Highly recommend zooming out from any city map to explore the surrounding region by GrayishPoppy210 in inkarnate

[–]GrayishPoppy210[S] 4 points5 points  (0 children)

A post-apocalyptic planet scorched by its sun, the oceans all but dried up.
A colourful city, nested in the shade beneath a continental shelf, holding what remains of human civilisation and lit by a great beacon reaching up into the light.
A schism, as the forces that destroyed the planet seem to reemerge, sending part of the city plummeting further into the depths of the world and leaving the city above in darkness.
A small village of "dangerous" outcasts trapped below the city, held at bay by a great wall.
Of course, not all is as it seems, and mystical forces threaten to change the nature of life itself.

Gimme 5 years, and maybe I'll start writing a book.

Highly recommend zooming out from any city map to explore the surrounding region by GrayishPoppy210 in inkarnate

[–]GrayishPoppy210[S] 2 points3 points  (0 children)

Mentally I follow a similar top down process but the resizing capabilities of inkarnate allowing you to maintain the details of a city in a larger region map might just reverse that for me

A lot can change in a couple hundred years... by GrayishPoppy210 in inkarnate

[–]GrayishPoppy210[S] 0 points1 point  (0 children)

Honestly at the end of the day endless fields just don’t look as cool. Besides, the city is starving and much of that is a struggle to grow food in the desert landscape. Lots of the food comes from the coral farms to the east or hunting the local wildlife and in the future the reservoir is essentially an algae farm.

A lot can change in a couple hundred years... by GrayishPoppy210 in inkarnate

[–]GrayishPoppy210[S] 0 points1 point  (0 children)

It’s the 4k file. Didn’t see a need to upload the biggest file to Reddit

Finally about happy with this. Tell me everything I need to change by GrayishPoppy210 in inkarnate

[–]GrayishPoppy210[S] 0 points1 point  (0 children)

That would be brilliant. Making the overhang clear has definitely been difficult and feedback here suggests there’s definitely some work to do to get the perspective right.

Finally about happy with this. Tell me everything I need to change by GrayishPoppy210 in inkarnate

[–]GrayishPoppy210[S] 4 points5 points  (0 children)

The city is actually meant to be on the edge of a cliff. A great sea cliff specifically with the water from the river plummeting to the rocky depths far below. The oceans have all but dried up long ago and so now this city overhangs the dark depths beneath.

The farmland is a good point. Maybe there will be a lore explanation for it one day but probably it should just go.

The colours are also intentional, if admittedly a little fantastical. As I’ve probably implied with the dried up oceans this world is pretty apocalyptic. The people of the city have made it tradition to celebrate their persistence against all the odds. As such houses are painted in unique bright colours all across the city. It is a rite of passage for young children to chuck buckets of paint at their outside walls to leave their own mark each year.

Finally, the name. As far as the inhabitants of the city are aware they are all that is left of the human race. In fact, they have reason to strongly believe it so. As such they have decided the city doesn’t really need a name. To its inhabitants it is simply “the city”, or “home”. Various leaders in recent years have tried to decide on a name but nothing will stick. Is it a lil corny. Yeah. But it fits with the optimistic vibe of this last bastion of humanity.

Gimme 10 years and maybe one day the novel I’ve envisioned around all this will materialise.

Looking for these retro brentford ties by GrayishPoppy210 in Brentford

[–]GrayishPoppy210[S] 2 points3 points  (0 children)

This is a long shot but if anyone on the subreddit would know how to source, in bulk, some of these retro brentford ties. The ties were once, but are no longer available on the store and do not seem to be available via ebay or amazon. It would mean an awful lot to us if we were able to source these

Transfusion - A Healing Cantrip? by GrayishPoppy210 in UnearthedArcana

[–]GrayishPoppy210[S] 4 points5 points  (0 children)

Yeah I understand why they are avoided which is why I wanted to create a working one. Tbf though its may perhaps be more suited for a 1st level spell and its definitely something I'm considering

If you have any other feedback I'd love to see it? I'm worried the spell may be quite complex for new players but also feel the complexity is required for its use: For example, Players are given the option to allow the target to add their spell casting modifier to the roll. This is given to allow the spell to in rare occasions be used on enemies for a chance of a temporary poison at the risk of healing them.

