New idea for a map based off of the boat idea: Have said boat pass through the Veil of life and death on a timer with the weapon pads. Each time it travels, mirror the asymmetric map from left to right (as in despawning everything but the boat centerpiece and Respawning it inversed). I could mark certain "safe areas" or to keep with the theme, "tribute" areas that are fairly defendable; players would have to reside in these certain places (I'm thinking 3 main ones and try to base the map for strongholds) or suffer the fate of being trapped inside the geometry of the map. The hard part will be designing the negative space in a way that can properly punish players within the theme of the map, and not have it slow down gameplay. Cages, inescapable death pits, 'suicide room', or disadvantaged map placement is all the ideas I have about it currently. Designing an asymmetric map to flip will be hard af too if I want to try any complex routes or steep changes of elevation. The piece replacing period can be covered up with the earthquake effect or some blinding light or a quick teleportation. Thoughts?
Also I dont sleep like normal people: Here's the redesign with the new teleporter exit platform and (maybe legible) boat piers and area lables
1v1 map idea. Grid esque floor where if you stay on the same floor tile too long it starts to sink into lava or some other sort of death boundary. 3 seconds per tile before it sinks and the timer will reset.
BR/Gunfighter starts. The tuning hasn't actually happened to them yet. Gunfighter has an extended mag, 18 shots, which means you can have 3 Perfect kills with it. Next week, the tune happens. They're going to compare data between the tuned and non-tuned weaponry. ...Cool I guess
Team Arena is a mess No one picks anything up, spawn kills abound, people quit, gunfighter is useless against BR at literally every range, the motion tracker is stupid because risk reward and longer jumps than are possible at normal movement speeds, etc etc etc
@FORGE PLAY In case you don't see the text in the chatbox... RE: Disabling all scripting (or some) per gametype. FORGE PLAY: How do you disable scripts in customs? 6:14 AM -Dunco: Is it a game option? 6:27 AM -FORGE PLAY: I thought so, but I can't find it. 6:28 AM -FORGE PLAY: I was trying to script a map ss when scripts are on it plays one way 6:29 AM -FORGE PLAY: And when they are disabled it plays another 10:30 AM -ExTerrestr1al: AFAIK, you can only idsable them for the map in its settings. HOWEVER, you can also set al of your scripts to objects that you do not actually need physically present, and make that brain or set of brains only available for certain gametypes. 10:31 AM -ExTerrestr1al: So, say you have all scripts you want OFF, on the same brain or set of brains/objects, and you don't need any of those objects for a gametype. Set all of those objects with the necessary labels for them to be excluded from that gametype. You might need to set each script unckeck "always run" but I'm not sure of that.
Alright. Some of you might have already seen this, some may not have. This is a concept piece of a new aesthetic i've been working with for a while, and I have a map that will finally come to fruition later this month. It won't look 100% identical in every way here but will have the same general visual style and atmosphere. Enjoy!
Since it isn't as simple as toggle before a game. The idea failed... standard ball spawn set to despawn and remove it's spawn label. Scripts on: the standard bomb point despawns. Golf ball overrides, and becomes spawn. . Scripts disabled: since golf ball spawns 2ND the standard bomb is the spawn / golf ball won't act as a spawn. Leave alone, you play with moving spawn. Toggle play with stationery bomb spawn.
That looks really really good. Most detailed forerunner architecture I've seen in forge without looking ridiculous and 343-y.
Thanks. I'm trying- really really hard. Again, the goal is to find a solid middle ground. Not have it too far to the left or right. I think you'll like what I have coming.