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a Chunk

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a Chunk last won the day on May 4

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About a Chunk

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    Sir Postsalot

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  1. Not sure I'm capable of quantifying what makes a map special, but I know that one of the prerequisites it that it not suck. I terms of Halo level design, that means a couple of really basic things off the top of my head. First is balance. I've said this before, but balance does not mean having everything be equal, because that just makes for a boring experience. By balance I mean that each position needs to have a reasonable counter. This can be accomplished by using differing elevations and varying the dancefloor space in each area, along with a variety of other tools that can be tinkered with. Next would be line of sight management. There is some kind of proportional relationship between the distance and width of a line of sight that could probably be quantified, but I've personally always managed this through feel/intuition. As a basic rule, shorter sightlines should be wide and long sightlines narrow. These two factors are highly dependent upon the weapons sandbox, and particularly the utility weapon. The player will, perhaps only subconsciously, get frustrated if forced to engage in battles where their utility weapon is ineffective/inconsistently. So we should tailor the fighting spaces to align with the functioning of the utility weapon (red reticle range, bullet randomness as different distances, etc). There are probably about a hundred more factors that a designer could/should take into account, but I think these two are a good starting point.
  2. How do you see this working when players expect the ability to map their own buttons? What is the advantage of having abilities tied to weapons instead of being standalone pickups? Since abilities are part of your pickup system, does that mean they're not base traits? Or would you have those also?
  3. Not sure if any of them are what you're looking for, but I've added a bunch of new Reactions that have been saved on my desktop for like 9 months. Most of them are neutral reaction (no impact to Reputation), but I'm open to making any of them positive or negative if it's wanted. Also, if you guys want something specific as a reaction, give me an image to work with. I'm happy to add more. At some point I'll just remove reactions that don't get any use.
  4. I know an 'Art Pass' contest is probably not something most of you are interested in, but sharing this just in case someone is.
  5. 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.
  6. Looks awesome man! I'll try to get on and check it out sometime. Here's the link for everyone: 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
  7. Well, as I think you all know, I welcomed a baby boy into the world a few months ago. Though it was by no means a surprise, my partner and I had been trying for quite a long while without success, and I wasn't counting on it ever happening. Given my life situation at the time, I had some time to dedicate to projects like this. I had many plans to grow the site. As soon as I found out we had a baby on the way, my priorities instantly changed. NLD, and anything related to gaming and internet, were deprioritized. They still are, and I do not see that changing anytime soon. If I have a choice between sitting in front of my computer or television, or playing on the floor with my little boy, it's an easy freaking choice for me, and one that is not ever going to change. In fact, I'm typing this out against my better judgement at the moment because I want to explain why I'm mostly inactive, and why it's going to stay that way. To be 100% transparent, I have no plans for the future of the site. I am happy to keep it up and running. I'm also happy to support the other staff members in driving/facilitating contests, or any number of other ideas. And for that matter, I'm happy to help host contests from community members, if there are any interested in running one themselves, and looking for a place to host it. I still feel invested in the community, and love to see people learn, grow, and share their work. Part of me feels like I owe you guys an apology for not fully following through on the promise I have for the site. But I can't apologize for prioritizing things in my life in a way that feels appropriate to me, and I'm sure you all can understand that. I still want NLD to flourish, and think that it can. I just will not be the one to drive it right now, or for the foreseeable future. But this is all okay because there are other incredibly capable people that still can make this happen, and I'm eager to lend my support in whatever way I can without infringing on my other priorities.
  8. On the one hand, I'm happy that you all take design seriously. This was what I've always wanted in a forum. On the other hand, I'm sorry that the differences of opinion between some parties now seem insurmountable. On an entirely different note, @no god anywhere thank you for the suggestion to back up data. My main hard drive randomly started to show signs of corruption a few weeks ago, and I was able to seamlessly transition over to another one that I'd purchased and saved as a backup as a result of that suggestion. Anyway, love you all.
  9. a Chunk


    Share Images that inspire you to design game spaces
  10. Ignorance. That word has very negative connotations to most people though. If a person were going to ONLY focus on either level design or game design, they would be far better off investing time in the more complex (and more capable) tools that are out there. Having said that, based upon my very minimal experience with it I'd say that it has a lot of potential. It's obviously supposed to take a lot of really complex tools and make them simple and accessible, and it does this fairly well. I like the fact that anyone can create and publish a game, and potential have a LOT of people play it. Good way to get some recognition for your work if you're good enough.
  11. I'm with icy 100% regarding that quote. My initial reaction was exactly the same. There are three possible ways of interpreting it. 1. They are letting some nebulous, generic feedback determine which direction the game goes, along with the equally shitty 'game telemetry data'. 2. They actually have a clear direction, but are willing to sacrifice it to the will of the masses if they don't like it. 3. It's simply lip service. They have a guiding set of principles, and won't veer from them, but don't want to say that. The thought of any of the three makes be a bit sick.
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