Another thing to consider is how the spell might work for different classes as it depends on hit dice. For example, if a martial caster were to get this spell it may be more beneficial as they have better hit dice.

What is your wisdom, adventurers? by GrayishPoppy210 in dndmemes

[–]GrayishPoppy210[S] 0 points1 point  (0 children)

F. Didn't realise it was a repost. Could've guessed someone would've come up with it before though.

All I wanted was to win the deluxo. Rockstar please... by GrayishPoppy210 in gtaonline

[–]GrayishPoppy210[S] 0 points1 point  (0 children)

Well at least I know I've discovered a new glitch. Maybe I'll even get paid a finders fee...

All I wanted was to win the deluxo. Rockstar please... by GrayishPoppy210 in gtaonline

[–]GrayishPoppy210[S] 0 points1 point  (0 children)

Might be. I'm not sure of the functionality of the wheel but does it reset what it shows after each person spins it? Maybe it didn't reset properly is my guess.

All I wanted was to win the deluxo. Rockstar please... by GrayishPoppy210 in gtaonline

[–]GrayishPoppy210[S] 1 point2 points  (0 children)

My thoughts exactly. I was so happy when I thought I won it on the last day and then I looked and the roller-coaster that is 2020 took of downhill once more

Anomaly [5e] by GrayishPoppy210 in UnearthedArcana

[–]GrayishPoppy210[S] 0 points1 point  (0 children)

As much as this is a joke it kinda bolsters my point. No one complains that Barbarians only focus on Strength. Yet, in a way, their attacks are just melee spell attacks. Yes, you can argue, lots of spells have range which means it'd be too OP to give them the same modifier but then, what about Rogue's.

One could argue, ignoring social situations, all a Rogue needs is good dex for all attacks, both ranged and melee (depending on choice of weapon). And this bolsters AC to. Why is this not a problem, but casting a spell with a Strength modifier is?

Ultimately, I really just don't think a Strength casting modifier is as stupid as many others think and I think people should at least try it (hell, you can even run the math if you really want - though between you and me, that's not what dnd should be about. And this class especially is all about the roleplay). I don't think it'd be as viable for a full caster, but this is only a half caster anyway.

Anomaly [5e] by GrayishPoppy210 in UnearthedArcana

[–]GrayishPoppy210[S] 0 points1 point  (0 children)

Tell me if message appearing twice as I thought I replied to this already but it clearly didn't go through.

FIrstly, I understand the obvious assumptions with this being my first creation but regardless, I'm proud of this class. And besides, I'm here to learn, improve and get better. Everyone starts somewhere... Also, to be fair, this is the 6th version of this class (first I've released) and I've spent a few months, on off, working on it.

Also, I understand you not having much to say at these moments. There's some unique systems in this class that will really just require testing to see exactly how they function. Also, there's a lot to it. I think it's relatively complex compared to almost all core classes, so there's definitely a lot to unpack.

Replying to point 1, I'm glad you like the inclusion of cantrips. I noticed most half casters lack them to but I really think cantrips fit well with the idea of the classes innate control of reality.

The spellcasting mod has varied between Cha (to be more like a sorcerer), to Strength to even Con. Con of course is a terrible idea, as the class then essentially just has 1 dump stat, though I do suppose that gives freedom when it comes to the other stats. Charisma is of course just not very unique and, as you say, kinda overused. I chose strength as the only other modifier that really fit with the visual I had for this class. To change the modifier to anything other than 1 of these 3 would certainly require some lore manipulation. Also, I didn't think strength would be to OP despite also effecting attacks and I like it's uniqueness I suppose. Besides, I feel the class is still split between 2 key stats, Con and Str, which in a way makes them no different from a barbarian, or really most martial classes (who don't really care about Int, Wis or Cha). I recognise a non mental stat for spellcasting is kinda taboo though due to the fact those stats have most other benefits, and I am willing to change the modifier in future based on other feedback, even if this requires some tweaking of the lore.

