no god anywhere

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  1. Fire +1
    no god anywhere reacted to Chronmeister in What Are You Working On?   
    First photo out of my new telescope! With my CELLPHONE!!!
    DURING THE  DAY!😁

  2. Like
    no god anywhere got a reaction from Westin in What Are You Working On?   
    I dont involve myself in the design community online outside of the forums and most of you have never been in a party with me. Why isnt worth explaining but nevertheless i do stick around on the forums. Typically i read what is said and learn a ton from it.  I have become a much better designer because of this but i have not shared much work to show for it. Its not that i dont have content but its that im never satisfied enough with it to commit so you guys would never be able to evaluate my ability besides Trinket. Although this is the case I am confident that i have laid a great foundation for myself with Trinket to build off of as i continue designing play-spaces as a hobby in the future.

    With that said while do I believe that 2v2 is the best game mode in halo and its understandable why its the most frequented mode to design for, for a multitude of reasons, i believe the tallest mountain yet to be successfully climbed and the holy grail is 1v1. The 1v1 contest had the highest saturation of poor quality content of any contest this cycle and the contest inevitably paid out to poorly designed maps. I believe its from a general lack of understanding of designing for the mode itself and how 2 player maps should be designed around halo 5's game mechanics. Frankly i believe halo 5 has the most potential for 1v1 of any halo game yet. It is the most difficult mode to design for and i feel that no excuse other than footstep volume will alleviate this truth and its why im so stuck on it.
     
    I have been working on strictly 1v1 on and off since early 2017 and i see the big picture here but the execution still alludes me.  I currently am working on a 1v1 that may just make it somewhere acceptable and resolve issues Trinket failed with but have decided to pause for a while to make a write up about 1v1 so that i can put all of my thoughts and logic on paper to help focus my design goals. I think its time to actually offer some of my own design ideas instead of my useless offhanded posts and am looking forward to eventually sharing and opening a discussion on the subject.
     
    Also @Soldat Du Christ respond to saltys Dec 16 post please.
     
     
     
     
  3. Like
    no god anywhere got a reaction from Westin in What Are You Working On?   
    I dont involve myself in the design community online outside of the forums and most of you have never been in a party with me. Why isnt worth explaining but nevertheless i do stick around on the forums. Typically i read what is said and learn a ton from it.  I have become a much better designer because of this but i have not shared much work to show for it. Its not that i dont have content but its that im never satisfied enough with it to commit so you guys would never be able to evaluate my ability besides Trinket. Although this is the case I am confident that i have laid a great foundation for myself with Trinket to build off of as i continue designing play-spaces as a hobby in the future.

    With that said while do I believe that 2v2 is the best game mode in halo and its understandable why its the most frequented mode to design for, for a multitude of reasons, i believe the tallest mountain yet to be successfully climbed and the holy grail is 1v1. The 1v1 contest had the highest saturation of poor quality content of any contest this cycle and the contest inevitably paid out to poorly designed maps. I believe its from a general lack of understanding of designing for the mode itself and how 2 player maps should be designed around halo 5's game mechanics. Frankly i believe halo 5 has the most potential for 1v1 of any halo game yet. It is the most difficult mode to design for and i feel that no excuse other than footstep volume will alleviate this truth and its why im so stuck on it.
     
    I have been working on strictly 1v1 on and off since early 2017 and i see the big picture here but the execution still alludes me.  I currently am working on a 1v1 that may just make it somewhere acceptable and resolve issues Trinket failed with but have decided to pause for a while to make a write up about 1v1 so that i can put all of my thoughts and logic on paper to help focus my design goals. I think its time to actually offer some of my own design ideas instead of my useless offhanded posts and am looking forward to eventually sharing and opening a discussion on the subject.
     
    Also @Soldat Du Christ respond to saltys Dec 16 post please.
     
