Hey there! It's me Mechanizer (a.k.a NobleProphecy). This thread is dedicated to arguably the most frustrating problem in ForgeWorld. It's Natural Geometry. What I mean by that is that there are so few places to Forge on in Forgeworld, because don't we all hate uneven surfaces? I have tried dozens of areas so far. ___________________________________________________ -I tried forging on the Pillar region. Epic failiure.. It's tough to keep it nice and geometric, rather than a sloppy, incoherent mess on such a small, and assymetrical island. -I tried incorporating the small caves into my maps. You know exactly how much that works.The caves are too tiny and asymmetrical to put anything other than spawns and equipment in it. -I tried forging in the Canyon region. My worst failiure yet.. The region has nice space, i'll give it that, but the puddles, and little ditches and lack of symmetry makes this area unstable, and even for maps like Hemmorhage, "Base war" maps are too wide open. Hemmorhage required little, little skill.. This is because it's two semi-intricate bases, and an empty field between them. Not good for FFA maps, and maps with bridges and tall towers. -I even tried a map called Shorebound that took place on the beach. The beach is a long narrow strip. Some playtesters decided that they could simply camp, by making their way up to the canyon area, and camping up there.Too many rogue elements. The massive cave by the beachhead is an example of what works well, but the beachhead is definently not. ___________________________________________________ The list could go on, and on.. Anyways, please post if you have any interesting ideas, besides using a grid in midair. Thank you!
I hate this problem too. I am frustrated at all the random rocks that get in the way. If i wanted those rocks there, i would put them down myself!
Ya hated that to but after a while I would build a large base plate, and use ramps to get up there, or build small maps in a surrounded shell, in air. =/
lol. If you want a big, flat area, use the Coliseum or the Quarry. If you want a bigger flat area, make one. Wall, Coliseum's are there for a reason. You don't even need a grid.
What irritates me about the natural geometry, more than anything else, is the fact that so very few areas line up well with the grid. The Coliseum and Quarry do, and the cove area around the base of the Coliseum, but that's about it. even the canyon is just off enough that if you are trying to build large structures up against walls, the coordinates snap system doesn't work well. However, all of the issues, while annoying, can still be dealth with. In certain instances, I've shortened up the canyon by making my own walls made out of seastacks, and I've blocked off certain areas using similar tactics. As for the coordinates problem, it's just a matter of using angle snap wisely, and making small adjustments with the fine movement toggling.
In case you missed it, discussion about how to deal with these issues is also taking place. I'm not complaining about what we have, it's far better than anything we've had before. But pointing out certain problem spots and offering advice to overcome those difficulties is well worth the discussion.
I believe he was saying to put the grid there to as a way of verifying the "straightness" of the area, since the grid is perfectly straight. He wasn't meaning to leave a grid there as part of the map.
What if I want my map to look some what natural? It's impossible, there's no large flat natural surface to forge on.
The Quarry is flat. But not big enough for some people's BTB maps, but I always thought it was about the same size as sandbox's main layer.
These can indeed be problematic, but we all know there are solutions. You can use Blocks to shape the ground yourself. There is a huge amount of area to forge, and indeed most of it is uneven, you need to be creative. Complaining wont fix it, but forging will.
The reason you need a grid is so that you can keep your objects in perfect alignment. Due to frustrating natural geometry and uneven surfaces, I end up adding a grid in midair to make a floating map. I don't need the grid to make it float, I need it so the objects have more even, and neat spacing, adding aesthetics, in the form of geometry.
or you could use coordinates, which you will need anyway to be absolutely certain the objects are in line.
The only way to get a perfect area is to create it. However, the problem with this is that your using up valuable blocks, about 20 of them, trying to shape the area to build it.
I simply use about four colliseum walls in making a semi-perfect area. However, as we all know, it's hard to position objects of such great mass together, without an inaccuracy.