Make sure you don’t make the mistake the developers of Phantom Forces made. Don’t just throw a crapton of “things” that vaguely fit with the map’s theme and spam them all over the place with no purpose except for cover. It looks very messy and pointless. If you do add walls or cover areas, make sure these appear to have some purpose, rather than just being there for the sake of being there.
(Also, PF devs, if you’re reading this, fix the “City Mall” map. The random color all over the place makes it look like an odd circus)
Depending on what type of map you have (CQC, Long-range sniping, etc.), it’s also good to leave open choke point areas, in which paths from different opposing spawns meet.
While I don’t particularly like the maps he has made (I’m talking purely aesthetics, the effort of building/style) I agree that asymmetric maps can work really well for a lot of very popular games. You almost don’t see symmetry any more except perhaps from something like Halo, which I haven’t followed since 343 acquired it.
There’s a slightly out of date version on my profile. It’s going to be updated with create-a-class (including this thermal scope) within the next few days.
I can see that’s origin parts rotating slightly. But how did you make it do such a smooth transition, it looks like it slows down and speeds up in rotation :o
dunno, the rate seems pretty high in @Mr_Root’s video and it’s 256 in mine. you could probably get away with 60 hz if the emitter is small enough.
iirc high-rate emitters can cause performance issues when they’re close to the camera, but they should be fine from a distance.
This project is going well. Currently added some Particle Effects when hit something that it takes the Part’s color
Also When it hits a player blood comes out from the hit position