I still need to finish this. It's a 2v2 donut with a basement. It has no potential what so ever. I suck at forge but it's still fun.
How come those rocks look so much more believable (as much as you can for that cartoony style) but the grass is so clearly made of straight lines?
Yea from a geometric standpoint, it looks alright. But I can't get passed that cartoony ass artstyle.
Also, someone who knows some decent competitive Halo 5 4v4 maps should reply to this - https://twitter.com/Gobiased/status/852025695857369089
Overwatch's environments are very artistic and I like their color usage, but I hate just about all the character designs. They're obviously unique, but I find many of them obnoxious. I avoid hero MOBAs largely for the same reason. I've never played Zelda or Borderlands, but the former tends to be charming and colorful, while the latter just looks course, like the game is so self aware that the art has to be loud too. I'm generally not fond of the cel shaded art style, but I think the Zelda games do it better than others.
Shouldn't cause any explosion. I only have a crappy out of date lap top and it runs perfectly fine. As far as terrain, it's definitely do-able. Slants/inclined give you increased jump heights the faster you move so that'd be the hard part in my opinion. Vertex manipulation is very easy though if you want insanely smooth hills, your best bet may be to import it from radiant or unreal.
So I made a ****ing adorable 1:8 scale mini model for a simple castle map that Forge kids will probably **** on. There are four areas: The courtyard, the hill, the village and the castle itself. So this is the courtyard spawn which leads into the main castle on the left. The little tower on the right shoots through the high bridge to the other tower, which has a sender node inside that takes you to the high tower. The high tower will cross into the castle to flush players out. Closer view This is the lower area of the outer wall. You can see the broken wall on the right which takes you into the village, and the terrain slopes under two bridges which ramp up to that tower that shoots into the courtyard. You can also take the spiral staircase around the tower up to the top, or take the door or ramp into the first and second levels of the castle, respectively. There's the village on the right. You'll walk into it and pass by one house before you're able to ramp up and onto the bridge. The players in the castle will be able to see you cross the ramp into the next room, or you can choose to continue going downward into the bottom of the castle. So when you walk into village through broken wall, you can see the waterfall through the buildings. There will be some slanted rooftops that are playable too and maybe a ramp into the castle through one of the buildings if I can figure it out. The complexity of this area depends on object count, unfortunately. Couple things to mention: All of the elevated paths are exposed and also double as walls, which makes the areas beneath them safe. As a result, the bottom is extremely linear and currently only has two ways to cross sides. You can theoretically play passive in any corner of the map if you position yourself correctly, but the aggressive team will still have plenty of chances to push on you. I anticipate that players will try to force village spawn because sitting on the high bridge would turn off all the spawns on half of the map, so I'll probably mess with sightlines and throw a stronger pick up there before I punch another hole in the walls. I'm not sure how to prevent that from happening completely though. This game still sucks. Anyway this will probably never get made because I can't decide on a color palette.
I ****ing hate the voice acting in Overwatch. Tracer has the most annoying fake British accent I have ever heard.
It's not a standard feature but you absolutely can. If you know stuff about computers, it's apparently pretty simple because people use it for that and to rescale maps easily. Here a converter from GtkRadiant http://forums.reflexarena.com/index.php?/topic/666-q3-map-reflex-map-converter/
Good afternoon, I havent forged in H5 yet, but I'm loving the maps that have made it into Team Doubles. I've been busy back in education for the last few years (learning how to make games) and becoming a father. Recently I've been working on an experiment in procedural generation, if anyone is interested you can follow development here: www.mechadroid.blog It's nice to see some familiar names still around, props to anyone working in forge mode, new or old.