Right? I mean when I finally got off last night he already had my smart glass feed full of the map & we had played it. I was passing out cuz it was so late & I had to work. I woke up & my feed was still filling up with his map.
Depends on which specific chroma piece you're using. For instance the 128x128x1 chroma has collision while the 64x64x1 doesn't.
I have been working on an original design for the 2v2 throw down contest, I have come up with this so far and I am starting to get happy enough with the design to share. If anyone could give me some feedback it would be greatly appreciated! http://www.forgehub.com/maps/gilded-sanctum.1657/ I started with a basic horseshoe shape and started becoming infatuated with the teleporters to the bottom bridge area and basically built the entire map around that concept. I feel like this has tons of movement options and I would love to see how others move around the space from their perspective. GT - I LoTuS I
I like that the map is cleaning forged. The color scheme and lighting are nice, and I like the calligraphy symbol. What i don't like is the general shape of the map. Although you say it is based on a horseshoe shape, to me it looks like a giant box with things thrown into the middle. I've never been a fan of these styles of maps, however that doesn't mean they are inherently flawed. If in were you I would make some walls thicker and make the map more strucral as a whole. I also am a bit lost on the theme of the map. I don't think human asteics lend themselves well to abstract design
Decided to remove the soft routes (previously vent lifts from bottom to blue base.) on the left and right sides of the middle stairs on Blue side. Made the right side a drop to main floor and the left a hard route.
--- Double Post Merged, Feb 12, 2016 --- Its like McDonalds advertising. Also anyone got any advice on lighting problems mainly object turning pitch black
For real man. I tested my map in customs and the lighting was way brighter than what the light baked in forge and the light rendering distance was way shorter leaving half the map in darkness when you were on one side.
Trying a new approach to 2v2 design by starting with pick up locations first. Since the 2v2 sandbox is more or less distilled to a few weapons, i've been moving these around to create interesting shapes while trying to keep the relative positions the same. Overshield placed somewhere that you don't want to be Sniper placed at a corner with a line of sight to Overshield Camo on the opposite end of the map from Overshield in a place with two or less exits One automatic nearby for the Camo player to pick up Plasma Caster always nearby to Camo to counter it One upgraded primary placed across from Sniper The good thing about this approach is that each area of the map will be made to accommodate the weapon or pick up spawning there; however, should that weapon prove to be too much for the map, it can be swapped out for something else and the area will still be able to handle it. e.g. replacing a Sniper with a Light Rifle.
If it was the H4 one. I don't think the one in this game is competitive for 2s because the giant laser beam slows down gameplay. If you aren't pre scoping with it, you're going to be pinged as soon as you do. Ends up feeling like a throwaway weapon especially when it doesn't have a lot of ammo.
I'd put a Sniper Rifle on my map if I could limit it to 4 bullets, but I can't do that on weapon pads.
Ya i'm going to be putting power ups on pads and weapons on drop spawns. I heard it wasn't a good idea to put power ups on weapon pads because they can stack, but in a 2v2 I don't think that'll ever happen. I find power up rush to be more interesting than weapon rush, and it lets Camo and OS be on staggered timers.
I've heard OS on a weapon pad looks like it has spawned before it has, like, not holographic enough/at all.
There are issues with the weapon pads currently, but I do like the system and I'd also like to keep my map fairly in-line with what's to offer in matchmaking.
I'm trying to get an OS to "not spawn at start" but the weapon pads do not have initial delay & when I set it on the power up itself it still spawns at start. Idk wth is up with that. I have the damage boost spawning at start on the rising platform then respawningbevery 2 minutes with the OS spawning after the 1st minute. So they stagger on opposite ends every minute with the plasma caster top mid. I can't get the stupid OS to delay in its own settings or with scripting. I don't get it because the settings are plain as day. My solution was to script another rising/lowering platform for OS to sit on that would come up every other minute opposite of the damage boost platform but this borked all the scripts & my platforms got all crazy.