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Showing content with the highest reputation since 03/02/2020 in all areas

  1. 17 points
    @Westin @icyhotspartin You can configure the game to turn off tutorials, waypoints, secret count, compass, etc. Basically, you could simplify the hud to where it only shows your health, ammo, and abilities. Of course, it's too late for Westin to do that, since he has already beat the game, but I would recommend trying to make the game play as Classic as possible. I had made sure to alter the game to play the way I wanted, and I'm very confident that it made the game much more enjoyable for me, because I wasn't spoon-fed information. The combat loop is much more enjoyable for me than Doom '16, but only because I specifically play the game with the least amount of Glory Kills and Chainsaw Kills as possible. Flame Belch and Ice Bomb were much better alternatives at replenishing armor and health respectively, and I wish it was the original way to do so, as it doesn't stop the loop in its tracks. That being said, the wall climb and pipe somersault can absolutely fuck off.
  2. 15 points
    Hey, global quarantine is the time to get this shit done 😉
  3. 14 points
    Depth > complexity. The more of the former with the least of the latter is usually the winning formula, I think.
  4. 12 points
    SaltyKoalaBear

    What Are You Working On?

    Ego. Thats a major problem ive seen in the forge community. Designers are so sure of what they value, so sure of there ability to design, so sure of their own value systems, that they stop themselves from learning and enjoying other designers work. There is too little confidence in each other, and too much confidence in oneself. I avoid being close friends with those of that mentality and choose to surround myself with forgers that still know they, just as myself, just as all of us, have much to learn AND teach. Thats the only way to grow as a designer, be humble, and stay humble.
  5. 12 points
    Yo Bonsai - not lightened, wip Idea is a mountain tribe that lives in harmony with nature and has taken care of bonsais for generations. All houses are playable, have interiors and are placed delicately to allow smooth actions for players around, in, on top and under them. ------------------------------------------------------------------------------- Broketown - 2v2, inspired by Dark Souls (especially Oolacile Township) Is fully playable, but will never be finished due to forge constraints - Features unconvential movement boosting energy swords on both sides at the start of the match ------------------------------------------------------------------------------- El Bronco - 2v2, completed Upon consultation with Box I made an adjustment to one spot of the map, which was too unforgiving to players - Now players can easily access the top of the sand bank and push chapel; they don't need to jump anymore and can walk out of that corner smoothly (left middle of the picture) with a stone put in front of the location (middle of the picture) it should be a little bit safer
  6. 12 points
    Im staying out of this one
  7. 11 points
    The more I mature as a designer the more I move away from conclusive judgments when it comes to complex maps. Unless its very obvious the map im looking at is simple enough to predict the outcome, i'll stick to anything from I like it, love it, or im not sure. I think we really want to understand maps as quickly as possible, and when it comes to maps with high complexity this can cause us to try and dumb it down in our heads so that we can understand it. This is not always done with bad intentions, that dumbed down perspective can help you get a grasp on how to approach playing it, which is better than simply being lost in all the stimuli. All of this is understandable and acceptable up to the point you come to a conclusive and premature judgement on a map. I think we would all have more respect for one anothers content if we could get inside one anothers head and see the effort and intentions. But more importantly, if we could see how the map holds up at the highest level of play. However, the very nature of community made content means we are limited in our ability to demonstrate all the beautiful depth that is possible with our maps. We don't have an unlimited reseviour of testing subjects, let alone testing at the highest possible level. All of this results in mostly shallow interperetations.
  8. 10 points
    Here's that article
  9. 10 points
    SaltyKoalaBear

    What Are You Working On?

