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Thread: Forge WIP Thread

  1. #81

    Re: Forge WIP Thread

    There's still a minor framerate drop if you stand in a certain place and look in a certain direction... Whenever I just run around in the map as though I'm playing I don't notice it, but it could potentially be an issue.

    As far as lighting and direction goes, though, there are some changes I can make in a pinch if it turns out to be that important for the gameplay.

    • I have a combination of 3 special effects on, which I feel brings out the colors better but it does deepen the shadows a lot in a potentially bad way. I could turn off the effects easily- it wouldn't look as nice, in my opinion, but it could help people orient themselves better.
    • I'm in love with the Guardian statue I have in the center, but it adds absolutely nothing to the gameplay that a much simpler centerpiece wouldn't do. The Guardian contributes to the framerate drop, although it's not entirely responsible for it. The guardian uses the entire budget of 2 dynamic lights, although the lights have a negligible performance impact.
    • In either base I built in a purely aesthetic dip in the walkway at the top of the main ramps, and under that on each side is a tunnel that I suspect does nothing for the gameplay.


    So, if it turns out that framerate and difficulty finding your orientation in the map are a problem, I can very easily delete the Guardian and the tunnels and the special effects, and add red and blue lights at each base, which will tremendously help orient the players.
    Last edited by Rob Oplawar; November 24th, 2010 at 01:09 PM.
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  2. #82
    Buffalo Berry L0d3x's Avatar
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    Re: Forge WIP Thread

    We should really, and I mean REALLY, do some more modacity custom game nights.
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  3. #83
    State your identity! Hotrod's Avatar
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    Re: Forge WIP Thread

    Yeah, we have less than a week until the due date for submissions, and I really want to test my map out (even though it probably sucks :P)

    How about Friday? Is that good for everyone?
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  4. #84
    It Isn't Easy Being Green DarkHalo003's Avatar
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    Re: Forge WIP Thread

    That sounds good. That or tonight if anyone is online. Although, I don't have a working mic so I can't voice my opinion until later, but I guess if anyone is online we could setup a game.

    Lodex, you should try to submit that one map with the turrets and grav hammer and side cave that's used for CTF that we all played that one time.
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  5. #85
    State your identity! Hotrod's Avatar
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    Re: Forge WIP Thread

    Actually, turns out Friday is bad for me, I say we should do it tomorrow or Sunday. Saturday may be alright. Should we make a thread about this?
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  6. #86

  7. #87
    Foot Dragger ejburke's Avatar
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    Re: Forge WIP Thread

    I think adding red and blue lights would be a mistake. It's going to color the players, in addition to the scenery, potentially leading to some team confusion. Plus, I just hate those light objects. Stupid collidable balls. They should be invisible.

    Just make sure you set the object color of every symmetrically-placed structure either red or blue. The only things I leave white are the things that are right in the middle. Oh, and don't use <team color>, use the explicit red and blue designation.
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  8. #88

    Re: Forge WIP Thread

    I already have assigned the team color on all the objects. It's noticeable if you're paying attention, but it's easy to miss. :/ We'll see how it looks in the gamenight tonight.
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  9. #89
    So I... Caboos001's Avatar
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    Re: Forge WIP Thread

    Well this thread seems a little dead; allow me to resurrect it for just a moment. I'm currently working on a new, medium scale, objective/slayer oriented, map for all to enjoy...should it turn into something halfway decent. The design philosophy for this map is is simplicity; under-complicated bases coupled with straight forward weapon/vehicle selections, and 2 choice routs of attack; coming together to create intense hot spots for carnage and epic defense. The inspiration for this map is drawn heavily from Halo CE's, "Danger Canyon." This can be seen in the map location, base design, weapon spawns, and avenues of attack. So far I have completed all of the structures, cover layout, weapon placement, and vehicle spawns. The only things I have left are to finish placing player spawns, objective points, and of course to play test it.

    pics as follows; thoughts and ideas are much appreciated:

    The red side:
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    The Crossroad:
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    The Blue side:
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    More pictures of weapon placement and other stuffs later!
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  10. #90

    Re: Forge WIP Thread

    I really like the simplicity approach in the architecture, most maps nowadays seem almost overforged. The only problems I see are that having the cave as the only route between bases means you'll likely end up with a basic chokepoint, and it won't offer much variation in gameplay or tactics. Also, the map seems like it'd be a pain to navigate on foot, and if the vehicles are occupied or destroyed, it'd be annoying to have to trek all the way back to and through the cave just to get back into the action.
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