So, I told Seth, Solo, and War that I'll finish Shattered when Goat finishes his map. No pressure, I'm enjoying Witcher 3.
Check out my citadel remake. The video is of the map unbaked. Its so cool all metallic and black and gold but now if i add roofs it just looks like a black hole even with lighting. I gotta go through and readjust every single block. BLEHH.. lesson learned.
So since I'm not allowed to delete the initial spawns on the canvas or else the map breaks, what do I do with the initial spawns that I don't need? There's like 14 for each fresh canvas and I only need like 6. Is it safe to delete the unneeded initials?
Given the part count I'm definitely going to have to go back and optimize a few things, and I'd like to add more detail to the front if at all possible. But other than that, the Frigate's done!
Played (or attempted) 2s on the following maps tonight: Turbine Shurima Stockade Goldleaf Vertigo Rat Race remake (the one with the minecarts) Aegis (not done) Mystic Hot Trash Twice Forsaken Ask for feedback.
Well some of the maps are already released, so if any of the authors aren't looking to update them, then I'd rather not spend too much time thinking about it. But i'll just share what all was said before I forget. Turbine Make the teleporter more noticeable Perhaps try a Plasma Caster instead of Hydra Shurima More competitive weapon layout - replace Railgun Tweak the areas around the building without the dome to be less "ring around the rosie" Kill volumes on boundaries need adjusting Stockade Would like to see more intuitive routes to upper platforms. Felt like the best way to move around the map was to clamber The room to the left of Sniper and OS feels disconnected from the rest of the map Goldleaf Way too small. No reason to use anything other than the Assault Rifle. Would like to see an upscale both vertically and horizontally. Replace Splinter nades with a better incentive Ramps in the rooms feel unnecessary and gameplay was impossible to predict because the ideal way to move around the map is with clamber Vertigo Would like to see some kind of rock to jump on at Speedboost. Look into making one of the teleporters a one way. Rat Race Remake Way too many power weapons on the map. Remove Rockets and Sword. Remove the fire from the tunnel and possibly some of the superfluos geometry that impedes player movement Aegis Lower railings to not impact grenade throws The slit in the blocks near Overshield feels out of place, or done specifically for the sniper. Mystic Too segmented for 2s Pathing felt clumsy and difficult to predict Replace Binary with more competitive weapon Hot Trash Too big for 2s Would like to see more color variation/lighting/geometric orientation - anything to help tell where things are. Twice Forsaken Too big for 2s Teleporters don't stand out along gray walls Rooms felt too small for Halo 5 gameplay I think that's all that was said during the games. I didn't post anything that wasn't mentioned by someone else at least once.
You can delete the preset ones after you've placed your own down on the map itself. Just make sure you aren't without an initial spawn on the canvas at any point during the building process. That seems to have worked out for me so far anyway.
Ill try to throw some Forgehub on it before we get back on it, quit bellyaching. But, Witcher has kept me from joining parties, just like Skyrim. It's pretty great.
I thought the splinter nades on goldleaf were plenty incentive. You can block doorways with them or trap someone who is pursuing you.
This is turning out very nice looking. It wouldn't be true to the original, but it looks really nice with the open sky. Perhaps you could run glass along the top sections to allow some natural light in and still frame the large windows in while still retaining the look of Citadel styled roofing.
Well I'm currently working on a map with moving walls but having some issues with scripting. Is there any way to prevent scripts from automatically starting when you begin forge? I have an on timer script that starts and slowly moves my walls. This of course also starts up when you start up forge so all my walls start moving when I go to edit the map. This messes up the starting positions of the walls when I go to save the map when I make my changes. What can I do about this? I currently have a script brain that controls it all and have it set to wait 30 seconds before the movement starts. This gives me some time to quickly delete the brain when I start forge so the walls never move. That's a pain though.
Is it possible to start an On Timer script with a switch? I placed a switch/terminal and saw nothing that would start an on timer script when I pressed the switch. I'm new to scripting so maybe I'm missing something. So whenever you go to edit the map you quickly go to the brain and edit the script to prevent the on timer script from actually doing anything?