     
     
     
  4. Like
    no god anywhere got a reaction from Westin in What Are You Working On?   
    I dont involve myself in the design community online outside of the forums and most of you have never been in a party with me. Why isnt worth explaining but nevertheless i do stick around on the forums. Typically i read what is said and learn a ton from it.  I have become a much better designer because of this but i have not shared much work to show for it. Its not that i dont have content but its that im never satisfied enough with it to commit so you guys would never be able to evaluate my ability besides Trinket. Although this is the case I am confident that i have laid a great foundation for myself with Trinket to build off of as i continue designing play-spaces as a hobby in the future.

    With that said while do I believe that 2v2 is the best game mode in halo and its understandable why its the most frequented mode to design for, for a multitude of reasons, i believe the tallest mountain yet to be successfully climbed and the holy grail is 1v1. The 1v1 contest had the highest saturation of poor quality content of any contest this cycle and the contest inevitably paid out to poorly designed maps. I believe its from a general lack of understanding of designing for the mode itself and how 2 player maps should be designed around halo 5's game mechanics. Frankly i believe halo 5 has the most potential for 1v1 of any halo game yet. It is the most difficult mode to design for and i feel that no excuse other than footstep volume will alleviate this truth and its why im so stuck on it.
     
    I have been working on strictly 1v1 on and off since early 2017 and i see the big picture here but the execution still alludes me.  I currently am working on a 1v1 that may just make it somewhere acceptable and resolve issues Trinket failed with but have decided to pause for a while to make a write up about 1v1 so that i can put all of my thoughts and logic on paper to help focus my design goals. I think its time to actually offer some of my own design ideas instead of my useless offhanded posts and am looking forward to eventually sharing and opening a discussion on the subject.
     
    Also @Soldat Du Christ respond to saltys Dec 16 post please.
     
     
     
     
  5. Like
    no god anywhere got a reaction from Westin in What Are You Working On?   
    I dont involve myself in the design community online outside of the forums and most of you have never been in a party with me. Why isnt worth explaining but nevertheless i do stick around on the forums. Typically i read what is said and learn a ton from it.  I have become a much better designer because of this but i have not shared much work to show for it. Its not that i dont have content but its that im never satisfied enough with it to commit so you guys would never be able to evaluate my ability besides Trinket. Although this is the case I am confident that i have laid a great foundation for myself with Trinket to build off of as i continue designing play-spaces as a hobby in the future.

    With that said while do I believe that 2v2 is the best game mode in halo and its understandable why its the most frequented mode to design for, for a multitude of reasons, i believe the tallest mountain yet to be successfully climbed and the holy grail is 1v1. The 1v1 contest had the highest saturation of poor quality content of any contest this cycle and the contest inevitably paid out to poorly designed maps. I believe its from a general lack of understanding of designing for the mode itself and how 2 player maps should be designed around halo 5's game mechanics. Frankly i believe halo 5 has the most potential for 1v1 of any halo game yet. It is the most difficult mode to design for and i feel that no excuse other than footstep volume will alleviate this truth and its why im so stuck on it.
     
    I have been working on strictly 1v1 on and off since early 2017 and i see the big picture here but the execution still alludes me.  I currently am working on a 1v1 that may just make it somewhere acceptable and resolve issues Trinket failed with but have decided to pause for a while to make a write up about 1v1 so that i can put all of my thoughts and logic on paper to help focus my design goals. I think its time to actually offer some of my own design ideas instead of my useless offhanded posts and am looking forward to eventually sharing and opening a discussion on the subject.
     
    Also @Soldat Du Christ respond to saltys Dec 16 post please.
     
     
     
     
  6. Like
    no god anywhere got a reaction from Westin in What Are You Working On?   
    I dont involve myself in the design community online outside of the forums and most of you have never been in a party with me. Why isnt worth explaining but nevertheless i do stick around on the forums. Typically i read what is said and learn a ton from it.  I have become a much better designer because of this but i have not shared much work to show for it. Its not that i dont have content but its that im never satisfied enough with it to commit so you guys would never be able to evaluate my ability besides Trinket. Although this is the case I am confident that i have laid a great foundation for myself with Trinket to build off of as i continue designing play-spaces as a hobby in the future.

