Gonna cross my fingers that one of those space themes is literally just open space- no big ring, no planets... just the beauty of the night sky and its stars... ..?
How far down are those kill volumes? Could you place a barrier that allows you to go knee, or even chest deep without dying? It would be cool if your head could go slightly under water, but I doubt that's the case.
Sorry, I meant the natural terrain. Like if someone build something onto a ledge or into the ground on one map, then it might not work if it were transported to nebula. But I'm sure everyone would be aware of that, just a thought, though. Also! I was wondering about how colors worked if objects were welded together; does every individual object get colored the way you choose? Could make for some quick map coloring.
I'm not sure how much detail you can go into about this, but how much have the natural pieces been expanded? Is there a lot of foliage? And do lots of trees screw with frame rate? If I wanted to make a heavily forested or jungle area, could I do that?
All these details are AMAZEBALLS, it's like getting a full course meal after starving for days...I also love the love for the Forging community displayed, if only from the team working on Forge. Edit: i am wrong, the love is from high up at 343
Old budget restrictions and object limits have been removed. Now you can place any object as many times as you like. You could spawn 1024 trees if you wanted, your performance will most likely be catastrophic - but at least you're not limited creatively. The foliage is very traditional compared to what we've had in the past. We have trees...both alive and dead.
From your experience. Would increasing the fog density to make a cool skybox intrude too much with the visibility of the map? Because I'd love to keep a map clean for competitive play while having an awesome backdrop, but I think one of you mentioned the fog is pretty ubiquitous...Which sounds like itd be a lost feature on any core map
Fog is a great way to add an additional layer of atmosphere to your map for further differentiation / stylization. I personally like a touch of fog as it somewhat diffuses the saturation of the pallet and adds more visual cues for depth. While fog is a global application, I think a lot of people will find it useful. I found that changing the color of fog to a light blue created a sense of arial perspective for mountains in the distance while not affecting foreground visibility too much. It all depends on how you fine tune your settings.
Since you can't tell me if there are sound FX, are there any items that make cool sounds? Like the nice ambient noise you get off the old lifts in Reach. I would love another shot at remaking one of my maps, though I'm not so sure it will be as nice without the eerie hum of the lifts.
Wait a minute...you can change the color of fog!!!?? So if someone were to forge Guardian, they could surround it with green fog? And if I wanted to, I could surround players in a thick cloud of pink?
Tried Dark Souls for the first time last Wednesday and I just gotta say, holy cow, a dark souls-inspired map. That game is so vertical... sheesh.
I saw a video on Pokephile's channel a few months ago that simulates an underwater base similar to Fathom using the grid pieces with windows lined up with the grid lines. Since the new Forge maps have better lighting (and I would assume the windows don't have that annoying pink glow on one side) and there are no longer budget restrictions like before, you could in theory have as many of these windows as needed now, instead of being limited to 4 grids on one side of the map where the lighting allows it. Only issue might be frame rate... Of course, this all operates on the assumption that we still have a grid. Still, that could make for some very cool themed maps. Edit: I wonder how easy it would be to achieve a Rapture aesthetic...
If I place terrain over block pieces, will it take on the texture of the blocks? Is there a distance at which terrain pieces no longer pick up the texture below them? In other words, if a terrain piece is placed above the existing ground on a canvas, but placed near the top of the forge-able space, will it still pick up the texture of the ground below?
Obviously there's no way I can know for sure, but I'd imagine that the terrain peices don't actually have a texture of their own, so would always use the texture below them. On that note, I wonder how the texture would behave if you placed a hill or flat (which would use the grass terrain, ideally), over a mountain. Would they use the mountain texture, I wonder?