    "Another thing to keep in mind is that dumb fun has it's place in entertainment" This is exactly why I keep pointing to the fact that FPS games and the maps contained within them are primarily marketed, viewed by our society as, and sold as consumable ENTERTAINMENT products. This fact alone dictates many of the choices we see developers make in there products, and its part of the reason we arent seeing a ton of intellectual growth within in them, in additon the post @purely fat made (which was a sweaty post). Lets imagine that our society, and the companies that created, marketed, and sold FPS games viewed them as Educational, Skill Developing and Artistic/Intellectual Enriching Products. Not having the products goal being tied to pleasure/fun as a primary goal, being an educational product, as it is in an entertainment product, I can guarantee we would see vastly different consumer base and an entirely different approach to how these games and the maps with in them are designed. In fact, much of the subjectivity that is inherent in level design comes from the fact that there primary function is ENTERTAINMENT. And Entertainment/ what we find pleasure in, deals with the inherent flaws in our broken nature. Its interesting to me that how we look to be entertained can be vastly different among individuals using the same exact product. Ive been thinking on this lately alot, I primarily play FPS video games for escapism and this fact is glaring clear in what I value most/ design for the most in my levels. Its why environment, and setting up artistic cinematic encounters is almost always my #1 priority, as for me to be able to "escape" I must fully be immersed in the game-play on a theatrical level. Others may use the Entertainment product that are FPS games, as a way of entertaining there minds with brain puzzles and free thinking/puzzle solving @Westin @MultiLockOn @Soldat Du Christare some forgers who off the top of my head may fall into this category. Obviously there is overlap in many of these categories, as I also value freethinking and puzzle solving to an extent, but we see how what we value the most as entertainment, translates into our level design preferences. Its all quite interesting, and I think on it often. Well just a quick rant, this discussion has been sweaty gentleman, please continue it!
  10. 10 points
    icyhotspartin

    What Are You Working On?

    True - but even dumb fun should be substantial, and restorative, rather than grindy and spastic. If a developer pays lip service to the idea of a game that actually can be played as a stand-alone experience, then they have effectively entered into an understood contract with the consumer of that product. And generally, people expect to not have to keep buying something they've already bought, especially when it comes to something like software that has been marketed like cereal boxes since Bill Gates' big innovation with MS. You buy cereal in a package, and you eat it at your pace - you don't have to pay a subscription to take every bite. You've paid for the content, and it's on you to actually ingest it. Now you pay for access to a Beta, or an Alpha, and the damn thing is never finished, because developers lose focus, go out of business, or are removed from a project by the parent company. It's big ol' mess. Games aren't games anymore. They are rat races, mazes you have to navigate in order to squeeze some kind of enjoyment out of, in every case. The only reason I bought an XBOX was because I could play with Forge, and build things I liked, and drive cars I can't afford or store in real life. Now I have to buy those cars in the game? It defeats the purpose, my objectives, and alienates me, the consumer. Not to mention, everyone on the box is so cynical about the whole thing, defeating the social angle. I only play games at a friend's house now, because we can do something else if we get tired of the bullshit. That's one of the major upsides of LAN, but I guess the only company smart enough to see the benefits of that from a developer perspective is Nintendo. Free advice, @Microsoft: cater to the dumb fun at the root. Don't try to shove it into a hole you designed to cater specifically to pros - there wouldn't be pros if it weren't for the dumb fun in the first place. Look at League - look at DOTA - look at Smash - look at Doom '94 - look at Street Fighter. Look at motorsport. Get a clue!
  11. 10 points
    Box_Hoes

    What Are You Working On?

    You can cut them a perfect piece of high end steak but they still have to cook it themselves. That’s why devs are so lucky people are forced to play their shit. People know how they wanna cook something after eating it every single day. Epitaph is microwaveable oatmeal to me. It took me some time to figure out how to make it taste the best it possibly can but that’s all. It’a microwaveable oatmeal at the end of the day. (Which I eat 5 times a week lul) How do you even fuck up in the first place? Now lets just use chillout as our next example. That is a nice cut of meat (quite literally) and can take way more time to cook to your liking. And it’s way easier to fuck up cooking it. But once you find out how you like it damn you want that shit. It probably didn’t taste near as good your first few attempts though. So forge maps are abstract usually and food the community hasn’t really tasted let alone try and cook. Think they will like it their first time? LUL, but have a dev make it and throw it in matchmaking and then all of a sudden after so many games it’s delicious! I have more to add but honestly that was far as I want to go right now lol
  12. 9 points
    purely fat

    What Are You Working On?