    With that said while do I believe that 2v2 is the best game mode in halo and its understandable why its the most frequented mode to design for, for a multitude of reasons, i believe the tallest mountain yet to be successfully climbed and the holy grail is 1v1. The 1v1 contest had the highest saturation of poor quality content of any contest this cycle and the contest inevitably paid out to poorly designed maps. I believe its from a general lack of understanding of designing for the mode itself and how 2 player maps should be designed around halo 5's game mechanics. Frankly i believe halo 5 has the most potential for 1v1 of any halo game yet. It is the most difficult mode to design for and i feel that no excuse other than footstep volume will alleviate this truth and its why im so stuck on it.
     
    I have been working on strictly 1v1 on and off since early 2017 and i see the big picture here but the execution still alludes me.  I currently am working on a 1v1 that may just make it somewhere acceptable and resolve issues Trinket failed with but have decided to pause for a while to make a write up about 1v1 so that i can put all of my thoughts and logic on paper to help focus my design goals. I think its time to actually offer some of my own design ideas instead of my useless offhanded posts and am looking forward to eventually sharing and opening a discussion on the subject.
     
    Also @Soldat Du Christ respond to saltys Dec 16 post please.
     
     
     
     
  7. Like
    no god anywhere got a reaction from Westin in What Are You Working On?   
    I dont involve myself in the design community online outside of the forums and most of you have never been in a party with me. Why isnt worth explaining but nevertheless i do stick around on the forums. Typically i read what is said and learn a ton from it.  I have become a much better designer because of this but i have not shared much work to show for it. Its not that i dont have content but its that im never satisfied enough with it to commit so you guys would never be able to evaluate my ability besides Trinket. Although this is the case I am confident that i have laid a great foundation for myself with Trinket to build off of as i continue designing play-spaces as a hobby in the future.

    With that said while do I believe that 2v2 is the best game mode in halo and its understandable why its the most frequented mode to design for, for a multitude of reasons, i believe the tallest mountain yet to be successfully climbed and the holy grail is 1v1. The 1v1 contest had the highest saturation of poor quality content of any contest this cycle and the contest inevitably paid out to poorly designed maps. I believe its from a general lack of understanding of designing for the mode itself and how 2 player maps should be designed around halo 5's game mechanics. Frankly i believe halo 5 has the most potential for 1v1 of any halo game yet. It is the most difficult mode to design for and i feel that no excuse other than footstep volume will alleviate this truth and its why im so stuck on it.
     
    I have been working on strictly 1v1 on and off since early 2017 and i see the big picture here but the execution still alludes me.  I currently am working on a 1v1 that may just make it somewhere acceptable and resolve issues Trinket failed with but have decided to pause for a while to make a write up about 1v1 so that i can put all of my thoughts and logic on paper to help focus my design goals. I think its time to actually offer some of my own design ideas instead of my useless offhanded posts and am looking forward to eventually sharing and opening a discussion on the subject.
     
    Also @Soldat Du Christ respond to saltys Dec 16 post please.
     
     
     
     
  8. Like
    no god anywhere got a reaction from Westin in What Are You Working On?   
    I dont involve myself in the design community online outside of the forums and most of you have never been in a party with me. Why isnt worth explaining but nevertheless i do stick around on the forums. Typically i read what is said and learn a ton from it.  I have become a much better designer because of this but i have not shared much work to show for it. Its not that i dont have content but its that im never satisfied enough with it to commit so you guys would never be able to evaluate my ability besides Trinket. Although this is the case I am confident that i have laid a great foundation for myself with Trinket to build off of as i continue designing play-spaces as a hobby in the future.

    With that said while do I believe that 2v2 is the best game mode in halo and its understandable why its the most frequented mode to design for, for a multitude of reasons, i believe the tallest mountain yet to be successfully climbed and the holy grail is 1v1. The 1v1 contest had the highest saturation of poor quality content of any contest this cycle and the contest inevitably paid out to poorly designed maps. I believe its from a general lack of understanding of designing for the mode itself and how 2 player maps should be designed around halo 5's game mechanics. Frankly i believe halo 5 has the most potential for 1v1 of any halo game yet. It is the most difficult mode to design for and i feel that no excuse other than footstep volume will alleviate this truth and its why im so stuck on it.
     
