Finally getting close to finishing another map. This one's a 4v4 with what I hope is a very distinct Japanese dojo sort of theme. Really gonna have to work with framerate and object usage on this one. I seemed to take our new 1600 object limit rather liberally. I wish there were bigger versions of the windows I used for a lot of the walls, would cut down on piece usage a lot. This version is in my files as Genjiiii if anyone wants to take a gander.
Wow, I have a bunch of Unreal tabs / apps open and thought this was an original UE4 thing for a second.
What I mean with shifting isn't the shifting we always talk about when talking about Forge. It's actual shifting, like from the middle of the canvas to the edge of the canvas. A friend began forging his map almost in the middle of Tidal. After saving the map, ending the game and coming back the cathedral he built is now right next to the soft kill boundaries in one of the corners of Tidal. ^^
Wow probably the best looking map I've seen so far imo. Just when I thought I was done with forge I get inspired.
Have any of you looked at the map in game? Just ran around it and its currently at about a 7. That's my opinion tho. As started tweaking with things to reduce the framerate and I was able to do that and make it look better all at once. My main gripe is the overuse of the window facade, especially in areas where it makes zero sense for there to be a window. I replaced alot of them with simple white blocks, but only in the areas windows wouldn't naturally be. Overall goood work so far Ace! If your on later and would like a few ideas of mine to improve it, I'd be happy to suggest them.
I had the impression that the window facades were part of the dojo aesthetic and not meant to represent an actual window.
In Asian architecture aren't those used as sliding panels? That's the impression I was under. Regardless, they are over used and the map currently suffers from intense framerate. Reducing them will help the maps visuals and performance imo
I agree Salty - They look good in certain areas, but appear a bit overdone on the map currently. The map looks very well done otherwise A Chunk.
Yeah they're more supposed to be used to represent those sliding panels and such, not windows at all. Also, just so you know, this is the map basically with just geometry done. I've done no optimization of objects or lighting yet as I prefer to get the structure and aesthetic where I want it to be before having to cut back due to various budget restrictions. You probably will see a cut back in the use of the window pieces since they are definitely some of the most piece-intensive parts of the map.
I didn't see the perfect intro cinematic times anywhere, which sync with the music, so I built them myself really quickkkkkkkkkk. Here they are: Camera 1: 3.20 Camera 2: 2.50 Camera 3: 2.40 Camera 4: 2.40 Camera 5: ~
I haven't made a good snow map yet. Here is my latest project. Un-named and unfinished. I wanted to create some ancient snowy ruins, based on these pieces of concept art:
Does somebody know how to break the physics budget on Tidal? I'm at 100% and have used weapon pads as the last possible objects, however now it doesn't let me put anything anymore, not even named locations and stuff like that.
My true next project: I'm going for a Delta Halo/Great Journey mood. I hope that in the next update they put the anti-fog/weather zones, I'd like so much a little bit of rain in this map.