    I think it is bad where it is located currently as it is the easiest area to deny los and force engagements on your own terms. If you were dead set on keeping it in that room I would have people who tele into the room come out on balconies above it while the tele entrances would remain where they are now. Giving the team without control of that room when it is coming up a better shot at burning it without a trade. If you are dead set on keeping it on the map with minimal geometry changes. I think at the end of the dick is the best spot for it. It is the farthest point from the teleporters and what advantages a spot like this would typically have are defeated by tele travel time and the segmentation between the areas. Then you could put PP where the OS was located. But then the rest of the weapon layout needs to be adjusted according to that. Personally, I would just delete it and the plasma pistol. The plasma pistol is pretty much a better hydra due to being more versatile so there isn't much point in having both especially when the better of the two is easier to grab and you already have a pulse grenade in OS which is a power weapon in this game especially on a teleporter driven map. I would rather see a sniper of some sort with a minimum of a 90 second timer on it considering that of all the choices it would be the hardest to cheese the tele's with. Part of the issue is the nature of 2-way teleporters so I would funnel the teleporters more. I would make the space on the exit spartan size with walls set up so you can't sit to the side without being seen by the person exiting the teleporter and using slides or bouncers to make it so you can't spam it or block it by pushing them off. Doo Butter has a sloppy version of this slide thing on it if you want a reference for that. I really like some of the set plays you can do involving the portals and I do like how strong the bottom is. The OS just makes it a little too strong and I think the map would benefit from not having it.
  13. 9 points
    Halo feels like that one friend that one would keep in contact with to experience those good ol' times again, but, when you meet up with them years later, they haven't really grown up and learned the lessons they should have. At this point it's healthier to move on respectfully and hope that they finally do grow up and realize who they are, what they want to be, and make the proper change to become it. As of the past year or so I have distanced myself from the franchise more and more by the month. The main game that has occupied much of that time is Killing Floor 2, but the game doesn't have deep enough gameplay for me to want to make maps and mods for it, thus not warranting more investment in. Plus, most players just do their daily and weekly challenges then play on the modded bridge and XP grind maps to level up instead of playing the game how it was intended. Tbh it's such a shame because there is potential in making more dedicated co-op maps, but, instead, they dumb down the game even further. Now it's just a "guns feel good" kind of game. Another game that has occupied my consciousness quite a damn bit is Forza: Horizon 4; if only the PC version had mod tools so that I could test out my track design. There's plenty of other PC racing simulators that have mod tools, but none of them feel as good as Forza, especially not as good as Gran Turismo, but maybe I should deal with that wonkiness for the sake of experience. Imagine working for Polyphony Digital in Kyushu or Tokyo, or for Playground Games in Leamington Spa in the United Kingdom! Both companies have open, collaborative work spaces that look very appealing to me. The other notable game that has had my attention for some time is Slay the Spire. The new character is broken, but at least the game is one of the most balanced and fair rogue-likes that I have played to this date: player skill and decision making determines success, even when RNGsus isn't on your side. To be honest, Slay the Spire is the game that convinced me that Rogue-likes are a doable genre without completely screwing the player over because of a bullshit mechanic. Ultimately I'm ready to move on from a franchise that has been in critical care since 2011, and I'm actually happy that I've grown past it and moved on to greener pastures. I've learned what works for the Halo and why that is the case, so now the objective is to learn the pros and cons of other games' design choices to further know what types of games I want to develop, whether in an existing genre, a mix of a couple different genres, or a completely new genre that hasn't been explored before. Somewhat unrelated to the topics above, a couple of staff members of this site, namely @icyhotspartin, @a Chunk, and myself had come up with the idea of developing a game with this site in mind; a direct representation of our current design philosophies, what kinds of games that we want to see put out in the world, and a critique and interpretation of modern gaming and design as a whole. I had presented the idea within the staff discord channel (I believe that this was back in November or even October of last year) and had started brainstorming ideas with icy almost immediately. What we had decided would be the best game to develop with what would most likely be a skeleton crew was a 2v2 arena shooter along the lines of Halo's and Quake's original design principles (original, I know) and incorporate some more modern aspects that seemed to emphasize skill and precision. This led to an idea of a more sci-fi take on the Thunderdome: large, bio-dome-esc coliseums holding potentially dynamic arenas set in a post-apocalyptic global winter, all in front of a massive crowd of spectators. It's meant to feel more like a bloodsport than a training exercise or some other flimsy excuse for a deathmatch mode (would be a great excuse for in-game bracket tourneys). The only questionable ideas were to include some toned down movement abilities that resemble some of the recent enhanced mobility trends (sliding when moving at least a certain speed, wall hopping, and maybe swimming) and arenas with significant amounts of dynamically changing geometry. The sandbox has some interesting ideas such as a radioactive projectile weapon that fired 2 to 6 arched projectiles in semi-auto or a lobbed bubble of radioactive fluids that would essentially act like a toned down incendiary bomb, and a railgun that could be destabilized to send out a short range EMP blast that would knock out the shields of all players within a radius around the user, including themselves. We even had some concept art dreamed up by icy for it, but unfortunately the whole project has been in limbo since January. I have somewhat distanced myself from this site ever since; I don't even know why, it just happened. I can make excuses for not working on the project like starting to work 50-hour work weeks, but I ultimately still have plenty of time to invest in having the game reach a presentable state for maybe a kickstarter or publisher backing. Most of the time that I have to myself is spent playing mindless games or watching meaningless YouTube content on games that I don't even play. I may make the excuse of working on the card game that I had shown off in the November design challenge, but that project has been ready for art and graphics since December where the packaging has already been planned, and I haven't put more than maybe ten hours of effort into making the graphic design templates and contacting any artist to see who would be interested in the project. There's a lot of stuff that I've set up as potential career paths for myself, but now is the time to execute. What seems to be blocking me is a general lack of drive. This post is a request for advice on the matter: should we go through with the 2v2 FPS project, recommendations on how to revitalize my drive, or anything else that y'all can think of would be appreciated.
  14. 9 points
    Box_Hoes

