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#Halo

9/9/2010 3:52:52 AM
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Forge Lessons - Lesson 49-51 (1/19/12)

[url=http://www.reachingperfection.com/p/forge-lessons.html]Download PDF w/ Lessons 1-51[/url] [LAST UPDATED: 11/22/11] [i]Join like minded level designers on my game/level design blog @ [url=http://www.reachingperfection.com]ReachingPerfection.com[/url] where I fill you in on many things in the level design world. You can also join [url=http://www.reachingperfection.com/p/forum.html]our forums[/url] to meet other people that enjoy game/level design just as much as you do. ;)[/i] [b][u]Forge Lesson Index[/u][/b] [url=http://www.reachingperfection.com/2010/08/lesson-1-first-impressions.html]Lesson 1: First Impressions[/url] [url=http://www.reachingperfection.com/2010/08/lesson-2-knowledge-is-power.html]Lesson 2: Knowledge is Power[/url] [url=http://www.reachingperfection.com/2010/08/lesson-3-path-manipulation.html]Lesson 3: Path Manipulation[/url] [url=http://www.reachingperfection.com/2010/08/lesson-4-perspectives.html]Lesson 4: Perspectives[/url] [url=http://www.reachingperfection.com/2010/08/lesson-5-deterrents.html]Lesson 5: Deterrents[/url] [url=http://www.reachingperfection.com/2010/08/lesson-6-incentives.html]Lesson 6: Incentives[/url] [url=http://www.reachingperfection.com/2010/08/lesson-7-combat-congestion-and-traffic.html]Lesson 7: Combat Congestion and Traffic[/url] [url=http://www.reachingperfection.com/2010/08/lesson-8-eye-catching.html]Lesson 8: Eye Catching[/url] [url=http://www.reachingperfection.com/2010/08/lesson-9-perspective-variance.html]Lesson 9: Perspective Variance[/url] [url=http://www.reachingperfection.com/2010/08/lesson-10-spawn-perspectives.html]Lesson 10: Spawn Perspectives[/url] [url=http://www.reachingperfection.com/2010/08/lesson-11-smooth-spawning.html]Lesson 11: Smooth Spawning[/url] [url=http://www.reachingperfection.com/2010/08/lesson-12-path-maps.html]Lesson 12: Path Maps[/url] [url=http://www.reachingperfection.com/2010/08/lesson-13-area-introduction.html]Lesson 13: Area Introduction[/url] [url=http://www.reachingperfection.com/2010/08/lesson-14-essence.html]Lesson 14: Essence[/url] [url=http://www.reachingperfection.com/2010/08/lesson-15-purpose.html]Lesson 15: Purpose[/url] [url=http://www.reachingperfection.com/2010/08/lesson-16-innovation.html]Lesson 16: Innovation[/url] [url=http://www.reachingperfection.com/2010/09/lesson-17-color-contrast.html]Lesson 17: Color Contrast[/url] [url=http://www.reachingperfection.com/2010/09/lesson-18-patience.html]Lesson 18: Patience[/url] [url=http://www.reachingperfection.com/2010/09/lesson-19-threat-zones.html]Lesson 19: Threat Zones[/url] [url=http://www.reachingperfection.com/2010/09/lesson-20-safe-spawning.html]Lesson 20: Safe Spawning[/url] [url=http://www.reachingperfection.com/2010/09/lesson-21-incentive-weighting.html]Lesson 21: Incentive Weighting[/url] [url=http://www.reachingperfection.com/2010/09/lesson-22-rule-of-thirds.html]Lesson 22: Rule of Thirds[/url] [url=http://www.reachingperfection.com/2010/09/lesson-23-static-perspectives.html]Lesson 23: Static Perspectives[/url] [url=http://www.reachingperfection.com/2010/09/lesson-24-advertising.html]Lesson 24: Advertising[/url] [url=http://www.reachingperfection.com/2010/09/lesson-25-investment.html]Lesson 25: Investment[/url] [url=http://www.reachingperfection.com/2010/09/lesson-26-nurturing.html]Lesson 26: Nurturing[/url] [url=http://www.reachingperfection.com/2010/10/lesson-27-reputation.html]Lesson 27: Reputation[/url] [url=http://www.reachingperfection.com/2010/10/lesson-28-perspective-direction.html]Lesson 28: Perspective Direction[/url] [url=http://www.reachingperfection.com/2010/10/lesson-29-degree-of-focus.html]Lesson 29: Degree of Focus[/url] [url=http://www.reachingperfection.com/2010/10/lesson-30-application.html]Lesson 30: Application[/url] [url=http://www.reachingperfection.com/2010/10/lesson-31-immersion.html]Lesson 31: Immersion[/url] [url=http://www.reachingperfection.com/2010/10/lesson-32-cohesion.html]Lesson 32: Cohesion[/url] [url=http://www.reachingperfection.com/2010/10/lesson-33-continuity.html]Lesson 33: Continuity[/url] [url=http://www.reachingperfection.com/2010/10/lesson-34-peer-review.html]Lesson 34: Peer Review[/url] [url=http://www.reachingperfection.com/2010/10/lesson-35-failure.html]Lesson 35: