You nailed it! I mean, this being has to let you rest eventually....eventually. You gotta go in forge and check out the noise it makes when it flies over, so cool
Ok well this just shows me that I need to step up my game with some type of awesome scripting idea. I'll work in the other side & have an angel flying around handing out items.
Actually zombie i just noticed that your one railing is curved really weird so i don't think you'd be able to do that trick. You'd have to build the whole piece itself on a 90 degree so that'll help you to translate the coordinates when you flip it, and then group it to a flat object that you can use to anchor them to the middle
Whew. I feel like such a noob. Gonna take a while to get the hang of all this stuff. Who can point me to the beginner section? haha
I'm working on a cool map called 'Overlook'. Its built on the breakout canvas and features towers, terminal controlled cover and plenty of area to cause havoc. Have a look here. http://www.forgehub.com/threads/overlook-map-preview.150154/
I feel the struggle. I think most of us felt the same way when we first got our hands on it. You should check out the ForgeHub YouTube Channel. They have some good tutorials. I'd start towards the end of this list, since those were the first videos released after forge came out - https://www.youtube.com/playlist?list=PLkapP6UrQTQSghyDoshnrPNq7KIP5w8xU Forge Labs has some good tutorials also - https://www.youtube.com/playlist?list=PLrk3WS_0O7hBeiW9AcW9dy_Pz9mV05QNY
I still am not a fan of the controls. The bumpers go up and down on the Phaeton and in Theater, but then you go to Forge and you have to claw. Ugh
Loving my elite controller scheme for forging...paddles on the back for selections. My bumpers operate just as they have in the past
@MultiLockOn I checked out the map on forge earlier. I noticed you used the rock chunks that's x25 to create a circle. I used the same rocks on one of my maps. I absolutely love the theme. It's so creepy dude. The teleporter is one of my favorite parts, I also love the over shield ledge. A question about the drone, can players get on top of it and fly around? I hope the map plays as good as it looks. I like how @Zombievillan posted pictures of his map and it's all white and like heaven. Now we see your map which looks like the darkest depths of hell.
My favorite thing about Multi's map, which I've seen in a lot of maps but I think his Overshield area really hightlights, is just how much more freedom we have to "ground" our maps in reality. Like, that whole rock cave would have been a waste of pieces in any other Forge. I would have been the one obsessing over having it because it adds tremendously to the map despite not really being gameplay related. So the fact that we can do that kind of thing now continues to blow my mind. Gone are the days where I have to make my map float in the sky because I have no other way to wall it off.
You can't get on top of the drone, but there's a different moving platform on the map that hasn't been scripted yet
I just got an Elite a couple of days ago, specifically for forging. Now I'm second guessing it because I spend more time in forge than I do playing the game (with a lot of that time spent running around testing movement options), and if I get used to this new controller configuration I'm going to be constantly pressing the wrong buttons when I actually play the game. For now I've moved up/down to the paddles and left the bumpers for selections. I've spent enough time with the default settings that I still keep using the A and B buttons out of habit. First world problems...
What controller scheme are you using for multiplayer? I play on default and have back left paddle for crouch, right paddle to switch grenades.
Bumper Jumper (or whatever it's called in this game). Left Bumper = Jump Right Bumper = Melee Moving A and B to bumpers works great for forge, but totally messes up gameplay for me. I suppose I could just setup a separate profile and switch back and forth every time I switch between Forge and Spartan mode... Don't know why I didn't think of that before.
You know, I both love and hate coming to this site. I love it because it's always reminding me how much room I have to grow as a forger; always humbling me and reminding me how much I suck at this. I hate it because... it's always reminding me how much I suck at this. lol
I use recon with my elite controller. I fly up & down with the right paddles. In game I have it set so jump & melee with my right paddles & sprint & slide/crouch with my left paddles. I only remove my thumbs from the sticks to swap weapons. Also, I hope I'm not crossing the line with this but it's the funniest thing I've seen in a long time. Trying to dl someone's map & this is what I found:
Open question for @Sethiroth, @MultiLockOn, @aPK, @SecretSchnitzel, @The Fated Fire, @Doju or anyone else who is able to reply, as this more geared towards critical design philosophy. This doesn't necessarily need its own thread since i'm not really going to post an example at this point, but ii'll ask nonetheless: Is it bad if there are next to no pure horizontal paths or engagements? Like there may be horizontal sightlines, but if almost no two areas are ever on the same or even similar planes, would that be detrimental to its wider appeal? I could also use some tips in designing chokepoints. At what point do they become excessive and how do you balance them with one another? Is it still a good general guideline to have 3 routes in and out of every chokepoint, and at what point do exceptions tend to fall (for example, a powerup spawning nearby). Lastly, how do hallways benefit gameplay and what's the best way to capitalize on their strengths? I'm aware of how they might detract from the gameplay, especially if they don't have much going on aside from the point A to point B pathing. Nevertheless, is it better to have this kind of predictable route (perhaps on the same plane) as opposed to something more substantial, even if it could potentially over-extend the map size? These obviously depends on the map, but i'm wondering if my map has a design problem not related to the way other players prefer to play on it. And that's not to say there's anything wrong with making it more friendly to other kinds of players. But I wouldn't want to make it flatter for somebody who didn't like to look up for example.
I'm bumper jumper with two small paddles on the top slots. Left paddle is thrust, right paddle scope in. @Goat I'll try to answer your questions tomorrow.