I don't really get why people are so against the Impact station pieces, they seem fine to me, is it just lag or what?
Station pieces aren't always a bad thing. Its just that when you use them improperly they can be bad. You could turn magnets on and go to town with them, but what I did with my map is that I actually gave it some thought instead of slapping crap together. Its just how you use them that can be the problem, not how they affect gameplay; Orbital from H3 had similar gameplay.
Some of the station pieces affect the lighting budget greatly. Although their texture is nice, in the long run they need to be used wisely for large maps.
I see, thanks for the info, I didn't quite understand all the hustle bustle about them until now, thanks a bunch.
The dynamic lighting can only make so many shadows, those peices make alot of shadows and break the dynamic lighting very fast. Also if used as just another spacestation they just feel noobish.
i used the station pieces and used the orbital lay out, i think it turned out quite well If you want to check it out, Link... http://www.forgehub.com/forum/halo-4-forge-discussion/143075-gravity-kazeroid.html
people decided they were "unoriginal" on the first day the game came out. i would recommend ignoring the opinions of assholes and building what you like to build
^ what **** said. I don't really use the corridors for much other than a large white flooring... but I find these are really, really useful for flooring and would be pretty impossible to make a large scale map (that doesn't use any natural geometry) that doesn't utilise these impact pieces in such a way.
yeah, I've mostly been using them as edging for my maps since I run out of colly walls because I use them for floors. The trick is just to not use too many.
Wow, thanks a bunch for all the replies guys, really. Indeed, so then Titmar/Stevo, as you seem to know what's what, with dynamic lighting, If I say used a Colosseum wall and then had the station corridors up[side down about one unit above the Colosseum wall, would the corridors then not create shadows as the Colosseum wall would be creating one big one, and subsequently nerfing performance hit per corridor? Or would the shadows still be generated only to be unseen?
Both objects would still need to render shadows. Also on erosion try to avoid using collosseum walls as they take up alot of dynamic lighting budget like impact pieces on impact.
good question... you'd have to test it, im not sure. but i suspect that the corridor would still cause problems in that regard. like crimson said, used sparingly and youll be fine
The intensiveness comes from the object itself rather than the location of the object, so they would nerf your performance. Station corridors also work OK for walling. Some people tend to use them as their entire map, and usually, when that happens, gameplay gets very slow (glass + long corridors + very little mingling of routes). It is definitely possible to make a very good map using the corridors in their intended sense, and I've seen a couple already. SaLoT's Station 9, for example, is relatively well-known and liked for Extraction.
The main problem I've seen with station pieces is lack of creativity. I can't tell you how many times I've seen 50 station pieces gracelessly smashed together and called a map. It's like if someone were to make a map consisting mostly of prefab buildings.
Hmm, ok, I don't necessarily think that they lack creativity, I think it just makes it very easy to make a "map" with little creativity. Same with prefabricated buildings, they themselves can be used in very creative ways, they just make it hard to do so/easy to be slack. But I see your point.