Im not even sure why I have an Asian guy in my avatar, pretty racist to assume im Asian. Apology please.
Weird. Well, here we go again. Not entirely sure why I've got a jigglypuff for an avy, but I know I picked it for some trolly reason or another years ago...
That's not just some Asian guy, it's bruce lee! The Asian of all Asians! Everyone loves my avatar, right Schnitz? Jk, I'm over that garbage. Anyway, maybe I'll post a pic of my work in here & I'll actually get a response, lol.
I was contemplating stealing your Avy but adding like 50 stars to it, but I'm too lazy to be bothered.
Thread is back. I merged the temp one with the original. Recent postings are gone, so feel free to re-post.
So aPK had mentioned to me yesterday he and Solo XIII had realized that Power Ups have some reaction to grenades when set to normal physics. I decided to follow up on this in forge and play around with having Power Ups that can be shot down from perches. Sadly, the results weren't all that great. As it stands, Camo is the only one that can be shot down from an object, and at that it has to be placed very precisely so that only two of its corners are barely touching the objects holding it up. All the same, I think this could be useful to some degree.
Damn my long reply to feedback on map is gone Anyways for those who missed it here's what I've been wasting my time on: @aPK Weapon layout if probably going to be a sniper down by the bottom sword area where the start spawns are in the picture. Also probably a power-up on the middle floor. Been flipping back and forth between camo and OS, we'll see where I land. I think your other feedback was angling streets. Angling the streets would do nothing to change how the map plays fundamentally as the only reason to do so would be to break LOS from the 4x4 corners and the ramp up area but because its only 2 blocks the LOS is not that different and doesn't have a profound effect. @purely fat I think you were commenting on sword being out of place, which I agree with it's the part of the map I like the least but it also has to fill a specific role on the map and everything I came up with was worse. It needs to be a route from top to bottom that is not easily watched from the top floor but has enough cover that it can be held down to control the floor if you chose to do so. It has to extend far enough back to hit the floor while still being able to use the columns up from the legs as cover from the area near the big pillars on the top. @theSpinCycle If i remember correctly you mentioned the lift on top(which does exist) and top being very powerful. Top isn't actually as powerful as you would think because of how high up it is you don't have good LOS until you push very far out. There are also lifts in the large walkway covers which may not be immediately obvious and then the cover right near there acts as a jump up to the top floor to surprise people up there. -- I think that was all of the feedback you guys brought up so if I missed some just mention it again. Overall I want the map to have a similar pace to Midship(as opposed to Construct) and the map was really only designed with TS in mind. I am sure both kind and ball could be shoehorned to work but I am not sure how well they would play. Maybe 3-Plots could provide some solid gameplay as well. Ideally as the map is vertically focused the spawns should be a lot more workable than something like Midship but because of the numerous quick ways to the top it should still be able to keep pace. With all the Midship comparisons I have been making it never actually occured to me that the map may play very well for FFA as well. As stated in original post all that's left to do is rebuild entire thing on awash to merge into the ground to hide ugly parts and rig up spawns and weapons. Ideally I am trying to get this done before the new year and get some games on it as well. That is if I can find 8 people that play this game
Yeah, sucks that a lot of good feedback was lost. You should check out this thread (there are full lobbies running pretty much every day). http://www.forgehub.com/threads/gamertags-for-forge-customs-testing-custom-lobbies-list.148028/
I love how Rya "its indiscribeable" Noob is writing off the difference between default weapon timer mechanics and static timers is "irrelevant". Who would care to wager he doesn't even know how the current spawn timers work?
Is stop using awful game types valid "feedback"? On the topic of HCS feedback/settings, someone who may be more knowledgeable in the scene than I have any idea if there is any chance they will use forge maps/game types? If so does that mean I have to post my shitty maps over on waypoint forums or somewhere equally ridiculous? EDIT: Forum censors the word s**t?
you can enable profanity or rather disable the filter by going to preferences. as for HCS i'm unsure, bravo has hinted at using forge maps but nothing seems to be set in stone at the moment.
http://forum.eslgaming.com/discussion/1966 done Pros claiming lockout ball is bad/broken is ****ing hilarious.
If you name isint Salot or you are bum chummy with the pros, then your map most likely wont get a shot, unless you have vocal community members backing your map on BE.
Nope, its got worse to the point that its a parody of itself. The forge maps selected in H4 was laughable.