Failure[/url] [url=http://www.reachingperfection.com/2010/11/lesson-36-simplicity.html]Lesson 36: Simplicity[/url] [url=http://www.reachingperfection.com/2010/11/lesson-37-orientation.html]Lesson 37: Orientation[/url] [url=http://www.reachingperfection.com/2010/11/lesson-38-dance-floor.html]Lesson 38: Dance Floor[/url] [url=http://www.reachingperfection.com/2010/12/lesson-39-dedication.html]Lesson 39: Dedication[/url] [url=http://www.reachingperfection.com/2011/01/lesson-40-foreshadowing.html]Lesson 40: Foreshadowing[/url] [url=http://www.reachingperfection.com/2011/01/lesson-41-consistency.html]Lesson 41: Consistency[/url] [url=http://www.reachingperfection.com/2011/01/lesson-42-polish.html]Lesson 42: Polish[/url] [url=http://www.reachingperfection.com/2011/01/lesson-43-lasting-impression.html]Lesson 43: Lasting Impression[/url] [url=http://www.reachingperfection.com/2011/02/lesson-44-aesthetic-noise.html]Lesson 44: Aesthetic Noise[/url] [url=http://www.reachingperfection.com/2011/03/lesson-45-pacing.html]Lesson 45: Pacing[/url] [url=http://www.reachingperfection.com/2011/04/lesson-46-active-engagement.html]Lesson 46: Active Engagement[/url] [url=http://www.reachingperfection.com/2011/04/lesson-47-kleenex-testing.html]Lesson 47: Kleenex Testing[/url] [url=http://www.reachingperfection.com/2011/05/lesson-48-veteran-testing.html]Lesson 48: Veteran Testing[/url] [url=http://www.reachingperfection.com/2011/10/lesson-49-exposure.html]Lesson 49: Exposure[/url] [url=http://www.reachingperfection.com/2011/11/lesson-50-navigation.html]Lesson 50: Navigation[/url] [url=http://www.reachingperfection.com/2011/11/lesson-51-audience.html]Lesson 51: Audience[/url] [b][u]The Short Version... for us lazy folk ;)[/u][/b] The short and skinny of it is that all of the above lessons are level design theories that are used by level designers in order to make their maps play better. Sure anyone can make a map now in Reach, but can you make a map that will get into matchmaking and be better than everyone else's? These lessons cover advanced design techniques that aren't your normal forging tutorials. They will actually improve your map's spawns (Smooth Spawning and Spawn Perspectives), weapon placement (Incentives), and gameplay. I will be updating as I release each of the BNet threads. Use this one as a reference and save it somewhere. [url=http://www.reachingperfection.com/p/forge-lessons.html]Original Source[/url] [b][u]The Longer Version for more info[/u][/b] Are you ready to jump into the powerful tool that is Forge 2.0 to start making maps for you and your friends? Did Halo 3's system frustrate you too much to even try it? Do you aspire to get your map into matchmaking? This will get you prepared for all of those. Let's all admit that with the new Forge system anyone can build a map. No more geomerging, no more interlocking, or any other painful methods. But just because anyone can make a map easily now doesn't mean that the map is going to play well and people are going to enjoy it. I want to help all of you make your maps and gametypes better. I want to help make your maps play well enough to get into matchmaking. You can't even find this much quality map design help at Forgehub, I guarantee it. I write this series of level design theory lessons called "Forge Lessons" to help all designers make their maps play the best that they can. They will teach you about how to make your spawns smooth, how to place your weapons (and other incentives), how to get your map noticed, how to fully control every step that your player takes, etc. I cover advanced level design topics used by professional level designers in all games... though I may name the techniques differently ;). Eye catching, perspectives, incentives, deterrents, path manipulation, color contrast, innovation, and area introduction are just some of the topics I cover. I write a new lesson about once a week, sometimes slower. Some of you may need to ensure that I am actually qualified to teach people. My old GT was AZN FTW. I was one of the original 6 members of Forgehub that turned it from a wordpress blog to a vbulletin forum. I created one of the most popular and iconic gametypes in Halo 3, Conquest. I am one of the two designers of Ravinia, one of the 50+ community maps that got into matchmaking. I am also the designer of Affinity in Halo: Reach's matchmaking system. I have taught many forgers and aspiring designers. These lessons have