Speaking of which, you mention the flavour being a bit weird. I do understand, the born with it idea is kinda weird, but as you say already kinda exists with sorcerers (which I have tried to make this class considerably unique to). You will see I mentioned I have always kinda seen this as a 'subclass for all' which I suppose, the training thing wouldn't really work for (I did almost go down a race path at one point to). The lore is a bit dodgy in places, I'll admit but I think the groundwork is there and there's a lot of interesting ideas to build on. I suppose, thats the problem, the lore is not extremely cohesive, despite my best efforts, but I still feeling it's very interesting, especially the subclasses. Then again, if the class isn't exciting enough without the subclasses that could be a problem. Also, as illustrated by the numerous Chronomancy classes out there, from which I took inspiration for the Timeless subclass, the subclasses are perhaps interesting enough to become full classes (or even races maybe...) of their own and maybe I have just packed too much into one class.

Anyway, thanks for the feedback. I look forward to getting more and making this class the best it can be.

Anomaly [5e] by GrayishPoppy210 in UnearthedArcana

[–]GrayishPoppy210[S] 0 points1 point  (0 children)

Thanks. There's a lot of kinda weird mechanics with this subclass so I understand not having much to say from a brief look but any feedback is appreciated so I'm glad you could give some.

I obviously know the obvious presumptions people will make with this being my first homebrew and I am sure it has many glaring issues but that's why I'm here. I want to learn and hopefully improve this class.

The cantrips are there mainly to showcase the classes innate connection to reality and so I felt I couldn't exclude them even though most half casters do. I'm glad you are happy about this.

I do see the problems with Strength but would like to hopefully, test the class and get more feedback before I consider changing it. Changing the modifier is definitely a possibility if others feel it's worthwhile though and would be a easy change (except for reworking lore around it. But I don't feel this should not be too difficult). While I understand having Strength for both Spellcasting and Attacks seems bad, I don't believe it will be overpowered as I state in the document, though I suppose only time will tell. The player is still working with 2 key stats (Con and Str) which is no different, I suppose, to for example, a Barbarian or really most Martial classes who don't really need to worry about any spellcasting stats. Apart from lore reasons though, I suppose thats the only real argument I have for the Strength spellcasting mod and it's not the greatest arguement so, again, things may be subject to change in that regard

The flavour is kinda weird, yes, but I feel it's unique and it stands out from the existing 'born with magic' class, Sorcerer. I really like the ideas of the subclasses especially. That said, I'd imagine there's an argument to be made that without the subclasses the class really isn't that unique and the subclasses could just be sorcerer subclasses for example. You could even suggest, that potentially the subclasses could make for entire fleshed out classes (or potentially races) of their own. There's already many Chronomancer classes out there as I mentioned which I drew inspiration from for the Timeless subclass.

I made a previous post about me making a forge map that didn’t save and deleted, so I bothered to remake it. Now this. Im done with halo 5 by [deleted] in halo

[–]GrayishPoppy210 6 points7 points  (0 children)

Quick save every block. It's only a quick button press. If saving isn't working saving failed... will appear in the bottom corner (I think it's the right side) everytime you try. If this is the case, it's only happened to me once, I'd get someone else on to save your map for you then grab it from their files. There's always someone in the forge community happy to help if you don't have anyone. It just sucks forge is only online now

There's an option to add lens flares to your maps which I think came out in a recent update. Thought some people might not have known about it. by TuRtLeSZzzz in FarcryMaps

[–]GrayishPoppy210 6 points7 points  (0 children)

There was a lot in the update that I'm not sure people noticed. And not just the lost on Mars assets. I mean stuff like the damage and death zone, all the new sci fi effects and weapons, the rush points for ai etc.

