GhaleonEB said:
It took me a while, but
I finally got around to putting together some summary thoughts on Forge and Forge World. Working on updating map #2 after a hiatus on map making, as well. I'm curious what you guys think about Forge World; I've had a really hard time finding places to work on, as none of them fit in with the kind of maps I like to make (symmetrical BTB).
I'm doing and Invasion one for 3rd effort, which will fit with the asymmetric Forge World geometry better.
Nice piece.
Interesting stuff, I think I agree with most of it, but I would add some more downsides, and some other pieces of praise. I think any piece on forge needs to mention the engine limits regarding object density, as that performance can be a major killer to any map. I also think that some more color diversity when changing colors would be nice. Right now there are a few pieces that can have a really dramatic visual effect when the color changes, but they are far and few between.
One thing I like about the spaces they have in Forge world is the interstitial spaces, the areas that weren't desgigned as part of a map, but have been used as such. For example, the waterfall where Urk was building his map, or that little connection between the Island and Blood gulch. Those areas provide some nice oppurtunities I think.
I actually like the structures that are there. My second map design has been heavily influenced by the Alaska/Montana/Beach space (it's also been stalled up as I grapple with whether it's going to end up a BTB or 4vs4 map), so I see some value in those oddly shaped areas. Some of the random detritus goes too far, but the irregular shapes and cliffs can provide a lot to a map. That doesn't excuse the lack of a flat grassy expanse for large scale combat, without having to set down a huge floor of unreliable colliseum walls though. I wonder if that lack was one of oversight, or an engine limitation posed by the size of ForgeWorld?