Based on recent feedback, I reduced the size of the map. The grav lift/Carbine tower has been moved closer to the middle platform and some rooms have been removed. A balcony has been added to the right of Carbine tower. The bridge connecting top mid to Carbine tower has been removed. Players now have to jump. This also opens up a new way to get to bottom. Will keep playing around and make changes. I'm slowly making it more detailed as I go as well. File name: The Breaking V2 Beta
Which is exactly why none of my threads use the embeded picture sequence, none of them lol. There's a browser trick I know to let you post a map without any pictures selected even though it normally won't let you submit it without any. I'm still old school and post pictures in the thread itself. --- Double Post Merged, May 4, 2016 --- Took a look at this last night. Probably your best design yet, and you still have a lot of pieces. I hope you expand the tower more and art up the skybox
Hey guys, got a big update on Cadence. I'm getting much happier with this and its starting to look more like an end product. Currently in my files as Cadence v4. Completely outfitted for Strongholds, Slayer, and Oddball. Changelog: Redesigned the area behind the lift. Now resembles Damnation more. Added an Overshield to that area over the new death pit. Made a fancy skybox to orient players in that area of the map. Pulled in the wall in Red Base to make it more compact. Made it out of rocks with a tree to help with orientation. Streamlined the room to the left of Red Base. Pulled Blue Base forward and created a ramp to Blue Tower instead of a jump-up. Eliminated the unnecessary elbow at the teleporter receiver. Redesigned what is now Tree House to be made more of natural pieces. Pulled in the wall in Blue Alley. Moved Stronghold locations, as seen in the pictures. The new locations are Red Base, Courtyard, and Tree House. Strongholds starting spawns have been accomodated to these locations. And no, that's not a death pit in the picture below, just glass. Completely outfitted the map with named location volumes to help with calling out Changed the color of most of the map so that walls are much more distinctive from floors, and overall orientation should be much better. Got rid of all but one of the curved staircases in favor of smoother geometry. Slight tinkering with lighting to help with player orientation.
Halo Dreaming - Part 2 This is my second attempt at making a beam emitter, this time with a more traditional Halo: CE look. I was thinking that maybe I could save this in a file by itself, in case people wanted to use/modify it? I don't know if anybody would, but I think it'd be great.
I am working on a map that should fit in an Social-Community Playlist. Compatible for Breakout, Slayer, FFA and CTF, am BTB (even the map is to small for the mode) Check the thread out for more if youre interestet: http://www.forgehub.com/maps/monument.2438/ Also feel free to invite me for your own Testgames The Map contains: 1 Sniper 1 Energy Sword 1 Scattershot For Breakout: Overshield replaces the Sniper. DMR replaces the Energy Sword. Ofc. the Tier 1 weapons and Nades are also adjusted for the specific game mode.
That looks sweet, it is nice to see the whole map forged totally would like to take a closer look but you have a lot of files going on and couldn't find it is it now proto38?
I started this one over the other day. I kept the background and tore down the old rig. This one has a much better layout and feels more natural. Trying to give it a rusted over look but the "rust" color and 60%-black aren't doing it for me. If anyone has any color scheme ideas shoot them this way.
Guys, what do i do when the ui tells me i have exceeded the object budget? I'm on parallax but i dont have that many blocks down, but lots of terrain. My physics budget is at 99%.
You have to break the physics budget. Use weapon pads, flat rocks or trees to slowly push past 100%. Once you have broken the physics budget, your problem should be solved and you will only need to worry about piece count.
Actually how do i do that? I'm at 96 and every time i get it up to 100 i can't place anymore of anything...
Get it to 99% where you can still place those small objects I mentioned. When you spawn enough of them, the budget should cross over 100%. If it doesn't work when you get to 99%, try deleting a large rock then start adding small stuff from there.
What would this be?? :3 I used to do the same thing but then my method resulted in pictures not showing up properly, so I'm stuck with the old way.
Okay so basically make your thread how you want it, with all the pictures embedded in the actual body. Then when you're done, you need to upload at least 1 picture from your computer to the picture section directly otherwise it won't let you post it. It doesn't matter what picture it is just do 1. Once you post the thread, click on the edit map button on right side, scroll to the single picture you uploaded directly from the computer, and click on the little x to remove it. Then at the bottom you can click save changes. The page will refresh and say that you need to embed at least 1 picture but if you just leave the page and click on your map, there won't be anything at all at the top of the page, nice and clean you can see what it looks like on pretty much all of my map posts. --- Double Post Merged, May 5, 2016 --- It's also worth noting that this has worked for me on a (slightly) older version of firefox and the newest chrome. But it might be browser dependent based on how it handles recalled information.
Yeah, I want some input from skilled terrain builders such as yourself, Goat and WyvernZu, because somehow even though my map is probably half the size of Viking and Altar, yet it is having all of these physics problems. Like i have 500+ objects left and I can't use any of them because of this problem, its a real piss off :/
Some objects are much much worse on the physics budget, even if they're smaller. The small rock arch takes like 5 percent of the budget in its own lol it's ridiculous.