    What Are You Working On?

    Halo 5 2v2 hcs settings got removed for all abilities and radar with the overpowered AR Halo 3 now has frame rate on all the maps with the latest update I can’t find any games in halo 2 hardcore EVER My team quits so I leave and I get fucking banned Still no information on infinite What the actual fuck? 343 is the real virus 😡 And before you post your meme to my post neck, fuck off Just wanna play some halo
  15. 9 points
  16. 9 points
    purely fat

    What Are You Working On?

    The market likes keeping things dumb because it means less work for them to make money. If they create a standard of constant growth in challenge, learning, etc. it becomes more difficult for them to satisfy their customers as they set a precedent for an increase in standards. It is why movies, television, music, games, and other forms of entertainment go through periods with very little growth/change. They found a formula that makes money and they will milk every last drop of it. This being said, things that are more challenging to understand, play, or listen to will always have a niche and some of those things will explode and be very popular but they to will get milked and lose what made them special in the first place eventually. It is why if consumers really want to see a change they need to stop buying shit but that is difficult with the way companies are able to mislead consumers about their products and how good they have gotten at doing this.
  17. 8 points
    S0UL FLAME

    What Are You Working On?

    Forge community is dog, got it
  18. 8 points
    Haha not for delivery drivers 🙃 still working 50+ hours throughout the contagion
  19. 8 points
    a Chunk

    What Are You Working On?

