Whenever I have dabbled in forge, I'll notice that sometimes an object will illuminate properly while an object right next to it won't. Or sometimes they flicker between lighted states. I remember being really frustrated with that.
How do you get around that issue?
What Karl later said, nail on head.
Just got this message
Any interest from anyone here?
Sure, let's play avalanche, highlands, relic, containment and rats nest.
Just uh... Let's figure out what team we are gunna be beforehand...
ifyouknowwhatimean.secretrocketlaunchers
My long sightlines really come close to the object limit, but oddly enough those aren't the trouble spots. Right now it's areas that use non-shadow/light-rendered blocks with dynamic lighting from the opposite side(if I'm lighting a floor, the lights are below the floor and it illuminates the floor properly... well pre patch anyways). It was a weird, but effective workaround when natural lighting on blocks was insanely dark when obscured by a terrain piece.
Interesting, I will have to take a look at some of my maps with interior spaces (rats nest particularly) lighting is already fickle on that map.
I wonder if they are aware that some of the maps they will be playing on were built by regulars here.
[edit] Want me to rename Avalanche to GafAlanche for the games?
I'll redo all mine for all that glorious
exposure
GafAlanche, Gafs Nest, Gaflands, Gafblainment, Gafshketball, Gafelic.