I'm a little confused on light baking. I grouped 80% of my map objects & turned off light baking which brought the lightmap down about 80% yet the map seemed to look the same, at least in forge anyway. It's my 1st time to mess with it so I am unsure what is happening exactly. Anyone help me understand?...
Light Bake (in an object's menu options) is it's ability to cast a dark shadow. Essentially it makes the object block the source light of the canvas and cast a shadow facing away from it. Light Bake being set to on or off can also affect whether or not the object is darkened (this is finicky though). Turning off Light Bake reduces your light map budget, which can be a good thing if your well over 100%, as the higher you go, the lower quality the light mapping becomes. One trick to working with Light Bake is to set it to Off on objects that don't need to cast a shadow, such as floors and the map perimeter on the opposite side of the map from the light source. Hope that helps.
So this is funny. Instead of Forging I have to do schoolwork, but one of the classes I'm taking is design and I already know most of this stuff (yea I'm the scrub who's going to school for Art). Anyway, probably not supposed to do this, but I thought this was relevant. That second sentence though
This is the last preview of my map. Still a lot of work to do, but the next time I'll post it will be completed and ready to be played! http://xboxclips.com/SupremeDavide/25161272-b739-4a8c-91e0-ebd88b741bcd
I saw something on Tom French's twitter feed about possibly getting some water sound effects, which would be awesome. Yeah, I used the bubbling tar for the "Flood" sounds on Deluge, so I know that wouldn't give me a very "pleasant" vibe about the water. Lol
Is it a good idea to have camo, rockets, and OS within a half second from eachother? Also I noticed a lot of people completely filling their maps with power weapons & power ups, this wasn't the norm in my prime forge time. Is this a new competitive standard?
Honestly, whatever weapons at whatever times that can fit on the map without being broken seems best IMO, meaning it can vary by the map. I wouldn't consider anything a standard though, whatever you prefer your map to have.
I guess I can understand that but I do think that the camo, rockets, & OS sitting on top of each other is a bit much.
Quicker kill times allows the rifles a better chance to compete against power weapons. Certainly not a "competitive" standard though, HCS follows the same competitive standard are 2/3 min timers. Glad forgers are moving away from that, as it should be.
Not always. Lots of excellent maps have had items, in theory, on top of each other. If the verticality allows it, then its not a problem, nor is it if you stagger the timers. Items on 90 and 120s will only spawn at the same time every 6 minutes. If a 2 v 2 map should not really be going longer than 10.
Though they are physically close on the vertical axis, the only way to actually get to them all that quickly is by dropping down and sacrificing position. Otherwise they are isolated by limited paths for entry and exit. The location of the powerups and weapons serves to incentivize top control and movement in an otherwise segmented map. As Doju said all the timers are staggered so the only time all the weapons will be up at the same time is at the beginning of the game. Opening spawns are oriented so that it's very unlikely that one team will control more than a couple things as the game starts. I hope this is the new competitive standard. I enjoy spectating and playing halo maps that always have players fighting for control rather than waiting for a mistake. I agree that not every weapon is suited for every map, but most of the dev maps through halo I've enjoyed have had both camo and OS along with other power weapons. And others such as lockout would play better they had them. That all being said, I'll happily change the map as it is tested. I'd rather attempt this weapon set and fail than not even try and end up with a standoffish map with infrequent incentive and redundant play. Please give it a play and let me know what you think.
If you are speaking of location, then I agree that sounds ridiculous. I prefer Camo bottom, OS on top, and Rockets in the middle (in terms of Z-axis)
Doju gave me the same suggestion. I was emulating damnation, but I agree with the theory of what you guys are suggesting, and I'm not sure "but damny did it" is a valid counter argument.
Well, you know every map is different. Also Damnation is not a map that I can analyze, I could never tell you why Camo and OS are positioned the way they are. But I did read from a map design guide from a Halo 1 enthusiast/player that mentioned Damnation would be broken if you couldn't nade camo down to yourself. So maybe that's the reason, except that is probably too hardcore for today's culture lol. That said, if you can't nade camo down, then I suggest avoiding the "but damny did it" argument.