Kantalope

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Kantalope last won the day on December 9 2019

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About Kantalope

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    Settling in
  • Birthday 12/18/1997

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  1. What 3d modelling program should I use? I've been using 3ds max 2016 through a student license, but doing some research suggests switching to blender. I assume that this would be a good decision for the long run because of it being free, and it's not impossible software to learn, so I feel that I should make the switch. Any thoughts?
  2. Japan has some damn good music! Unchain, Kirinji, and Casiopea are some of the bands that I've been listening to frequently over the past few years. Did you know that T-Square created the original Gran Turismo theme? Great stuff. Also, sickest bass solo of the 70's easily.
  3. Ends up I haven't done anything with my existing 3d models since early 2018! Maybe it's time I changed that.
  4. It's kinda funny that designing for CS:GO is infinitely more fun to design for than any of the Halos. It's just as toxic of a community if not worse than that of Halo, but the fact that there's only one life takes away the anger of respawn, die, respawn, die, respawn, die in quick succession. I might get into designing for that game because it at least is more fun to see a successful bombsite take than any Halo flag run.
  5. A revelation as of late: Halo and most of its community (especially forgers) are not fun to design for/with nor is the process worthwhile. Instead of continuing with the 2v2 level in the article, I should work on the card game from last year. It plays great and only really needs graphics and art before it's finished.
  6. Anyone up for testing my 2v2 resolution map tonight? I just got on
  7. I love how it took me about 20 straight blockouts to finally not have forge block lol. The 2v2 map i talked about in the article is just about ready for testing. Literally just one room and a bunch or rocks and it's there. I'll see when i can try to test it considering I start a new job today
  8. I'm sure that he meant Christians as a group. The kind of sentiment that he described can be seen in many groups: if one is more devout in a subject, in this case Christ/God, then other's tend to feel like it is an insult to them. You see this in other religions as well as subjects that a group placing their meaning as a being in. If someone dedicates themselves to said religion or subject more than someone that is insecure about themselves in context to said religion or subject, then that insecure individual will take insult. This is core to their being, their self-identity, so any 'competition' is seen as hostile. 'What's the point of being me if someone else is better at being me?' You see this stuff with any person that identifies as funny because they made a girl laugh once. It's sickeningly immature stuff and why so many adults act like children. They identify with brands, franchises, and memes that come and go, changing identity over and over, rather than identifying with values and virtues or the people that represent those values. Don't get me wrong, making money through those aforementioned things doesn't make one a bad person, but if they become obsessed with it and identify with it then it is unhealthy and they should in the very least attempt to find greater meaning. Even those who are nihilists can find meaning in how they want to impact the world, even if it may not have any meaning outside of the context of other things. I'm gonna miss seeing new and exciting projects from @Westin for a while, but I'll get over it. He's working on himself and what he finds important, and that's admirable. No homo 🤠
  9. Welcome to the new decade! This is an opportunity to rediscover what makes us who we are, to reflect upon our past actions and opinions then address them in an effort to work for a better us. Something that may be beneficial to change may be core to how we define ourselves, making it hard to accept that it is problematic to our growth as people. Even though it may be painful, being a better, more capable person is worth it. All of us as designers need to recognize that we can always improve ourselves and our methods to produce even better levels, weapons, and games overall. This month's challenge should be a microcosm of our growth as designers and a detailed focus on what we can do to boost our potential. Find something that you can greatly improve about yourself and your designs and execute a plan to address those faults. Something that all who wish to participate in this challenge should know this: a design principle or quirk isn't the only kind of thing that can be addressed for this challenge. If you feel that a character or psychological or emotional trait about yourself would be more beneficial to your growth as a designer, go for it. No, it's not likely that this trait would be completely changed by the end of this challenge, but this can provide the tools to cope with or even eventually eradicate it. Because of the potential benefits, this could be a recurring process for the whole of the year or even longer. Enough of the sappy stuff, let's get to designing! We recommend that you post in the Submission and Discussion thread that tells of your goals with this challenge and how you intend to achieve it. Writing it down, even digitally, helps with retaining that information, thus remembering it more readily. Good luck to all of you in this resolution! Only three guidelines apply to this challenge: The level must be designed around what you wish to improve about yourself or your design choices The level must be posted on the January Challenge: Resolutions Submission and Discussion Thread The post must include at least one picture/sketch of the level If you're not registered on the site, it's an easy process. Here's a link to where you can do so: (link) The submission thread will remain open until February 2nd at 11:59pm. There is no limit to the number of levels you can submit. Submit one and go into as much detail about it as possible, or submit many with little detail. Take whichever route you feel will be the most beneficial to your own development. A couple of details that could be included in the level post as a way to better convey the design process are: The sandbox of which the level is designed for (Quake, Halo, Call of Duty, etc.) Multiple Pictures, and/or video footage of the level An overview of the layout A flow diagram of the map An explanation of the source of inspiration for the level Anything that helps convey the thought process behind the level Here's a link to the Submission thread for this Challenge:(link) My goal for this month is to address one of my main issues: commitment to a project. I've been an easily discouraged designer, whether it be due to a lack of confidence or pure boredom. I'll be pledging to fully commit to a new multiplayer level in Halo 5, getting it playable as soon as possible and then playtesting multiple times to then iterate upon it at least once a week. Something that I really hope to have improve along the way is a feel for how Halo 5's combat flows. Because I'm always designing, I end up only designing for a theoretical game in my head rather than the one that I actually am making it in. I'll need help, of course, tons of it, but that's what this forum's community is for; you show a commitment to your design and a willingness to improve and people will be happy to help. For the level itself, anything above 2v2 doesn't seem very viable. Outside of the recent Mythic playlist, it's been near impossible to find or even create 4v4 testing lobbies. Thankfully the majority of forgers in this forum seem to prefer designing for the lower player counts anyway, so there's plenty of levels that I can look at and play for reference and experience. This has lead me to choose 2v2 to design around. I'm unsure of a theme as of yet. This map is only intended to be a polished blockout, so theme will influence some of the micro and a bit of the macro at best. Now that I have this, it's time to get to forging! I'll be posting updates in the Submission and Discussion thread. If you'd like to suggest some changes and/or improvements for subsequent challenges, feel free to do so in our Challenge Feedback thread here: (link)
  10. Welcome to the December Challenge Submission and Discussion Thread! As stated in the announcement thread, each submission must include at least 1 image of the design. You should consider including a name that you would like attached to your level (real name or alias). The deadline for submissions is February 2nd at 11:59pm. As stated in the announcement, we recommend that you post your goals with this challenge and how you intend to achieve it. Writing it down, even digitally, helps with retaining that information, thus remembering it more readily. A couple of details that could be included in the level post as a way to better convey the design process are: The sandbox of which the level is designed for (Quake, Halo, Call of Duty, etc.) Multiple Pictures, and/or video footage of the level An overview of the layout A flow diagram of the map An explanation of the source of inspiration for the level Anything that helps convey the thought process behind the level Here's an example post in the Spoiler: And with that, post away!
  11. oh god the fudge in the kitchen was unlabeled edibles imma see what happens when I try to make a halo map its great having stoner roommates so great
  12. Y'all ain't ready for my 2v2 map. Neither am I, but that's what this week is for.
  13. Yeah, "I'm gonna make this" ends up being either "haha got too lazy" or some other bullshit like some design philosophy that uses too many vague words. I'll admit that I've literally been the former for the past 5 years or so. Gotta find out if it's an excess of ego, lack of confidence, or maybe something else entirely. p.s. a good bit of knowledge: doing nothing is a choice. It may be hard to fight it, but it's worth it.