That's cool.
It's only been a week, guys! The things people are going to do with Forge... Can't wait to get into it myself.
Sweet Neptune
Take out 1 or 2 of those buildings and in think you could lolThe challenge is making a Rapture map that's playable instead of just atmospheric![]()
Definitely beautiful though.
Not completely done jet but getting close.
I will have to optimize quite a bit since I reached the object limit...
Blackout Remake "Sunrise".
https://youtu.be/esNUbfxYOek
I would love to get some feedback, the map "should" support slayer, ctf and strongholds.
Take out 1 or 2 of those buildings and in think you could lol
Yeah you're right - can't be unseen now.the rock colomn looks pretty poor IMO
Awesome Ascension remake.
On another note, they should allow welding vehicles/weapons. I'd kill for the Falcon/Hornet as well.
Are they planning on putting any of these on official playlists? They should in the future.
If your map's aesthetics allow it, try using a rock or two to fill the gap. It's easier than trying to angle a wall or block at least, and it can actually look good if done right.This is probably (hopefully) a basic forge problem, but any easy way to bridge the outside corner of two perpindicular ramps aside from the wedge pieces? I used two slightly tilted ramps but now the premade wedges don't fit and leave an unsightly gap. I really don't want to have to use the default rotation on the ramps as the angle is pretty steep.
If your map's aesthetics allow it, try using a rock or two to fill the gap. It's easier than trying to angle a wall or block at least, and it can actually look good if done right.
i built my map in the default spot thinking id move it later. with this bug i think its staying put util thats ironed out.
They should have a place-able pivot/grid piece and a global map setting so that all newly spawned pieces are parented by the pivot/grid.
cool trick i saw Nokyard do was line up four 2'x2'x2' blocks in the absolute center of the map (or where you want it to be) and then lock them. The magnet in the middle is your anchor and you can use it to measure or rotate objects around. Really comes in handy for inverse symmetric maps, although mirror symmetry wont benefit much.
That is not what I am talking about.
A parent-able pivot, the way I envision it, would be an item that automatically groups together all newly spawned or manually specified objects (by way of the object settings or inherited through the global map settings, for example) with the same origin and relative relative transforms. You would be able to place several of these on the map at a time and control what items are children of it through the previously mentioned menus
If you were to move or rotate the pivot, all the pieces that are child items of it would move with it as though they are one piece welded together. The advantage would be that manipulating any of the child pieces would be as though they weren't welded together, so you could make adjustments "in the group" without having to ungroup them first. If it was extended to be a grid as well, then all the child pieces would have the same grid coordinates (relative to the pivot) when you moved/rotate the pivot around. This would make mirror a map a total cinch, as both sides of the map would have the exact same coordinates for their child pieces (not even mirrored coordinates, but THE EXACT SAME coordinates for the individual pieces. Only the coordinates of the pivot would need to be mirrored to make a symmetric map)
If they allowed live instancing of these pivots, you would have a system where you put on piece down for half the map and would immediately see the mirrored piece in the correct position(s) in the mirrored half.
Something cool that you could do is apply scripting to the pivot and all the child items would be affected. so you could have a portion of your map be affected by physics or animation. You could easily script together an elephant with something like this. Halo 3 actually dynamically switched between a world physics pivot/grid and a pivot/grid that was local to the Elephant on sandtrap whenever objects or players came in contact with it's "bubble". This was ostensibly done to make the physics more stable for items spawning and being driven around the map in the elephant. There are many uses for such a thing.
These are all standard features of any 3d modeling package btw... its nothing exotic. 3ds max has a handful of ways to handle this, from actual grid items, to working pivots with their own transform modifiers and snap settings.
That is not what I am talking about.
A parent-able pivot, the way I envision it, would be an item that automatically groups together all newly spawned or manually specified objects (by way of the object settings or inherited through the global map settings, for example) with the same origin and relative relative transforms. You would be able to place several of these on the map at a time and control what items are children of it through the previously mentioned menus
If you were to move or rotate the pivot, all the pieces that are child items of it would move with it as though they are one piece welded together. The advantage would be that manipulating any of the child pieces would be as though they weren't welded together, so you could make adjustments "in the group" without having to ungroup them first. If it was extended to be a grid as well, then all the child pieces would have the same grid coordinates (relative to the pivot) when you moved/rotate the pivot around. This would make mirror a map a total cinch, as both sides of the map would have the exact same coordinates for their child pieces (not even mirrored coordinates, but THE EXACT SAME coordinates for the individual pieces. Only the coordinates of the pivot would need to be mirrored to make a symmetric map)
If they allowed live instancing of these pivots, you would have a system where you put on piece down for half the map and would immediately see the mirrored piece in the correct position(s) in the mirrored half.
Something cool that you could do is apply scripting to the pivot and all the child items would be affected. so you could have a portion of your map be affected by physics or animation. You could easily script together an elephant with something like this. Halo 3 actually dynamically switched between a world physics pivot/grid and a pivot/grid that was local to the Elephant on sandtrap whenever objects or players came in contact with it's "bubble". This was ostensibly done to make the physics more stable for items spawning and being driven around the map in the elephant. There are many uses for such a thing.
These are all standard features of any 3d modeling package btw... its nothing exotic. 3ds max has a handful of ways to handle this, from actual grid items, to working pivots with their own transform modifiers and snap settings.
My list is much smaller.
Bug fixes.
I actually tried cheesing something similar when working out my bi-crane because it's meant to rotate central to its axis - first with a big floor piece, and then with a smaller cylinder object that I'd use as the parent. It works on smaller scales, and oddly enough when they're grouped it works fine - albeit with all the objects rotating seamlessly and no weird "lapses" in the keyframing animations - but when they're welded into a single large object, the entire rig basically started ice skating in really delayed circles around one of its corners as a pivot, rather than the center. I think it just breaks trying to migrate large objects, rather than anything particularly complex.