been used by teachers to teach high school and college game design classes. Several of them have been featured on Gamasutra and various other game/level design sites. But I'm not going to tell you how good they are. I'll let those who support these lessons tell you. Keep an eye on this thread for testimonials of the lessons from all that read them. Many well known figures amongst the Halo community will take their time to stop by here to let you know what they think about these lessons. If you don't want to trust me, then trust what others have to say for them. I will update the top of this thread with a link to all of the lessons as I post them and reply to this thread when I post a new one, so save this thread somewhere. You can find all of the original postings with summaries of the lessons on my blog @ [url=http://www.reachingperfection.com/]ReachingPerfection.com[/url]: [url=http://www.reachingperfection.com/p/forge-lessons.html]Forge Lessons[/url] I hope these lessons help you as much as they have helped everyone who has read them. Enjoy my fellow Halo fans! [Edited on 01.19.2012 11:02 AM PST]
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  • [quote][b]Posted by:[/b] Terror Q [quote][b]Posted by:[/b] OldLegoexpert [quote][b]Posted by:[/b] Terror Q I don't know if you already answered this one before, but if I place a block, and then press B to set coordinates, my object flips, and I'll have to reset it again... Do you got any intel on that?[/quote] It's a glitch in the game. You can't get rid of it but you can avoid it. To avoid it you can take off the rotation snap. The problem occurs when you have rotation snap on and you're using coordinates. This issue really bothers me when forging. Instead of going back and rotating to where it was before, I use the rotation in the coordinates. You'll probably used to it eventually.[/quote] Alright, thanks! It does help, and I'll try getting used to it. Any idea where this glitch came from? There's probably a reason. Either way, it really helps. thanks again[/quote] No problem bro. Glad I can help. I don't have any clue on where the glitch came from. The only thing I know is to remember to [i]not[/i] use coordinates with rotation snap, [i]unless[/i] I have a way past it or I find an alternative, which I'll explain later. Here's the strange part about the glitch. It only occurs with [b][i][u]certain objects[/u][/i][/b] in the palette. Ex: I'm making an invasion map. I start making a UNSC frigate. I get to the drop pods. I spawn a baricade large. I put it to phased or fixed. I rotate it to 90 degrees to the spot that I want it. To be more exact I use coordinates. The barricade goes upside down...................I pick up a tunnel long to cover the drop pod I made. I use rotation snap and then go to coordinates. What do you know, I doesn't rotate in some other direction! Example of an alternative: The barricade is a special issue. This is because if you rotate it sideways and then take off rotation snap, it leans to an angle. You might ask, "Alright, so how do you place it where you want then without the problem?" The answer simple yet complicated my friend. What I do is I use coordinates. And when it flips, I go to the pitch, yaw, and roll. I go through those tools to rotate the object to where I want it. Then I use the other parts of the coordinates to move the object where I want it. Example of going past the problem without incountering it: (Might only work in certain cases) This might be the most simplest answer, you'll probably laugh. Go into slow motion forging. I know a lot of people already know how to do this but in case anyone who reads it doesn't know how to do so. When forging you can go into a slow motion forge that allows you to forge more precise than using coordinates. You can do this slow motion forging by picking up an object and while you're moving it, [b][i]hold[/b][/i] the left stick down as if it were a button. And in fact, it does count as a button [at least it does in playstation (I learned about it myself by pllaying SW Battlefront II)]. Sadly, there is no way of getting rid of this glitch. A good comparison would be the flood. The forerunners tried to contain it and they did for a while, but then they tried killing it with the halo rings. But obviously, the flood still survived past the Halo 3 era. I hoped this extended information helped you and anyone else who read it. :)

