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Now, I do not want to hear people complaining that Forge is bad, or Forge World needs to come back, what I am here is to let you know how you can improve your confidence in the Forge mode.

 

First things first, managing your Forge files. Always name your Forge files. If you Forge so many maps unnamed, you will find your self buried in Impacts. A safe way to make sure that you can find your map would be to name it something creative and easy to distinguish.

 

Now, most people are sometimes mad when they try to open a map file, and it reads that they are opening a different variant of another map. This indicates that your file has been corrupted. A safe way to have your files protected would to have two of every file. This means that if one of the files are corrupted, you can always use the backup.

 

The second point I want to get to is actually using the Forge. Tired of playing third party custom games that have flawed architecture? Well, if you don't like it, then you shouldn't make maps like that yourself. The first thing you should ever do when you enter Forge is press B, change Rotation Snap to 15 degrees, then scroll down to Magnets and turn them on to low.

 

Now using the Forge, improvising may work for brainstorming and drafting, but your final product must show balance. This means that symmetrical maps are more balanced than asymmetrical maps. Speaking of the devil, when placing pieces, make sure you coordinate your pieces via Edit Coordinates (Press B then A), or that they are connected to Magnets. This will add professional measurement to your maps.

 

Now on to Custom Games, when you desire a complex goal in your gametype, such as Battleship, or Monster Trucks, you must make the map flaw proof. If a single flaw were to be exploited in your map, anyone would abuse it. For instance, if my map was set on an open plain, and there was no walls or boundaries, someone could walk away from the game, and this would prove useful during Flood, but just because it is useful, does not mean that it is designated.

 

The key element to a map is it's operation. What is your map's purpose? Is it a fortress to fight off the Flood? Is it a war ground for Mantis'? Add decor and design to your structures, so that they can shine and add flavor.

 

Choice of map might concern you that are new to Forge. If you want a map that you can create a team war out of, definitely don't pick Erosion. If you are looking for interesting tunneling and large space, choose Impact. If you are looking for a map that involves making a city, I would choose Ravine. It depends on your purpose, and never underestimate the amount of space you need.

 

In conclusion of the longest page on my screen, if you have an idea, go for it. It is better safe then sorry, so copy your files and flaw proof your maps. Never bias a map so that one team is more dominant than the other, and most importantly of all, there is a such thing as too big.

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That was an excellent introduction. I woud like to add the importance of having the magnet settings offf enntirely when manually editing coordinates. If they are left on the object will not move.

 

Additionally, if you are having problems with symmetrical orienation, manually set an object's orienation before turning on ANY magnet settings. When an object is placed exactly where you would like, all other objects' magnets used against that object will be set to its orienation. Check coordinates often when mixing manually set and magnet set objects, as they tend to act up a little. You may find yourself editing magnet set objects more than you care to.

 

I would also like to note the physical location of the magnets on the objects. These amber circles can be tricky to align the way you picture it in your mind. Prepare for compromise and it will speed up your build times.

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That was an excellent introduction. I woud like to add the importance of having the magnet settings offf enntirely when manually editing coordinates. If they are left on the object will not move.

 

Additionally, if you are having problems with symmetrical orienation, manually set an object's orienation before turning on ANY magnet settings. When an object is placed exactly where you would like, all other objects' magnets used against that object will be set to its orienation. Check coordinates often when mixing manually set and magnet set objects, as they tend to act up a little. You may find yourself editing magnet set objects more than you care to.

 

I would also like to note the physical location of the magnets on the objects. These amber circles can be tricky to align the way you picture it in your mind. Prepare for compromise and it will speed up your build times.

Thanks for your addition, this post will surely revive this thread. :D
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