    I have been working on strictly 1v1 on and off since early 2017 and i see the big picture here but the execution still alludes me.  I currently am working on a 1v1 that may just make it somewhere acceptable and resolve issues Trinket failed with but have decided to pause for a while to make a write up about 1v1 so that i can put all of my thoughts and logic on paper to help focus my design goals. I think its time to actually offer some of my own design ideas instead of my useless offhanded posts and am looking forward to eventually sharing and opening a discussion on the subject.
     
    Also @Soldat Du Christ respond to saltys Dec 16 post please.
     
     
     
     
  9. Like
    no god anywhere got a reaction from Westin in What Are You Working On?   
    I dont involve myself in the design community online outside of the forums and most of you have never been in a party with me. Why isnt worth explaining but nevertheless i do stick around on the forums. Typically i read what is said and learn a ton from it.  I have become a much better designer because of this but i have not shared much work to show for it. Its not that i dont have content but its that im never satisfied enough with it to commit so you guys would never be able to evaluate my ability besides Trinket. Although this is the case I am confident that i have laid a great foundation for myself with Trinket to build off of as i continue designing play-spaces as a hobby in the future.

    With that said while do I believe that 2v2 is the best game mode in halo and its understandable why its the most frequented mode to design for, for a multitude of reasons, i believe the tallest mountain yet to be successfully climbed and the holy grail is 1v1. The 1v1 contest had the highest saturation of poor quality content of any contest this cycle and the contest inevitably paid out to poorly designed maps. I believe its from a general lack of understanding of designing for the mode itself and how 2 player maps should be designed around halo 5's game mechanics. Frankly i believe halo 5 has the most potential for 1v1 of any halo game yet. It is the most difficult mode to design for and i feel that no excuse other than footstep volume will alleviate this truth and its why im so stuck on it.
     
    I have been working on strictly 1v1 on and off since early 2017 and i see the big picture here but the execution still alludes me.  I currently am working on a 1v1 that may just make it somewhere acceptable and resolve issues Trinket failed with but have decided to pause for a while to make a write up about 1v1 so that i can put all of my thoughts and logic on paper to help focus my design goals. I think its time to actually offer some of my own design ideas instead of my useless offhanded posts and am looking forward to eventually sharing and opening a discussion on the subject.
     
    Also @Soldat Du Christ respond to saltys Dec 16 post please.
     
     
     
     
  10. Like
    no god anywhere reacted to Soldat Du Christ in What Are You Working On?   
    NO! It should be 2v2
  11. Like
    no god anywhere reacted to Xzamplez in What Are You Working On?   
    @WestinAs long as the motivation for your choice is as simple as you proclaim, then always spend your life doing what you feel is most valuable. If you feel the value of whatever you’re setting out to do is higher than level design, then make the adjustment. If you no longer find value in time spent on level design, then don’t do it anymore.
     
    I don’t fully understand why you couldn’t adjust the balance rather than simply quitting something that you once, and probably still do, enjoy.
     
    You ‘forced improvement’ to justify time spent. Why does time spent need to be justified? I know your answer, but I just want to emphasize that question. You want to please something that, by your actions and beliefs, has incentivized you not to live the life you find most enjoyable.
     
     
    EDIT: I must’ve misread the part about Christians. 
  12. Like
    no god anywhere reacted to MultiLockOn in What Are You Working On?   
    I hope I didn't look this silly judging the 1v1 contest.
  13. Like
    no god anywhere reacted to Box_Hoes in What Are You Working On?   
    I understand if it really interferes with trying to play the map, like there being certain jumps that allow you to exploit and influence the map from an advantageous position. However, if you really have to go out of your way and it doesn’t even influence the map then just let it go and keep a note of it for later on. 
  14. Like
    no god anywhere reacted to a Chunk in What Are You Working On?   
    So I just started watching a replay of the Forgehub Twitch, walking through the 2v2 submission.  Can anyone explain to me why 80% of what I've seen so far is them trying to escape maps?  It starts before they even bother looking at the layout.  And it's 100% clear that on some of these maps there's a 0% chance they're going past the first round anyway.  It's super annoying to watch.  Is this a map containment contest?
     
