yup the easiest way to encounter the physics bug is to edit stuff in your map or tool settings while you have a piece in view. that's how that floor flew away on sanctuary the other day. i was turning the HUD on and then presto.
yeah, it makes me laugh everytime it happens. except when its a rock. rocks aint a joke, I did work putting them where they are...
the routes still need work but that's the idea. main thing i'll be adjusting is the path by waterfall and bottom overshield.
yea i'm not worried about it being seamless right now. it'll be smooth as **** by the beta, but the pathing is still up in the air at this point, so i need to keep it flexible. spawning is mainly why i need to work on the sides and make them more substantial than boring hallways. this map should play every asymmetric 2-8 player gametype.
Man I'm gonna steal whatever process you used for water. I was gong to move my new map all the way down to the alpine water but yours looks better than the natural water on the canvas in my opinion. Would fit my aesthetics better than the dark murky water they gave us.
it's all just lighting and natural geometry to enhance it. i've gotten quite a bit of feedback on the neon lights for the "plants". the cones will not be as prominent on the more complete versions
They don't bother me, maybe if they weren't so bright but they remind me of a campaign level. That's a very dope map. I know it's early stages but please tell me the rocks will be adjusted right? Those places made out of several of the same rock look funny because they are all in the same position.
i'll be doing some clever things with the rocks on this map, but for now all the nat geo is temporary so i can push it around when necessary. the goal is to make it look organic and not impede movement or grenades in any way.
Whew, ok cool. Friggin sweet map anyway. I'm starting a movement now: #nostaffmapsallowedinthecontest #staffcantentermapcontest #A3leggedgoatmainly #dontletgoatenterhismap #someoneassassinategoat
Based off the video I can see now what you meant by not having pathing/routes on the same level. To me it looks like there will still be quite a bit of movement from high to low areas horizontally. Although some routes were at differing elevations/tiers, I don't feel that completely distinguishes them as entirely new playspaces, but more singular playspaces with routes that segment horizontal movement from low to high. Players should still be able to have battles horizontally from the low routes to the high routes and vice versa. Its sort of hard to telll from the video exactly, something that might be assessed in game. Is the wip in your files?