    I don't have a recommendation on which project you should work on. That should be determined by your level of interest. Of course, there's no reason you couldn't work on both simultaneously. We generally tend to underestimate how much we can accomplish. I've been working 50-60 hour weeks for years, and know plenty of people that work more than that and still manage to get other things done as well. It's a matter of setting priorities and creating discipline over time. And by discipline, I don't mean forcing yourself to do things you don't really want to do - it's referring to creating a habit of doing the things you DO want to do. Schedule time to work on your projects. Treat it like a second job. Create detailed task lists, or general goals with time frames attached to them, and reference them regularly. Another approach that works is incentivizing NOT doing the things that generally eat up your time. Make a list of those things. Each time you go through a day without doing one of them, put a check mark or a star next to that thing. Once you get a certain number of check marks/stars, give yourself a predetermined reward. It sound like Kindergarten type stuff, but it's effective in helping to create the habits you want. We're simpler creatures that we realize in many ways, and something as basic as putting a check mark on a piece of paper when we've accomplished something can feel really good. The other thing that helps a lot of people get things done is collaboration. Don't work in a vacuum. Share progress updates regularly and ask for feedback. This can help build up motivation that makes the discipline easier. It also helps generate new ideas, and allows us to understand and integrate varied perspectives.
  20. 8 points
    SaltyKoalaBear

    What Are You Working On?

    It's not a danger to children.
  21. 8 points
    Westin

    What Are You Working On?

    I started on that map @Box_HoesOnly allowing the player see the cathedral from 1 angle, and the graveyard/sewers play around that. Prepare for a whole bunch of gravestones, half-walls, steppes, pillars, and trenches
  22. 8 points
    a Chunk

    What Are You Working On?

    Has anyone here tried Dreams? I've been seeing some pretty cool stuff come from it.
  23. 8 points
    kid you stole the map from chris carney, all you did was erase part of the wall, add your weird floating stairs, deleted that back base and added a ROCK in the middle guy.
  24. 8 points
    I was actually pretty surprised that Max ended up rating mine 1st on his list. Just watching some of the streams I had the impression that he didn't like it. But that's dope. Also @Westin way to go man. Both With Love and Uncomfortable Silence are top tier maps and easily part of my top 3
  25. 7 points
    SaltyKoalaBear

    What Are You Working On?

    @Westin Just to be clear, I actually got WET when you started listing all the cancerous los manipulation that is going to be on this map. Legit excited for this, getting giddy already. Let us know when this beautiful creation is ready!
  26. 7 points
    I just paid for 60$ worth of toilet paper.... i'm going to try and flip it for a profit for the memes,
  27. 7 points
    Ive been preparing for this moment my entire life ------------
  28. 7 points
    Box_Hoes

    What Are You Working On?

    Next level gods
  29. 7 points
    icyhotspartin

    What Are You Working On?

    Bungie spent the big bucks because they know that behavioral psychologists have a pretty good idea of what brings people together to do things. I'm not an epert in the field, but I can say with 100% certainty that all human action is in pursuit of value. No one acts unless they want something, and that includes acting to avoid the necessity of action/choice. Bungie is e now operating from the premise that any game that's a game needs a community. Community built Myth, Marathon, and Halo, and now they have the parachute to sit back and let someone else do the hard work to identify what leads to engagement. This is hardwired in their objectives, everything is aimed towards making the Halo lightning strike twice. I don't really know if it's worked, but I know Destiny is still going pretty strong, even though I personally don't care for it. That doesn't mean that it's subjective at all - just that I don't want to play group grinds with legendary space fantasy guns. In fact, this aspect of H5's req. system actually makes my skin crawl. I much prefer individual-focused experiences, like 1v1, 2v2, campaign, forge/design, or reading a book; it does not fit my objectives or tastes. Level design is absolutely objective. It has to be. People play on them, with game objectives, in objectively defined sandboxes. Just because one area can be used in 5 different ways doesn't introduce subjectivity - it just means that there is more complexity to the contextual calculus players have to engage in. Like, look, a golfer can use a 5-Iron or a Hybrid Wood to hit a ball 200 yards on approach to a hole. But his swing, his lie, his position, the layout of the hole, the pin position, the geometry of the green, the dry/wet conditions on the green/fairway/fringe, the wind, the weather, the lighting, his physical condition, his psychological state, his score on the previous holes/in the tourney are going to be factors in the choice of his club. He may choose to hit a layup with a 6-Iron and avoid overhitting into the crowd or a bunker, or a water hazard... he may choose to be a hero and hit that 5-Iron right by the flag - but if he doesn't get it right, he's taking a big risk and may land himself a 2-stroke penalty. This is to say nothing of his available choices from the tee. Driver, hybrid, iron, tee, no tee, fairway, rough, placement ahead or through hazards.... it all depends on the hole. Tennis is more comparable, obviously, since there's real-time combat. But the objective is always to get that ball over the net, and make your opponent slip up at the same time. Always. You choose the shots, the spin, the placement, the speed, the angle - you can't choose the response, but you can force errors if you hit the right shots. Anyway. It's all objective, and it's all contextual.
  30. 7 points
    Xzamplez

