Post those unique, quirky tricks you use for forging that you feel like are underused. Use a mongoose with team settings to test red reticle range, etc.
Nobody makes 1v1's anymore but I used to run 3 person FFA's to check spawning. I used this to check for a certain amount of bad spawning. Because with three people you were more likely to see the edge cases. If the map had little to no issues that meant it could most likely play two's.
Use Switch Consoles for script testing. If you are doing complex scripting, where a condition needs to occur, but is not the default condition, then it is harder to test. Instead, set a switch to force that condition to occur, and see if the aforementioned script performs in the manner you expected. Use switch consoles to Set values back to default If you have variables which change over time as things occur in your map/game, then it will be very useful to make a switch force it back to its default value. --- Double Post Merged, Apr 13, 2017 --- Use On Timer event instead of Round/Match Start I have found that too many Round/Match start event actions can cause some to cease working (randomly as the map loads). To solve this, set some of them to On timer, as follows. On Timer, initial =any number greater than zero (but may need to be a couple seconds to give time for everything to load and to avoid doing too much on round start) Repeat = 0 Action = whatever you were trying to do in the first place. This makes it happen just once and never again, much like Round/Match starts do.
Having trouble rotating pieces like triangles or large groups? Take the object and group it to a cube and set the cube as the parent, this will make it easy to rotate them, it also makes me ask why in the world they made triangles rotate like they do.
To add onto ExtraSpicyMemes post - When building something symmetrical place a parent cube at the center of your map (whatever your 0,0,0 is where you're building) and group it with the objects to be duplicated, duplicate and rotate the new group and set that new cube also to 0, 0, 0 of your map. Ungroup both and delete the cubes and enjoy straightening all of your now duplicated objects as the shifted .01 percent when you copied it. The joy of OCD while forging... lol
I think everybody does this but I color lots of blocks by grabbing the color you want somewhere else. It will appear pink but the first color picked is behind it. So simple but it saves a lot of time.
I forgot I used this all the time, another thing I do is build my map right on the x/y axis so I can use the 1/8th snap when I duplicate blocks so I can move that block in the same direction as fast as I want and it still be lined up with the other block as long as you just keep your stick straight, you can even boost and it will stay aligned. If you need super specific lighting it's probably not useful but it helps a lot.
You really need to utilize the preset map colors if you're having to do this. I only really set Primary, Secondary, and Tertiary, and maybe 2 more colors, but it saves a lot of time.
I would agree but there are so many different colors I need to use and I sometimes want to prefab things so I want the same color universally.
Scripting: If you have something occur right when the game starts, and for ease of testing, you can set it to timer: repeat of 0.00 When you let go of the object, the script will trigger, without needing to hit a switch or anything. (Really useful when scripting moving objects etc.) Bonus is to leave to turn off scripting on the object, and duplicate it to test it. Where to forge: You can look at skyboxes with ease by deleting all the objects after spawning, the wait screen is very minimal compared to waiting for lights to generate. Distance Fog: Some maps/skyboxes turn on a white distance fog, and while this has, and may work, you can turn it off, or even turn it black to map background stars/colors pop. Not really a forge trick, but it is very smart/useful to clean out your map files every once in awhile. Personally you should have 2 pages of WIP maps max, (excluding published/public maps).