disable baking on all those rocks and see if that works for you first. plus, many maps go faaaaar beyond 106% and maintain themselves okay...
I usually turn off lights bake on rocks and terrain. I don't know if you have already or not, but that usually helps
Allot of the stages in ssbU are realy wide, if they started playing on the maps that are more narrow it would realy nerf the campy characters and speed the games up, I have no idea why they haven't made some of those stages illegal. Look at how narrow the OG battelfield was in mellee, or fountain of dreams, alot of the stages in mellee where narrow, no doubt contribiting it's faster pace
Fortnite is having a contest to upload your creation (if chosen) onto the main world in Battle Royale. If you guys want to create something, the game is free. It’s an interesting challenge as the main terrain of your build has to be flat and the rest is up to you. There are rules on their site for the rest of the details. I’ve decided to make a Rockefeller Center inspired area. Anyone have any thoughts about my current progress or constructive input?
I'm really torn about building for Fortnite. While the editor looks nice and well thought out, the entire building mechanic that makes up half of gameplay totally negates any reason to any design choices. Sightlines too open, build yourself cover. Trapped in a low disadvantage, build yourself up higher. Enemy on the other side of a wall, break it down. I haven't touched Fortnite in quite a while and don't know if I will. Have you got a link to the rules? That said, I like what you've got going. The buildings facing off across a courtyard should play well. Though I haven't played the past 2 seasons, I've seen a few videos about updates along the way and it seems like there is a lot more flying and top down shooting. If that's true and I was designing a map, I'd put in more aerial cover like the canopies you have on either side of the center pool. Canopies, trees, ledges, walkways, stuff to move under. Because of the building mechanic handicapping design choices, I think visuals are going to play a huge part in winning. Look at every wall, alley, floor, and sightline and think about what could make it more visually interesting. For example, there's a lot of cement slab flooring. Can that be broken up with a few patterned walkways or a street? Also the map just seems to end around the perimeter, like it's incomplete. Give that more polish and make the map feel like it's built here for a reason.
Thank you for the feedback. The building mechanic in the game adds to the skill gap I think of the game, but level design gets more difficult indeed. I should have mentioned those are in progress photos and not yet done. Indeed I want to add a ton of detail. A quirk of the game that’s frustrating is if you swap a floor piece not deleting just swapping, all items on that piece delete themselves. There is no magnets and the building grid is horrible for detailed items, they don’t ever line up together without a struggle. The center courtyard will have a DJ, speakers, bleachers or benches and other details. Long lines of site are good for Fortnite as it allows for people to build. The sidewalks could use a bit more variation, so I will see about adding to those. The build system is limited as most items are full squares as your only options. Here is a link to the rules - https://www.epicgames.com/fortnite/en-US/news/the-block
I would make a mini map if i thought it had any chance of actualy making it in the game. I would make 4 buildings with open faces all pointing towards a center courtyard, in which there would be a spiraling tower similar to the one in lonely lodge. The 4 buildings would all be built with a strong material like steel, and no doors behind them. So the only way to get inside the buildings is if you broke through the wall revealing your location, or entered through the center courtyard. all the roofs would be slanted, facing the courtyard. All the rng loot would be inside the buildings and on top of the tower.
Dudes, it's almost 2019, do you not know my work? Thank you for your well-meant suggestions, though. It's very kind of you.
Forget the lightmap, my only question is why are those roads so straight? Don't remember that from tsavo highway.... Your dog buddy!
You could build that basic layout on that “forge” system relatively quickly (in like 3 hours at most). You should give it a try if you have the time.
yes, you took that the wrong way. not everyone knows about the lightmap stuff, and you seemed to be prepared to quit over 106%, it seemed like it needed to be mentioned. WE have PM'd before... remember?
Ok this is a pretty neat idea. If you haven't followed the link Fame28 provided or haven't heard, Epic has designated a spot on the Fortnite island to feature user created content. Make something cool that fits the space and they might rotate it onto this spot for everyone to see and play on.
lightmap is pretty simple, high poly objects eat up lightmap, especially things like the 10x10 and 5x5. Objects released in updates also tend to kill lightmap, such as the sanghelli trims and terrain has always been bad for lightmap, but in most cases you can get away with turning lightbake off on terrain as long as the map doesn't rely too heavily on artificial lighting, as turning it off on say a small rock in the shadows, despite manually lighting the area up, chances are that rock will still look gross if you turn off lightbake on it, but doing the same for really big rocks typically doesn't look too out of place afterwards since the object lighting encompasses the whole thing (as far as im aware), so after turning off lightbake, depending on the rock size and how much of it is blocked from the natural lighting, it'll either look fine or it'll look out of place. Canvases i've noticed also play a part in the thing i mentioned about the lightbaking on terrain, specifically i've noticed that turning lightbake off on alpine and glacier is far more forgiving and less likely to **** up an object's lighting since those canvases have better natural lighting, but that last part is just an observation on my end
Since I'm probably never gonna touch Halo 5 again, I thought I'd throw together all the random maps I never finished into a poor montage. Enjoy.