There are no rules. Except these ones. Don't ****ing build your map on the canvas origin point or you'll regret it if you need to fix lighting. There's really no excuse - no, building on Alpine isn't an excuse. (https://www.forgehub.com/threads/cube-map-locations.153601/) Bright ****ing white point lights always look fake. Use eggshell, beige, periwinkle, twilight violet, or any of the 50 shades of gray. You can have a white fluorescent light fixture, but don't ****ing use a white point light. Fix your ****ing spawns. Nobody wants to spawn facing a wall or a bottomless pit. Put ****ing Magnum ammo on the map. No, Gunfighter Magnums don't ****ing count. Don't use the stair piece without any kind of railing on the side unless you are desperately out of budget. And at least frame the bottom if you do, because it looks like a ****ing floating rabbit ramp otherwise Don't put the ****ing cobblestone texture all over the map. Am I playing a Forge map or playing with Fred Flintstone's fruity ****ing pebbles If you are making a symmetric map, design the bases first, especially if they're meant to house an objective. A tacked on fake titty T-Ramp is not a ****ing base. Fix your ****ing sloppy ass terrain and make sure your surfaces are readable. Nobody wants to stand there with their balls in their hands wondering if their grenades will bounce straight or curve. This thread is two years late, but post something and I'll add to the list.
If your piece count and theme allow it, try to build the best atmosphere and immersion you can. The canvas, custom skybox, fog, colors, lighting, sounds, details, FX or maybe a filter etc. You have the tools, mix and match but be subtle, beware of overkill.
Don't listen to Goat on anything but art. But T-ramps are **** bases. I think gunfighters are fine especially if there is a DB on the map. There isn't a great option for shield burn in this game so having that helps with how dumb os can be especially if you are playing standard.
nah i got it. It is just in my nature to derail things. I got something for your list. When designing a symmetrical map, actually design a base before you start making it. Tacked on **** is lame ****. Edit: Also, when doing spawning it is better to start with a low count and add and subtract. High spawn count are harder to properly weigh while testing.
Stop making unreadable and un-smooth surfaces. Having 3d textures is not worth sacrificing gameplay with unpredictable grenades and clipping.
Well it is an issue you will have no matter how clean the terrain is. Unless it basically just a flat surface. It can also occur in non-terrain maps with heavy detail that are poorly clipped. I believe his statement comes from his personal preference for maps that would typically be considered more competitive outside of this community.
Gunfighters do nothing Goat is significantly better than you at every aspect of both forge and design Go make another square with the grayscale filter applied and call it dark souls crab forgers can't be trusted
Surfaces should be smooth, period - not just for grenades, but for physics, so you don't thrust and go flying sideways. If it looks uneven, it probably is. Not really a matter of preference. Artistically there are times when I've wanted rocks to look jagged, but I usually do it tastefully so the majority of the play surface is smooth. But at this point people shouldn't expect to throw grenades up something like stairs. That's dog.
That is true but I was more or less of explaining what I think he meant just based on what I know about his personal philosophy. I was just being condescending to him based on this.