lol @Res "ugh dude youre so annoying. the map is ****in great cover those ugly edges of terrain and boom ur done"
Looking a lot better than the last time I played it, I'm glad you opened up that area behind caster. Should solve a lot of problems. I still don't believe the warthogs should be on the map though. Ghosts yes.
Almost finished with the initial layout on my latest 2v2 "Trestles" http://xboxdvr.com/gamer/zombievillan/video/14394633
Sweet! Hopefully I can get this working the way I'm envisioning it. Thank ya Edit: Goat: looks great, loving all the jumps and the connectivity. Very impressive Fated: your ability to mesh infantry with vehicle is unrivaled from what I've seen. Looks awesome Zombie: those curves look absolutely incredible!
@Zombievillan Wow the map ended up being a lot bigger than I anticipated when you posted that first screenshot. Almost looks like it could play 4v4s comfortably. I'm very curious of what you do in terms of weapon layout. Do you have one in mind currently?
Yes, dualing snipers with low ammo to help contest top mid from the Windows outside of the bridges, plasma caster top mid, debating camo or os in the round room on top of the glass. Once you are down there you have to exit the door, no jump up. I originally wanted to try speed boost but you'd be surprised how fast you can traverse the map normally so I believe that's out. I want to be more different than the typical weapon layout but it's hard with the current sandbox. I plan to move the map to the water & script a platform that rises out of the water with rockets or Railgun every 2-3 minutes. Any ideas on a better weapon set?
I struggle with weapon set ideas when only referencing a flythrough because it's hard for me to grasp lines of sight and relative power throughout the map. You should toss me an invite some time and we can discuss some ideas. I will say though that I do like the idea of having something rather strong spawning on that glass like you mentioned.
For sure. I have a lot of intended site lines & I am pretty happy with how it's turning out. Most of my forging is late night but I'll hit you up if you're on. Idk if you're on my friends list but if not that's crazy cuz I've always liked your work.
I've been working on this. Finally have my blocking done the way I like it. Tomorrow is play testing time
I've been working on remaking Tron. Preview thread is up - http://www.forgehub.com/threads/wip-tron.150424/ I'm particularly uncertain of the weapon set and weapon layout.
So this is super irritating at the moment. I didn't want to show this map off yet, as it's nowhere near finished, but I'm super pleased with it (the interior is something really special (IMO) and I can't wait to finish the built out. But yeah - baked lighting. Most of the time, super well behaved and awesome. Before generating lighting: After generating lighting: It's even worse on the interior, with huge black objects in places where everything is lit normally elsewhere. Apparently rings are a known bug lighting wise. So now I'm having to place invisible lights to try and counteract the bug, but as soon as you place too many, they start becoming less effective for some reason, and don't generate until you approach. Thankfully, the map is relatively small (as you can see from the budget meter) and main geometry is complete. Everything else that needs doing is literally just pretty stuff. Hopefully I'll be able to juggle it to get it into a workable state. Really hope a fix is forthcoming with the February update.
Been working on my shot. I have always been plagued with missing shots on easy kills then getting kills I shouldn't get. http://xboxclips.com/purely+fat/347ce302-c971-4880-9c17-a48c9aee5a61 Forge Related Stuff later. Here is a 2v2 I am testing right now. http://xboxclips.com/purely+fat/a05515e0-8465-4026-b965-8a305b678b12
This is my favorite map from you by a good margin. The map is like prisoner and boarding action combined, and I absolutely love it.
@ - awesome verticality and layout...looking forward to testing it out one day! We've been talking about Breakout in Skype lately and I was really hoping for an assault variant that would operate like CounterStrike. Thankfully Duck and crew know scripting and came up with this temporary solution for round based side switching. I would love to play on one some breakout maps that make use of this one sided objective mode. Maybe there are others out there too. Below is the tutorial video to set this up:
Sadly, you can not have two active flag destinations per team at once, so no two-objective Counter Strike mode is possible, sadly. Still, I'm excited to see what people come up with using this trick.