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  • [quote][b]Posted by:[/b] OldLegoexpert [quote][b]Posted by:[/b] Terror Q I don't know if you already answered this one before, but if I place a block, and then press B to set coordinates, my object flips, and I'll have to reset it again... Do you got any intel on that?[/quote] It's a glitch in the game. You can't get rid of it but you can avoid it. To avoid it you can take off the rotation snap. The problem occurs when you have rotation snap on and you're using coordinates. This issue really bothers me when forging. Instead of going back and rotating to where it was before, I use the rotation in the coordinates. You'll probably used to it eventually.[/quote] Alright, thanks! It does help, and I'll try getting used to it. Any idea where this glitch came from? There's probably a reason. Either way, it really helps. thanks again

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  • Godly, can you please take a break from Helix and write a lesson? When does the forgetacular contest end?

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  • Adventure awaits... [url]http://www.bungie.net/Stats/Reach/FileSets.aspx?player=el%20sidewinder[/url]

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  • [quote][b]Posted by:[/b] Terror Q I don't know if you already answered this one before, but if I place a block, and then press B to set coordinates, my object flips, and I'll have to reset it again... Do you got any intel on that?[/quote] It's a glitch in the game. You can't get rid of it but you can avoid it. To avoid it you can take off the rotation snap. The problem occurs when you have rotation snap on and you're using coordinates. This issue really bothers me when forging. Instead of going back and rotating to where it was before, I use the rotation in the coordinates. You'll probably used to it eventually.

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  • I found your lessons on spawns extremely helpful. Are you doing respawn zones anytime soon or did I just miss something?

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  • I just wanted to give you my thanks for these lessons. I was not good at all with forge in Halo 3, and wasn't off to a great start with reach. But I read this, and what i like is that you don't say "Do this, do that." you give tips that work for almost ALL maps. I've gotten a lot better at forge, and these lessons played no small part in that. Thanks mate!

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  • I don't know if you already answered this one before, but if I place a block, and then press B to set coordinates, my object flips, and I'll have to reset it again... Do you got any intel on that?

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  • [quote][b]Posted by:[/b] TheMagicCookie Thank god for this guy. I have thought through his advise on all my forged maps so far. If anyone one reads this also, I'm looking for some testers for a map I made. Please send me a message and I'll try and get you in if I can. Thanks for this guy, and thanks anyone who wants to help. PS: Please join my group, No Grunts Allowed. It is a slayer forging clan (ie: no remakes no bases no 1 trick ponies). Thanks.[/quote] Well thank you good sir. [quote][b]Posted by:[/b] nicknestlebar Hey Gp how are you this fine day?[/quote] I'm doing mighty fine good sir. And how are you? lol... :P

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  • Hey Gp how are you this fine day?

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  • Thank god for this guy. I have thought through his advise on all my forged maps so far. If anyone one reads this also, I'm looking for some testers for a map I made. Please send me a message and I'll try and get you in if I can. Thanks for this guy, and thanks anyone who wants to help. PS: Please join my group, No Grunts Allowed. It is a slayer forging clan (ie: no remakes no bases no 1 trick ponies). Thanks.

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  • NOt at all lol... good call, I fixed it ;).

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  • [quote][b]Posted by:[/b] Godly_Perfection [b]********** NEW LESSON **********[/b] It has been like a week since the last lesson, but don't worry this won't be normal. Been busy with the forgetacular contest. Helix is going to play gorgeously... ;). Anyways, today's lesson is thanks to the forgetacular contest. I have seen so many bridge/incline focused maps that I had to write this. Here is the link to today's lesson as well as the synopsis: [url=http://www.reachingperfection.com/2010/11/lesson-38-dance-floor.html]Lesson 36: Simplicity[/url] ------- ([url=http://www.bungie.net/Forums/posts.aspx?postID=53268505]BNet Version[/url]) * Players like space to be able to move, narrow walkways restrict movement and make players sad * Narrow walkways aren't the player's fault, they are the fault of designers and players will blame you for their misfortune * Too many narrow walkways can cause frustration, but sometimes they can serve as a risky path with restrictive movement[/quote] Did you mean to put simplicity as the name of the link?

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  • [b]********** NEW LESSON **********[/b] It has been like a week since the last lesson, but don't worry this won't be normal. Been busy with the forgetacular contest. Helix is going to play gorgeously... ;). Anyways, today's lesson is thanks to the forgetacular contest. I have seen so many bridge/incline focused maps that I had to write this. Here is the link to today's lesson as well as the synopsis: [url=http://www.reachingperfection.com/2010/11/lesson-38-dance-floor.html]Lesson 38: Dance Floor[/url] ------- ([url=http://www.bungie.net/Forums/posts.aspx?postID=53268505]BNet Version[/url]) * Players like space to be able to move, narrow walkways restrict movement and make players sad * Narrow walkways aren't the player's fault, they are the fault of designers and players will blame you for their misfortune * Too many narrow walkways can cause frustration, but sometimes they can serve as a risky path with restrictive movement [Edited on 11.22.2010 6:20 PM PST]

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  • \thread saved

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  • yesssss

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  • [quote][b]Posted by:[/b] Biemanz I know, this may not be the right place.. but i can't create a thread right now. I'm looking for testers for my halo reach maps. Or maybe for someone to make a video of them. Gamertag: Biemanz favourit map: High Lemisia link: [url]http://www.bungie.net/Stats/Reach/FileShare.aspx?player=BIEMANZ[/url][/quote] You needed to replace the equal sign to a brace.

