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Post by icyhotspartin on Feb 3, 2019 3:12:08 GMT
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Post by a Chunk on Feb 4, 2019 1:17:56 GMT
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Post by icyhotspartin on Feb 4, 2019 3:56:13 GMT
Just because the tools exist for further abstraction doesn't mean that the concept ual content cannot be achieved - is that what Hegel means by the Symbolic, to the Classical, to the Romantic? If so, does not his treatise on aesthetics necessitate a consideration of the community that is reckoning with the built objects? Is that not a purely subjective approach, that neither deals on conceptual absolutes, nor in perceptual absolutes, save in geometric complexity?I definitely take issue with this approach, because it completely ignores who is appraising the objects and how they are doing so. A Classical Cathedral, for example, is going to be experienced in a completely different cultural context than an Egyptian Pyramid, for example. And to even compare these two things is to muddy the conceptual waters - would I directly compare a BTB Map with a small 2v2 or 1v1 map? Absolutely not! Expect this to be addressed in-depth in the near future... ;)
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Post by buddy jumps on Feb 4, 2019 18:26:40 GMT
LoL I didn’t even notice the joke, wasn’t too compelling // This is why I always wait for the finished product to express judgement Wrong approach IMO. Generally speaking, if something is horribly wrong at the beginning to mid design process, why wouldn't you tell someone? It takes a lot more time and effort, if the designer develops that wrong thought until the end and then has to scrap a big part of his level because of it. Now all of a sudden other problems arise, the theme doesn't look good anymore because of those blocked pathways, the lighting has to be redone because of a higher/open ceiling yada yada.
I would say, it's always better to make mile stones and let them be judged by people, especially for core maps that would be the ideal process.
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Post by icyhotspartin on Feb 4, 2019 20:08:23 GMT
LoL I didn’t even notice the joke, wasn’t too compelling // This is why I always wait for the finished product to express judgement Wrong approach IMO. Generally speaking, if something is horribly wrong at the beginning to mid design process, why wouldn't you tell someone? It takes a lot more time and effort, if the designer develops that wrong thought until the end and then has to scrap a big part of his level because of it. Now all of a sudden other problems arise, the theme doesn't look good anymore because of those blocked pathways, the lighting has to be redone because of a higher/open ceiling yada yada.
I would say, it's always better to make mile stones and let them be judged by people, especially for core maps that would be the ideal process. Yeah, that's fine, I spoke a little expediently - I always wait for a full draft of the map before making a value judgement, especially when it's obviously a fraction of the project
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Post by westin on Feb 5, 2019 18:31:11 GMT
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Post by a Chunk on Feb 5, 2019 19:48:58 GMT
Strongly suggest you rethink your approach. That’s one of the most unbalanced posts I’ve ever seen. Your mid area is clearly overpowered.
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Post by Soldat Du Christ on Feb 6, 2019 10:58:33 GMT
Who else is enjoying apex legends? I love it soo much
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Post by a Chunk on Feb 7, 2019 4:03:04 GMT
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Post by S0UL FLAME on Feb 7, 2019 4:56:13 GMT
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Post by MultiLockOn on Feb 7, 2019 19:13:28 GMT
Best BR yet outside of Fortnite.
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Post by S0UL FLAME on Feb 10, 2019 15:52:54 GMT
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Post by a Chunk on Feb 11, 2019 3:13:55 GMT
Looking good S0UL FLAME. Are you doing anything to differentiate areas of the map? Different colors? Textures? Unique geometry/landmarks?
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Post by S0UL FLAME on Feb 11, 2019 7:55:27 GMT
Looking good S0UL FLAME . Are you doing anything to differentiate areas of the map? That picture is the beginnings of a "redo" of a map I had did before. The map itself is a sea fortress, with the exterior made out of large brick. The inside has cobble, marble, and the dirty pebble effect you get when you turn terrain into a wall face. The fire pits all use lighting that casts shadows realistically, or at least as real as Halo 5 can allow. As for landmarks, there will be an inside/outside feel, along with weapon spawns and interesting geometric locations inside the fortress itself. In the first iteration of this idea, I had focused more on the outside area and ended up making the map play too linear when you went into the fortress. Now, there will be a fairly simple natural balcony overlooking the sea, with a weapon to contest. The inside will have more breathing room and plenty of options. Thanks for reading.
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Post by a Chunk on Feb 11, 2019 15:40:05 GMT
Looking good S0UL FLAME . Are you doing anything to differentiate areas of the map? That picture is the beginnings of a "redo" of a map I had did before. The map itself is a sea fortress, with the exterior made out of large brick. The inside has cobble, marble, and the dirty pebble effect you get when you turn terrain into a wall face. The fire pits all use lighting that casts shadows realistically, or at least as real as Halo 5 can allow. As for landmarks, there will be an inside/outside feel, along with weapon spawns and interesting geometric locations inside the fortress itself. In the first iteration of this idea, I had focused more on the outside area and ended up making the map play too linear when you went into the fortress. Now, there will be a fairly simple natural balcony overlooking the sea, with a weapon to contest. The inside will have more breathing room and plenty of options. Thanks for reading. Ah yes, I remember the map - Block Fort. Those should be some good improvements. Looking forward to seeing the results.
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