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Showing content with the highest reputation on 04/15/2021 in all areas

  1. wip combat space concept for our fps campaign game.
    5 points
  2. Boyo

    What Are You Working On?

    A central slug is surrounded by a ring of 6 pellets and that is surrounded by a ring of 12 pellets. The slug is essentially a 4sk Magnum shot; accurate out to long range. The outer ring of 12 pellets peels off after traveling a short distance. The spread on the inner ring of 6 pellets begins rapidly expanding shortly after. The slug does 1 Magnum shot worth of damage. Each pellet does 1/3 the damage of a Magnum shot. [1 + 18/3 = 7]. Seven Magnum bodyshots kill.
    3 points
  3. I don't have any issue at all with you posting your gameplay ideas. At this point it's an improvement to the quality of discussion in this thread. Personally though, I find the ideas to be relatively meaningless when they're shared without context. I enjoyed your first post here a lot because of the specific context that was provided. Have you ever considered starting your own thread (at whatever forum you like) where you lay everything out at a more holistic level? That's something I'd be interested in reading.
    3 points
  4. The image on the left is me 1 year ago, before learning Unreal Engine. The image on the right is me today, after learning Unreal Engine. The choice is yours. Anyways, Metahuman is pretty cool, just got early access today. Part of me wishes it would allow for some more extreme features, I'd love to remake my DS charactor in HD. Maybe in a future update 🤪
    2 points
  5. Let's say a spartan is a single unit how many units would it take for center and outer ring to reach the point of being ineffective. Also, @a Chunk can we have a cringe emoji worth zero like the bruh. Don't care what it is.
    2 points
  6. @Boyo could you go into a little more detail about your shotgun from you initial post? I'm curious about how the spread works.
    1 point
  7. JB_

    What Are You Working On?

    surprisingly good but nothing is a substitute for the real thing... but this is pretty close
    1 point
  8. 50% off right now https://assetstore.unity.com/packages/tools/modeling/umodeler-model-your-world-80868 @JB_ can you let me know what you think of this modeler, it looks so complete, i got it and i think its way better probuilder already, and i loved probuilder!
    1 point
  9. If you guys would rather I not post here, I can do that and won’t act scorned over it. I just figured if my boy Chunk had a forum, I would rather post there than anywhere else.
    1 point
  10. CertifiedChamp

    The Hollows

    Introduction: The Hollows is a 2v2-4v4 map which currently runs slayer and strongholds. The Hollows was designed to be a simple, straight forward layout which most players will get the hang of quickly; this map is intended to be a jack-of-all-trades which (in theory) will be capable of running a vast array of modes between multiple player counts. Design Goals: After taking multiple breaks from forge and multiple attempts at this map theme over the past couple of years, I came up with this layout to put as many of the things that I know I'm capable of into one layout; to practice what I preach, if you will and create a map which I can look back on with satisfaction. One of the most important goals I had for this map was to make sure that just about every design choice that was made, was made intentionally with a clear purpose and reason. I also made an effort to utilize framing wherever and whenever possible. My aim for the map was to create a skill gap with the geometry, to juxtapose a simple macro layout with sweaty micro gameplay and as such, it was designed with two layers in mind - the macro pathing and the micro geometry within it. As for the macro, I emphasized perimeter flow, soft bends and detours. The rolling hill style micro gameplay on the map paired with the winding paths really puts the pace of any given engagement into the hands of the player. As a player, you can choose how far up a hill or around a path you push, allowing for a tug of war style dynamic with the opposing team. The hills also help conceal player's movements without the use of walls and other physical blockers. There are also a few trick jumps around the map which more skilled players will be able to identify and use to gain the upper hand over others. As for the theme, I wanted to convey a Gothic-Industrial architectural fusion leaning towards the former. Taking inspiration from various real life and digital sources, I took a stylized approach to the building architecture; I wanted to clearly convey the theme without copying anything too specific. The map was designed with screenshots in mind, so framing naturally became the most important part of the maps appearance while also remaining an important facet of player orientation. Just about every building is framed from the right angle. Extras: Shoutout to Squally for the map name. As a disclaimer, this map was forged on the Xbox Series X, so the framerate will be severely impacted on the older generation of consoles. This map will likely be taken in Halo Infinite. Weapons: Carbine x2 Jet BR x2 Hydra Launcher x1 LightRifle x1 Boltshot x1 Sniper x1 (Excluded in Hill Modes) Speed Boost x1 (Excluded in Hill Modes) Plasma Grenade x4 Splinter Grenade x1 DL Link: https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/map-variants?lastModifiedFilter=Everything&sortOrder=BookmarkCount&page=1&gamertag=CertifiedChamp#ugc_halo-5-guardians_xbox-one_mapvariant_CertifiedChamp_d58420b4-8f78-41c1-8325-bcd0a3894f2e
    1 point
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