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  • I know, this may not be the right place.. but i can't create a thread right now. I'm looking for testers for my halo reach maps. Or maybe for someone to make a video of them. Gamertag: Biemanz favourit map: High Lemisia link: [url=http://www.bungie.net/Stats/Reach/FileShare.aspx?player=BIEMANZ[/url]

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  • [quote][b]Posted by:[/b] Godly_Perfection I don't have to start a new index. I have LOADS of room on this one still. I'm not too worried about running out of space. Btw, people probably aren't replying to this anymore because everyone has headed over to the blog. Now that we have a forum things have gotten extremely active over there. You should join us Lego. ;) And Jabber and the rest of you regular readers :P.[/quote] It was just a simple suggestion. Just in case you [i]do[/i] run out of room. I'll see if I can head over to the blog. There's this funny forum underneath: Off Topic: The Flood. It's to say a very random fact, such as: Did you know it's impossible to divide by zero? There are some pretty funny ones too. The forum is on the top ten list on the side.

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  • [quote][b]Posted by:[/b] OldLegoexpert [quote][b]Posted by:[/b] Godly_Perfection Apparently I still have 1330 characters left so that still gives me quite a bit of space to fit more lessons. And if it really comes down to it I can start removing some of the description at the bottom to fit more links. No need to worry. And about the whole black ops thing before you edited it. I know the feeling it is much harder for me to get 16 man games nowadays, but I'm sure some people will come back to Reach within the next week or so. I guess I will have to settle with 10-12 man games for a while... lol.[/quote] I was thinking that maybe you could start a new forum for the lessons that come after 40. And then you just continue but you have a link to the first lesson index. I wanted to see whether anyone would reply to my comment on Black OPs. I couldn't even get 6 people to join my game. Now [b][i]no one[/i][/b] on my friends list that's online when I am will play Reach. I don't think people will come back to Reach untill maybe a month. 1st Edit: [quote][b]Posted by:[/b] WMWMWMWMWMWMWMWM how can i forge when i just have asilver account on xbox live[/quote] I hope you're talking about motivation. Most people will just simply say, "Get Xbox Live Gold!", but I say, "Either wait untill you feel like getting Xbox Live Gold or just simply make maps and see how well you can do". I had an account that was not Xbox Live for quite a while before I fixed my internet. 2nd Edit: Godly, I wrote something on your latest lesson, orientation. I wonder who agrees with me. [quote][b]Posted by:[/b] Me (OldLegoexpert) What's that map that Bungie that's on the island? It took me a while to get oriented on that map because I had no idea which path would take me where, where the teleporter(s) would take me (not sure if there's more than one). I would go right into battle and not even know where I was. When I first played on the map, it didn't feel like it was on the island. It felt like some other spot on forge world that I had no idea about. In fact, I'm still not oriented with the map. I play invasion slayer, and I have no idea which path to take, I only know where my objective(s) is/are. Another map would Orbital. I didn't know my way around the map when Reach came out and even now I don't know my way around the map. I got so bored of the inside that I started building on the outside, [b][i]Space![/i][/b] A map that Bungie [i]did[/i] do a good job in orientation would be that map where you're on that pillar island sort of thing. I seriously need to learn the names of these things! Anyways, they used landmarks such as the sniper nest and the camping tower (what I like to call it). I once played on a map on Sandbox where the landmark was a [i]huge[/i] Xbox 360. And when I mean huge, I mean [b][i]huge[/i][/b]! It had three stories and the roof (hardrive) was a sniper tower. I really wish I saved that map. I could have made so many great adjustments. The map didn't really get noticed because its gameplay was awful. The person who made it only made one path inside the Xbox and spent the entire budget on making the Xbox. BTW great lesson![/quote][/quote] I don't have to start a new index. I have LOADS of room on this one still. I'm not too worried about running out of space. Btw, people probably aren't replying to this anymore because everyone has headed over to the blog. Now that we have a forum things have gotten extremely active over there. You should join us Lego. ;) And Jabber and the rest of you regular readers :P.