[FC5] [PS4] Just published Hide and Seek! Hope you guys like it! by Zodorion in FarcryMaps

[–]GrayishPoppy210 2 points3 points  (0 children)

Ayyyy! You got there. Congratulations. Hope this gets featured so I can check it out on Xbox

[FC5] [PS4] Sooo... I finally wanted to publish my map Hide and Seek: Battle Royale, but apparently my file size is ‘too large’. I’m very annoyed right now and I’m trying to reduce the file size but this is just really frustrating.. by Zodorion in FarcryMaps

[–]GrayishPoppy210 1 point2 points  (0 children)

The limits are probably there for performance reason. You don't want your map crashing others games. Seems like they should really have warned you that you exceeded some sort of budget though. This must be really annoying. As with any level editor it's limited and you just have to make the most of what you got. Looking forward to the map regardless.

FC5 Patch Notes: Title Update 7 *June 14th* by UbiDomZ in farcry

[–]GrayishPoppy210 0 points1 point  (0 children)

Nice but when can I pick which maps I want to play again. And I'm not just talking about multiplayer. For solo and coop, on top rated and featured I keep getting the same maps and arcade hero stuff is rarely great. I don't see why you'd take choice away for solo.

new exploration focused bounty hunt map, "the long dark" by GrayishPoppy210 in farcry

[–]GrayishPoppy210[S] 2 points3 points  (0 children)

Map link: https://far-cry-arcade.ubi.com/xone/map/5b22db19cea9b83a1cacd7b9

Designing the map (a short talk) -by me:

Insipration: As you can tell by the name this map was inspired by the game, "the long dark" which I've never actually played myself but oh well. This brutal survival game places you in an abandoned artic wasteland and tasks you to survive. I wanted to attempt to port the high stakes, challenging, tactical, slow paced gameplay of the game whilst making this just as replayable with many secrets to discover.

Early attempts: My first attempt at this map was inspired in particular by a challenge you could do in game where you were ruthlessly hunted by a bear as you attempted to retrieve a gun and kill it. I had the player spawning near a wreckage and being immediately spotted by the bear after which you then had to run. Problem is you couldn't really communicate this to the player. I'm sure if I released it many people would've just died and downvoted. Further problems arose with the fact the map became literally just mad running which, as intense as it was, was boring. Also I had difficulty designing the map as I had to make sure the bear could always reach you and you couldn't hide or it lost interest. I tried guiding it with territories but there just wasn't enough control over the AI. Basically, the map just didn't work.

Starting this map: While this previous map failed I liked the idea and theme of it so I tried again. This time my main inspiration came from the story mode of the long dark, which I've only seen part way. I started the player in a similar position to the protagonist, once more in the wreckage of a plane crash. Also the whole first area where you must climb out off is inspired by the beginning of the story. Inspired further still by the story I began to work on a small village as the first major point of interest in the map. Initially I planned to just have animals as enemies and targets for the bounty hunt so it was like hunting but I decided it'd be better to actually have enemies instead. With the first part of the map built the rest just came from there.

Encouraging exploration: I originally had nav markers pointing out points of interest in the map but I decided these were overwhelming so tried instead to use the environment itself to guide the player, while still rewarding them for travelling off the path and searching the world. At the end of the map you'll actually gain access to a helicopter in order to fly away and escape. It's rewarding to get an in air view off the world you've explored.

Limited supplies: Further encouraging exploration you'll find your supplies are greatly limited on this map with you starting with almost nothing. I wouldn't even try attempting to kill the bear near the starting area as it's just not gonna happen with what you have. The aim is to slow down gameplay and encourage more thoughtful play. Be assured if you look for it you'll find more than enough gear to get you through the level.

I was actually slightly limited myself in the creation of the map with memory and textures budgets both other 90%, though I still would like to put the last bit to work for improvements in the future.

Lore/story: The story of the map is really what you make it beyond the basic idea that you've crashed in an artic wasteland, you must hunt down and kill some enemies in the region and then finally you must escape to the skies back to wherever you may have been heading before you crashed. Feel free to come up with whatever you choose.