    What Are You Working On?

    This goes into the reason why people play games though. Many people find enjoyment out of challenging themselves, but many more prefer a less demanding environment. Something as silly as an enemy popping up in a location the player wasn’t aware of will be enough to cause some people to get upset and possibly get off the game. The solution to this ‘problem’ is the flat and incredibly strict lane based level design we now see in CoD, where player movement has become far more predictable, and the emphasis has only further been pushed into who sees who first which narrows the skill gap and allows lesser skilled players to succeed. I like having maps of this simple and predictable nature, but they now seem to use these principles as the foundation for all maps in the series, and it’s incredibly repetitive. But, from a marketing standpoint, it is probably the best way to go. I don’t see competitive players criticizing these maps based on those principles. They loved BO2’s level design. So if both communities seemingly are satisfied by this approach, why bother to create more risky layouts and come up with something that is recieved poorly?
  31. 7 points
    SaltyKoalaBear

    What Are You Working On?

    @S0UL FLAME @purely fat @Box_Hoes Found some concept art for boxes new map
  32. 6 points
    a Chunk

    What Are You Working On?

    https://babylonbee.com/news/nations-nerds-wake-up-in-utopia-where-everyone-stays-inside-sports-canceled-social-interaction-forbidden Our time has come! Muahahahaha
  33. 6 points
    Im already tired of MW warzone, after 4 games i feel like i've already played it a million times... still, i'll probably keep getting on because im a degenerate gamer junky
  34. 6 points
    JB_

    What Are You Working On?

  35. 6 points
    S0UL FLAME

    What Are You Working On?

    This is why we create.
  36. 6 points
    a Chunk

    What Are You Working On?

    2's has my vote
  37. 6 points
    Box_Hoes

    What Are You Working On?

    Crack runner- A map where speed boost unlocks extreme map traversal Lurkatron- a map based around directional cover where if you’re good enough you can never be seen (dropping in towards the map using a central pillar as a basic example) Damage dealer - a map where players have to win an absurd amount of continuous duels to confirm their kills
  38. 6 points
    3 lane or not, design isn't risky, that is, if you have an intention behind what you're doing. I mean... it's in the title. We're designers, not gamblers. We don't "hope" our maps will work, we build them to work. Now, sometimes our intentions dont work out, but that's not a product of randomness and "risk", it's a product of ignorance on the designers part. That's why he makes another map, and then another. He won't admit it, but he's aiming at something, an objective standard to undergird his artistic choices. The book example is as clear as I can picture the market. Gamers, like any other culture, will only be as simple as you let them be. If suddenly every designer became competent and started making intelligently designed games, we would adapt.
  39. 6 points
    Westin

    What Are You Working On?

    I think the market is only demanding of simple experiences when devs give them the precedent, and then bow down to those expectations when they manifest in players, which they themselves set. And the cycle repeats downward. Soon, our shooters will have aimbots built-in. Luckily, people are only as stupid as you let them be. When the unapologetically deep and difficult games do come, we rise to the occasion. I heard a story recently from a pastor I regularly listen to, and he referenced a book he read when he was younger. A textbook on the fundamentals of logic. He said it was surprisingly hard, and soon realized by the cover art that it was a book used to teach gradeschool kids in the colonial period. While he, an adult with a PhD, found it challenging. I can't think of a better example for what I mean in action. The only thing that has changed, since that time, are precedents and values. We could go back, if someone/something led us.
  40. 6 points
    Soldat Du Christ

    What Are You Working On?

