Not at all, most of the menus are much easier to navigate and the hologram of the object projected helps even further. Rings are the only thing thing that is somewhat hard to tell exactly what youre going to get. And now with textures and simplified primitives, theres almost no reason to move outside of the primitives and natural sections. The way the the menus collapse and overlap make it so you hardly have anytimes where you even have an option to look through more than 10 objects at once.
^^its a good system it's jus that I'd rather fly around and duplicate the object on the other side of the map to bring it to where I need it rather than search the menu for it, ya know?
I will completely agree with the point that the menu collapsing and resetting is quite annoying. Other than that one issue I have no complaints.
Oh no not that it's annoying. I mean that you select 32 and it filters out everything that is not x32 and then you click 4 and only 32x4xwhatevers show up. Sorry. But yes, always having to go back in is one issue. Sorry for the miscommunication.
Trying to get the look of the corridors right. Also noticed that white chroma screens are the way to go if you want the bright molten metal look.
Trying my hand at making a robot boss battle. Aesthetics is not my main focus XP. I plan to have it weld a sword, which part of the blade can be seen behind the suit.
Just uploaded my first map - Ardency. Small, symmetrical, 1v1/2v2, looking for some feedback. Spawns and weapon placement are my main concerns for feedback. http://www.forgehub.com/maps/ardency.2579/
Frosty textures are making this map quite awesome - I can't wait to reveal the game design gimmick to everyone!
I think you just proved that you could remake Sanctuary and make it look way better than any previous iterations including the original.
Well...my map is coming along nicely, I guess. :') --- Double Post Merged, May 24, 2016 --- Well...my map is coming along nicely, I guess. :')