    Link  
  15. Like
    no god anywhere reacted to icyhotspartin in What Are You Working On?   
    I liked Kingship a lot, good use of the surprise mechanic
  16. Like
    no god anywhere reacted to a Chunk in What Are You Working On?   
    Edit:
    All of the updates for today that I mentioned in my previous post are now in place.
     
    Just want to recognize @no god anywhere for the logo.  I stated numerous times that I didn't want a logo with the NLD letters, but what can I say... I kept coming back to this logo over and over again after you shared it, and it just feels right.
     
    And also @MultiLockOn for the Header Text.  I believe this was the first iteration, and there was never a need for a second because it's perfect.
     
    Thank you both.  I love our new header/logo.  😍
  17. Like
    no god anywhere reacted to Box_Hoes in What Are You Working On?   
    Still got some work to do with colors/lighting and the rock lines but it’s playable. 

  18. Haha +1
    no god anywhere reacted to icyhotspartin in What Are You Working On?   
    Ur a bicc 
  19. Like
    no god anywhere got a reaction from a Chunk in What Are You Working On?   
    @Soldat Du Christ So you just gonna ghost Salty or what?
  20. Like
    no god anywhere got a reaction from a Chunk in What Are You Working On?   
    @Soldat Du Christ So you just gonna ghost Salty or what?
  21. Like
    no god anywhere got a reaction from a Chunk in What Are You Working On?   
    @Soldat Du Christ So you just gonna ghost Salty or what?
  22. Like
    no god anywhere reacted to MultiLockOn in What Are You Working On?   
    Love it! 
     
    Also, we are all just weeks away from the final Halo 5 map from MultiLockOn *smoke breathing emoji*
  23. Like
    no god anywhere reacted to Chronmeister in What Are You Working On?   
    Concrete Jungle  now  playable 
     
     
  24. Like
    no god anywhere reacted to SaltyKoalaBear in What Are You Working On?   
    The presentation of ideas, is often just as important as the ideas presented. If you cannot communicate your thoughts in a way that is understandable and relatable, your better off not communicating them at all as your ideas will get lost in translation. 
     
    I do not believe anyone here is "offended" by your posts, I'd say many of us are more confused by them.
     
    Personally, my biggest issue with you is what appears to be your beilef that your ideas are infailible "you drop truth" and we all are too ignorant to understand.  You seem to carry this motif into many avenues of your interaction. Someone critiques your map? "Maps well designed, our conclusions are ignorant" It's a toxic ideology to hold, and you won't learn much if you can't let it go. 
     
    When we first began our personal interaction on this site, we were discussing (you were debating) aim skill and its value in the fps system, I was simply trying to understand your position and why you held it. Yet somehow you tried to turn it into me personally attacking your beliefs. I found that all very odd, and it speaks greatly about you as an individual. 
     
    There is nothing wrong with speaking from authority, but make sure you've earned your authority over those you wish to speak too otherwise your knowledge will fall upon deaf ears.
     
    I for one have always stuck up for you when in parties with others, for your maps and for many of your points because it's clear it's your communication, both in map design and on the forums, is often what makes it hard for people to understand your points and not the ideas themselves.  You are also a troll. You've admitted to me personally that you say things just to get people riled up. It seems you like to poke, but play the victim when your poked back. If you can't stand the heat, don't give it. 
     
    Show us that your humble, and nobody will feel the need to humble you. If you understand your strengths and your weaknesses, put them out in the air for all too see. So let me ask you, what do you believe your strengths and weaknesses are when it comes to level design? 
     
  25. Like
    no god anywhere got a reaction from a Chunk in What Are You Working On?   
    This was lowkey a pretty badass post. A lot of truth lies here. Honestly ive learned something from this that i will try to incorporate into who i am as a person moving further.
     
    I dont know why but i got some sasuke vibes.