Ill take a look at your map. The trigger is easy to fix, but revising the incinerator is a little more work.
New POLL (that's not technically a poll) I am developing a shield-drain item, almost done in fact... (actually, in "fact" it has been on a dev-shelf for about a year) I need to know the following things before I finish it up for demo'ing/testing. Please respond with a well thought-out answer (even if short) if you have an opinion on the matter. We do not need it exactly like Halo 3, but of course that is what I am aiming for. Delivery/carrying method: (Have ball-version mostly finished, but would like confirmation it is the best idea (@K a n t a l o p e responded via Discord with a vote for "Ball" method.) Use ball gameplay item to force player to pick it up and carry it, once it is let go, it activates no matter where it is thrown. Puts player out of shooting battle but gives them a power weapon, per se (both in melee ability and shield-draining ability) use mid-air following switches (which has only a small delay to the player's position, as seen in FLARE equipment prefab I made a while back). These would allow player to use any other weapon while possessing the item. However, it takes away precise placement of item that ball has, and replaces it with static "X units in front of player", placement. Acceptable range of effectiveness: For gameplay's sake, what is the best compromise of the following two options? (Yes, we really do need one of these, cuz forge.) Shields could be left with a couple % points when drain turns off health could be drained a couple % points when drain turns off, but this means shields should aways be 0%. Please respond relatively quickly by quoting this, and I will see it. I may finish up design of this in the next 24hrs if lucky. I want to make sure I'm not reworking things that I could have worked out ahead of time. Many thanks, Also, Like this post, cuz I am almost at that coveted 1:1 like ratio!!!!! j/k...
I don't think it is, there are a couple of options I'd like to look at for you (post-release support) See my question from PM. Thanks.
no more derp... slightly modified blockers to dispose of dropped ammo, changed zone so it only detects living players to trigger Fx, added a new zone to detect when a dead body is up high on the lift. When >0, send fire to nearest dead body for .6 sec. It is despawned by default, and is placed in such a way that it should never try to go after any other body. If you like this the way it is, I can assemble a prefab patch for you. https://xboxdvr.com/gamer/exterrestr1al/video/64417061
ive never actually died in halo 5 yet, its because nobody else has good connection so those deaths dont count
I'm currently working on an urban map called Rathole. Not to be confused with Rat's Nest or Rat Race, Rathole is an entirely new map. It is based loosely on urban maps from Halo 2, as well as a few Modern Warfare maps. It will support several gametypes (most likely slayer, capture the flag, strongholds, and possibly even infection). Screenshots will be coming soon, and the map will hopefully be ready to test in a few weeks.
Sounds like my wet dream... I'm salvating right now. Im gonna rip you a new one if it's ****, don't disappoint!