    I don't think i'll be trying to finish any maps for halo 5, but for infinite i have an amaaazing idea for a new 1v1 map, i'm going to translate all the qualities of smash bros 1v1s into a fps map, it's going to be so freaking beautiful... i think i'll call it fantasia
  41. 6 points
    a Chunk

    What Are You Working On?

    Congratulations @Westin @Box_Hoes and @Xzamplez on your top 3 placings. Congratulations and condolences to @Jake Stegmeier | MartianMallCop @purely fat and @Chronmeister. You each submitted really good maps that easily could have made top 3 in a parallel universe. I'm going to sound like a broken record, but I would love to have all of your maps posted here so that I can feature them. 🙏
  42. 5 points
  43. 5 points
    S0UL FLAME

    What Are You Working On?

    I almost forgot! I have a map to share with you folks. https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/map-variants?lastModifiedFilter=Everything&sortOrder=BookmarkCount&page=1&gamertag=Oh SoulFlame#ugc_halo-5-guardians_xbox-one_mapvariant_Oh SoulFlame_75e38eee-3b8d-4b25-9d49-a81d992a606d The map is called Grasp. There's an Assault Rifle with max ammo in the middle of the map, and it is the main power weapon. Control it in a large room, a normal room, or a small room. Enjoy.
  44. 5 points
    I don't think there is much depth to making sure you get or burn OS and rolling spawns.
  45. 5 points
    purely fat

    What Are You Working On?

    @KantalopeSolid rant out of rant. As someone who works between 40-60 hours a week, depends on the jobs that come in, I can understand that quite well. My advice is usually to not rush creative works when your attention is split. Make sure that you are passionate about what it is you are working on in your spare time. If you are struggling to understand why you started working on it in the first place then think about what it really is that you like about the project and what you don't and how you can improve it. Great game ideas take time and you shouldn't rush them especially if you only have time to work on it in your spare time when you are already worn down from work. My personal take on your game concept and any game concept is that I think deathmatch should not be the main gametype unless the game is 1v1. Unless, you are okay with making a borderline CE clone as far as spawning and weapon physics go. I would try and figure out how you can create a truly unique gametype for the mechanics and the player count that you have in mind that might stimulate the idea for you. I had a card game design that @Sethiroth put a prototype together for but I was struggling with developing the lore so I changed gears and started working on writing and storytelling skills. Sometimes, you need to sit back and assess what it is you are missing from making the project fun for you. I have this one game concept I have shared with a few people here that I have been trying to figure out the best way to make it accessible and not have to high of a skill floor for about 3 months. Which is tough for me because I have always been one who likes their games to beat their ass in someway.
  46. 5 points
    Also, a pretty cool update to Insurgency: Sandstorm, where they've released Mod Tools. We are pleased to release our Mod Tools to the public in the 1.6 release. This includes the full Unreal Engine Editor that will allow the community to create their own levels. The Editor itself will allow you to upload and update your mod through built in tools. With this iteration of the mod editor, it will be possible to to create levels, gamemodes, and mutators. Mods and guides will be available through Mod.io which will become the modding hub for the game. This release fully integrates Mod.io into the game allowing community servers to host modded content, and players connecting to the server will be able to automatically download required mod content. Official and community documentation will be available from the Mod.io guides https://steamcommunity.com/games/581320/announcements/detail/3300515414502124172
  47. 5 points
    @SaltyKoalaBear
  48. 5 points
    Everyone gansta until someone they love is out of work, or can't go home because they'd bring the virus home to their kids
  49. 5 points
    S0UL FLAME

    What Are You Working On?

    Call of Duty Warzone: a standalone, free-to-play, cross platform Battle Royale, with 150 player count, launches tomorrow at 3PM Eastern time.
  50. 5 points
    SaltyKoalaBear

    What Are You Working On?

    I'm not upset to the point I'd use my own money to fund a contest lol all I really asked for and wanted was more playtesting. That's the one thing I think we all agree could have been done better.