You have to group them together by holding up on the dpad with them all selected.
Are you mixing up 2Fort and Facing Worlds?
I'd like to see a Sidewinder/Avalanche hybrid take the best from both. Sidewinder's tunnels and Avalanche's exterior man canons.
It's gonna bug me that there aren't ramps that are 24' wide. The scale on ramps is 8' -> 16' -> 20' -> 32' -> etc. I ended up going 16' + 8', but it'd be nice if there was a standard option.
Also I'm going to need to get used to hitting deselect before I do anything because I keep accidentally deleting groups that are selected in the distance that I didn't realize were selected.
nokyard...your map seems to be working for me at least now. Was able to delete your invisible walls
Just thought i would let you know
Not mine, but wanted to share this because it's astonishing.
https://www.youtube.com/watch?v=TaooSFaFExA
Not mine, but wanted to share this because it's astonishing.
https://www.youtube.com/watch?v=TaooSFaFExA
Not mine, but wanted to share this because it's astonishing.
https://www.youtube.com/watch?v=TaooSFaFExA
Not mine, but wanted to share this because it's astonishing.
https://www.youtube.com/watch?v=TaooSFaFExA
Chromakeys have no collision, so you can run through that.
It's my favorite at the moment.Entombed is a fantastic map.
It's my favorite at the moment.
The more I use this the more disgruntled I become with it. There are so many bugs.
Magnets do not anchor to the piece like they did in H2A. I used them to freehand rotations and it doesn't work anymore. Tried changing with it in the settings and didn't notice a difference.
Rotation is inconsistent. If you aren't right above or right in front of a piece to the degree, it will snap to a different axis even if you only have one selected. It takes me 5 minutes to build something that took 1 in H2A because I spend the remaining 4 minutes trying to rotate the damn thing.
Grouping and Multi Select will often shift the pieces if they are translated, which is irrecoverable. Grouping especially feels primitive currently.
They've moved delete from Y so you can't accidentally delete groups with a button press, but I feel like I'm constantly worried about accidentally deleting the wrong thing because the extra step of deslecting everything has tremendously slowed down my workflow. It was faster for me to rebuild the other side of a map than it is to group it and move it because one wrong press and the entire group gets messed up.
Everything feels snappier and we have more control over building, but all of the button presses make it way slower, especially with the reversed control scheme. Inverted Camera controls...just no.
As for the canvases themselves, the boundaries on Glacier and Alphine are too strict If I want to avoid the terrain, I have to elevate my map, but then I keep running into the skybox while moving and duplicating objects. And Glacier has the audacity to delete the map when the skybox is switched.
Parallax is the only canvas I don't feel catastrophic on, but the baked lighting and shadows are busted like parts of Reach Forge World often were.
I love the look and design of all of the pieces and really want to start bringing things to life with the FX and lighting and all, but getting there is such a chore. Tthis really just isn't fun to use right now.
Oh really? I didn't know that. Hopefully they fix it soon.It's broken though. You can escape the map :I Other than that it's pretty amazing
Oh really? I didn't know that. Hopefully they fix it soon.
Pretty much every complaint of yours boils down to the fact that it's different to the old forge and you've not gotten used to it yet.
Give it some time, of course it's going to be frustrating initially because they changed the controls people have been used to for 8 years. The vast majority of changes are for the better though.
I believe Tom French said on twitter they're coming eventually....
Think it'll be really easy to spot who has a good handle on the editor now, especially since there are no more prefab pieces...
I believe Tom French said on twitter they're coming eventually.
It's a shame that things like the Blood Gulch bases are gone, but a lot of those room pieces were, aside from building Lockout, completely pointless. Nothing was lost.jesus, 343 made this game so competitive even the Forge skill gap went up![]()
Think it'll be really easy to spot who has a good handle on the editor now, especially since there are no more prefab pieces. Have to get really creative not just with piece usage, but with how you construct the map and how clean it ends up being. I admit I'm kind of excited for the challenge despite all the hiccups.
Think the best part is that no two maps will ever look the same.
It's a shame that things like the Blood Gulch bases are gone, but a lot of those room pieces were, aside from building Lockout, completely pointless. Nothing was lost.
I find the panels good for doors.Well we could definitely use some prefab windows and doors. You can use the trim pieces in the wall category for windows and doors but it takes a few objects.
It's easy to get stuck using the prefab buildings, so i'm anxious to see the community flex their muscles in the first few months since there are no prefabs to rely on. It'll lead to more interesting object usage.
So groups don't have magnets?
Referring to them as "complaints" sounds like you're trying to make the issue I'm raising illegitimate. You may not be running into them, but for me it's disappointing to see the techniques I used before less efficient now. Magnet Anchoring (freehand rotating a piece while it is snapped to another object) was the main draw of the Magnet system. The workaround now however takes more time and is less reliable.
The editor is slower to me because of the additional keystrokes required to be precise. It would be speedier with Keyboard and Mouse, allowing me to have Magnets, Lock, Weld, and Edit Coordinates all on hotkeys. Even if I picked up an Elite Controller, I wouldn't be able to map those to the paddles. I wonder if they could add that support somehow.
So groups don't have magnets?
I really want to be able to store custom groups as a prefab so I can share them in other maps.
Main thing I want for DLC at this point
* blank canvases with no preloaded terrain
* darker rocks with grass on top and bigger trees
* covenant crates
Probably moreso the rocks.
What are you working on brehmulti select + edit rotation![]()
that's one thing that would have taken me forever in H2A.
don't think so. neither do welded objects.
you can use the axis snap and coordinates to line things up though. it's good to get in the habit of disabling magnets when you multi select or group objects, or all of the pieces will snap to something while you edit them.
They do, however only on the parent piece (the one highlighted in blue instead of green). You can change the parent piece in the object properties menu.
To add to this:
*Autosave - with always online requirement and general instability, Forge needs this so badly! Even if it were to just auto-save every 5 minutes.
*Undo-button - Simple enough. If not an 'undo last action' button, then tie it with the autosave's history 'undo last 5 minutes', and just load up how it was 5 minutes prior.
*Object-preview - Would be nice if I could just scroll through the list and get a preview of what an object looks like before I spawn it.
*More Flora - Needs more shrubbery, trees, plants, etc. Let forgers plant flowers: rose-bushes for example, and then allow them to be have their bush & flowers coloured. More types of trees - let forgers edit the colours of the wood and leaves. I want wheat, sunflowers, vines for walls, etc.
*Running water VFX - Don't know whether this is feasible, but would be nice to have a few which could be made to look like waterfalls, or perhaps placed horizontally to look like running water.
*Textures - even if it's just super simple seamless paterns like these or clip-art quality bricks like these (even better if these textures can be coloured/tinted).
I'm not even sure if anyone else has figured it out though! You can get on top of red base with some relatively difficult jumps. Hopefully it just won't become a problem.
Shit. I didn't know that. My tactic has been to degroup, rearrange for magnets, regroup.They do, however only on the parent piece (the one highlighted in blue instead of green). You can change the parent piece in the object properties menu.
The change to magnets is definitely a good thing though. Sure it means you cant do that technique anymore but using them as they were intended is so much less fiddly and much, much faster as a result.
They do, however only on the parent piece (the one highlighted in blue instead of green). You can change the parent piece in the object properties menu.
Not mine, but wanted to share this because it's astonishing.
https://www.youtube.com/watch?v=TaooSFaFExA