love to play on maps like Lockout, Swordbase, and Midship. And if they are new and even expanded and extrapolated upon, that would be EPIC.
What are the Devs shooting for in regards to players per map? Think we could see 16v16? (BTB of course, that would be like, max players per map)
Take for example... Lockout. We "Re-Imagine" it and expand on it. Lockout as it is is perfect for 4v4 right? Well what if we added onto the compound, if there was 4v4 it would be regular size. If more players join and it becomes 12v12, special doors open, expanding the play area. Then 16v16 and even more of the compound is unlocked.
Do you think this would be possible in realtime in the CryEngine? How do you feel about this? Have any ideas?
deadofmind
Re: Community Map Collaboration...
I thought sword base was the map everyone hated the most out of every map in reach...
Heatguts
Re: Community Map Collaboration...
Anyone who plays slayer ;p
I am a Swat guy. And that map is a great Swat map imho.
I am a Swat guy. And that map is a great Swat map imho.
deadofmind
Re: Community Map Collaboration...
deadofmind wrote:Anyone who plays slayer ;p
I am a Swat guy. And that map is a great Swat map imho.
*high fives*
sword base fa life
RockMetal&Time
Re: Community Map Collaboration...
Dude, Sword Base is great, its Uncaged that sucks.Heatguts wrote:I thought sword base was the map everyone hated the most out of every map in reach...
Stevedoggen
Re: Community Map Collaboration...
;-; noone liek my idea. noone care
But yeah, I actually liked Uncaged ;P
But yeah, I actually liked Uncaged ;P
deadofmind
Re: Community Map Collaboration...
I likey *hugs* :3
But I think copyright might have the final say in this.
But I think copyright might have the final say in this.
Jaing
Re: Community Map Collaboration...
OK, for the sake of this idea, let's forget copyright, it doesn't exist..
Could maps be designed in P.C. to where depending on the number of people in the server, certain things could be triggered?
Maybe not real time, but if you had it all in one map file, could it happen where if it's a small group, it's the basic areas, but then if more join before starting the game, it detects that there's more than say 8 players and opens up more of the map?
I know I didn't explain it that well, but I hoped it would get the idea across ^_^
Could maps be designed in P.C. to where depending on the number of people in the server, certain things could be triggered?
Maybe not real time, but if you had it all in one map file, could it happen where if it's a small group, it's the basic areas, but then if more join before starting the game, it detects that there's more than say 8 players and opens up more of the map?
I know I didn't explain it that well, but I hoped it would get the idea across ^_^
deadofmind
Re: Community Map Collaboration...
Well.. Maybe, but it would really depend on the players themselves.
Jaing
Re: Community Map Collaboration...
deadofmind wrote:OK, for the sake of this idea, let's forget copyright, it doesn't exist..
Could maps be designed in P.C. to where depending on the number of people in the server, certain things could be triggered?
Maybe not real time, but if you had it all in one map file, could it happen where if it's a small group, it's the basic areas, but then if more join before starting the game, it detects that there's more than say 8 players and opens up more of the map?
I know I didn't explain it that well, but I hoped it would get the idea across ^_^
I don't know man sounds too complex
but maybe im misjudging the power of the programmers : P
RockMetal&Time
Re: Community Map Collaboration...
But then to get to the area with the rocket launcher you would have to get two more people to join and nobody's online right now...
Heatguts
Re: Community Map Collaboration...
Maybe you could do something with like soft kill boundaries. So if a player's leaves and your outside the map playing area you have to book it back to the play area.
@T (I like Jaing's way of abbreviation)
Maybe we could start simple when making a map, and then players could download it and then give minor tweaks or scenery additions and reupload it as version what ever... that is if it meets up to popular preference.
Like "man I hate this bridge in the middle of the map it ruins the flow of gameplay" *someone removes it* if everyone liked the change then it stays. Say I make a map but I kinda skimped out on some aesthetics and textures or maybe even a building for cover. Someone can come in and make additions and if a community poll supports it we make a thread (or whatever community news function is available) in a new thread section that we'll all whine for to the devs once the game is complete and they have some web guys
@T (I like Jaing's way of abbreviation)
Maybe we could start simple when making a map, and then players could download it and then give minor tweaks or scenery additions and reupload it as version what ever... that is if it meets up to popular preference.
Like "man I hate this bridge in the middle of the map it ruins the flow of gameplay" *someone removes it* if everyone liked the change then it stays. Say I make a map but I kinda skimped out on some aesthetics and textures or maybe even a building for cover. Someone can come in and make additions and if a community poll supports it we make a thread (or whatever community news function is available) in a new thread section that we'll all whine for to the devs once the game is complete and they have some web guys
Senjin
Re: Community Map Collaboration...
I'll be honest, despite how cool they may have seemed in the reach +, soft kill boundaries suck. you should be more like me and insta-kill or invisible wall stuff. Having notable boundaries is better imo.
As for this topic in general....I personally feel like it may be possible for you people to create maps in some form or another and allow for us to take care of the rest. Given, creating a map doesn't have to be detailed, as "block outs" are a thing for us, and is infact something I'm doing as I'm typing this up. Though if you're going to show map ideas, try to keep them centralized in a single thread (I'll leave that to one of you who's got a decent reputation and can type coherently enough).
As for this topic in general....I personally feel like it may be possible for you people to create maps in some form or another and allow for us to take care of the rest. Given, creating a map doesn't have to be detailed, as "block outs" are a thing for us, and is infact something I'm doing as I'm typing this up. Though if you're going to show map ideas, try to keep them centralized in a single thread (I'll leave that to one of you who's got a decent reputation and can type coherently enough).
R93_Sniper- Administrator
Re: Community Map Collaboration...
Well this is an old thread I'm surprised to see bumped.
Maybe we should keep everything here? Or maybe one in the suggestions thread is a better place. That section needs a little life.
And @R93,
What are "block outs?"
Maybe we should keep everything here? Or maybe one in the suggestions thread is a better place. That section needs a little life.
And @R93,
What are "block outs?"
Senjin
Re: Community Map Collaboration...
Better not let MMO type then...
@T
I actually really like DoM's idea where only a certain part of a map loads if there are enough players, but I can't be damned to make a thread. Dead of Mind should expand on his own idea.
@T
I actually really like DoM's idea where only a certain part of a map loads if there are enough players, but I can't be damned to make a thread. Dead of Mind should expand on his own idea.
Jaing
Re: Community Map Collaboration...
Blockouts are literally just building a map with minimal detail to be further iterated upon by the actual design artists. Although my primary is animation, I'm a multipurpose person, and so I have some knowledge of modeling, moreso than some of the other members of the team hilariously. Regardless of that, my skill in modeling is limited so if we have ideas for maps, we can make very basic models in 3DS max and then send them to our modelers and environment artists, who will create actual geometry for the game from there
R93_Sniper- Administrator
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