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  • [quote][b]Posted by:[/b] Godly_Perfection Apparently I still have 1330 characters left so that still gives me quite a bit of space to fit more lessons. And if it really comes down to it I can start removing some of the description at the bottom to fit more links. No need to worry. And about the whole black ops thing before you edited it. I know the feeling it is much harder for me to get 16 man games nowadays, but I'm sure some people will come back to Reach within the next week or so. I guess I will have to settle with 10-12 man games for a while... lol.[/quote] I was thinking that maybe you could start a new forum for the lessons that come after 40. And then you just continue but you have a link to the first lesson index. I wanted to see whether anyone would reply to my comment on Black OPs. I couldn't even get 6 people to join my game. Now [b][i]no one[/i][/b] on my friends list that's online when I am will play Reach. I don't think people will come back to Reach untill maybe a month. 1st Edit: [quote][b]Posted by:[/b] WMWMWMWMWMWMWMWM how can i forge when i just have asilver account on xbox live[/quote] I hope you're talking about motivation. Most people will just simply say, "Get Xbox Live Gold!", but I say, "Either wait untill you feel like getting Xbox Live Gold or just simply make maps and see how well you can do". I had an account that was not Xbox Live for quite a while before I fixed my internet. 2nd Edit: Godly, I wrote something on your latest lesson, orientation. I wonder who agrees with me. [quote][b]Posted by:[/b] Me (OldLegoexpert) What's that map that Bungie that's on the island? It took me a while to get oriented on that map because I had no idea which path would take me where, where the teleporter(s) would take me (not sure if there's more than one). I would go right into battle and not even know where I was. When I first played on the map, it didn't feel like it was on the island. It felt like some other spot on forge world that I had no idea about. In fact, I'm still not oriented with the map. I play invasion slayer, and I have no idea which path to take, I only know where my objective(s) is/are. Another map would Orbital. I didn't know my way around the map when Reach came out and even now I don't know my way around the map. I got so bored of the inside that I started building on the outside, [b][i]Space![/i][/b] A map that Bungie [i]did[/i] do a good job in orientation would be that map where you're on that pillar island sort of thing. I seriously need to learn the names of these things! Anyways, they used landmarks such as the sniper nest and the camping tower (what I like to call it). I once played on a map on Sandbox where the landmark was a [i]huge[/i] Xbox 360. And when I mean huge, I mean [b][i]huge[/i][/b]! It had three stories and the roof (hardrive) was a sniper tower. I really wish I saved that map. I could have made so many great adjustments. The map didn't really get noticed because its gameplay was awful. The person who made it only made one path inside the Xbox and spent the entire budget on making the Xbox. BTW great lesson![/quote] [Edited on 11.14.2010 2:09 PM PST]

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  • how can i forge when i just have asilver account on xbox live

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  • Apparently I still have 1330 characters left so that still gives me quite a bit of space to fit more lessons. And if it really comes down to it I can start removing some of the description at the bottom to fit more links. No need to worry. And about the whole black ops thing before you edited it. I know the feeling it is much harder for me to get 16 man games nowadays, but I'm sure some people will come back to Reach within the next week or so. I guess I will have to settle with 10-12 man games for a while... lol.

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  • Finally. A fresh new lesson. Edit: Godly, aren't you going to run out of room in the index soon? It seems like it's getting pretty large if you ask me. I don't think you can fit so many characters in the index. [Edited on 11.14.2010 6:05 AM PST]

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  • [b]********** NEW LESSON **********[/b] Sorry for the really long delay on lesson 37 folks. It has been a rough week. Thanks for all of your guys' support. Without it these lessons would have never gotten onto the front page. Enjoy today's lesson, it is also inspired by Carney's Map Design Crash Course. Also [url=http://www.reachingperfection.com]ReachingPerfection[/url] has forums now so if you want to find other like minded designers then feel free to join us. Here is the link to today's lesson as well as the typical synopsis: [url=http://www.reachingperfection.com/2010/11/lesson-37-orientation.html]Lesson 37: Orientation[/url] ------- ([url=http://www.bungie.net/Forums/posts.aspx?postID=52952820]BNet Version[/url]) * Orientation is all being able to figure out where you are in relation to your surroundings * Quickly orienting players using landmarks allows players to be prepared for combat at all times * Many other concepts play a role in orientation and learning to combine them can greatly improve your map's ability to orient your players

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  • Once again, thank you.

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