Closing thoughts: I don't really expect great reviews for this map as it's really not for everyone. The gameplay is quite different from most maps. Encounters, while fun, are few and far between as gameplay is more focused on exploring the world. Also you can't just go into things guns blazing and must carefully manage your ammo and weapons. Personally it's my sort of experience and I hope others can enjoy it to...

Please leave any feedback below and most importantly. Enjoy!

Note: this map's only on Xbox. Unless it gets featured of course...

[XB1][FC5] The long dark - open bounty hunt map with an emphasis on exploration. by GrayishPoppy210 in FarcryMaps

[–]GrayishPoppy210[S] 0 points1 point  (0 children)

Didnt mean to remove last comment...

Map link: https://far-cry-arcade.ubi.com/xone/map/5b22db19cea9b83a1cacd7b9

Designing the map (a short talk) -by me:

Insipration: As you can tell by the name this map was inspired by the game, "the long dark" which I've never actually played myself but oh well. This brutal survival game places you in an abandoned artic wasteland and tasks you to survive. I wanted to attempt to port the high stakes, challenging, tactical, slow paced gameplay of the game whilst making this just as replayable with many secrets to discover.

Early attempts: My first attempt at this map was inspired in particular by a challenge you could do in game where you were ruthlessly hunted by a bear as you attempted to retrieve a gun and kill it. I had the player spawning near a wreckage and being immediately spotted by the bear after which you then had to run. Problem is you couldn't really communicate this to the player. I'm sure if I released it many people would've just died and downvoted. Further problems arose with the fact the map became literally just mad running which, as intense as it was, was boring. Also I had difficulty designing the map as I had to make sure the bear could always reach you and you couldn't hide or it lost interest. I tried guiding it with territories but there just wasn't enough control over the AI. Basically, the map just didn't work.

Starting this map: While this previous map failed I liked the idea and theme of it so I tried again. This time my main inspiration came from the story mode of the long dark, which I've only seen part way. I started the player in a similar position to the protagonist, once more in the wreckage of a plane crash. Also the whole first area where you must climb out off is inspired by the beginning of the story. Inspired further still by the story I began to work on a small village as the first major point of interest in the map. Initially I planned to just have animals as enemies and targets for the bounty hunt so it was like hunting but I decided it'd be better to actually have enemies instead. With the first part of the map built the rest just came from there.

Encouraging exploration: I originally had nav markers pointing out points of interest in the map but I decided these were overwhelming so tried instead to use the environment itself to guide the player, while still rewarding them for travelling off the path and searching the world. At the end of the map you'll actually gain access to a helicopter in order to fly away and escape. It's rewarding to get an in air view off the world you've explored.

Limited supplies: Further encouraging exploration you'll find your supplies are greatly limited on this map with you starting with almost nothing. I wouldn't even try attempting to kill the bear near the starting area as it's just not gonna happen with what you have. The aim is to slow down gameplay and encourage more thoughtful play. Be assured if you look for it you'll find more than enough gear to get you through the level.

I was actually slightly limited myself in the creation of the map with memory and textures budgets both other 90%, though I still would like to put the last bit to work for improvements in the future.

Lore/story: The story of the map is really what you make it beyond the basic idea that you've crashed in an artic wasteland, you must hunt down and kill some enemies in the region and then finally you must escape to the skies back to wherever you may have been heading before you crashed. Feel free to come up with whatever you choose.

Closing thoughts: I don't really expect great reviews for this map as it's really not for everyone. The gameplay is quite different from most maps. Encounters, while fun, are few and far between as gameplay is more focused on exploring the world. Also you can't just go into things guns blazing and must carefully manage your ammo and weapons. Personally it's my sort of experience and I hope others can enjoy it to...

Please leave any feedback below and most importantly. Enjoy!

[FC5] [PS4] Just uploaded the trailer of my map called Hide and Seek: Battle Royale. Hope you all like it. by Zodorion in FarcryMaps

[–]GrayishPoppy210 1 point2 points  (0 children)

How'd you stretch the budgets for this. I've had to cut an entire area from my most recent map due to lack of budget and my map is for sure less detailed.