Foundry: Difference between revisions

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<!--This section is for Forge tips, do not put things like "Add a brute shot, its more fun"  Give good reasons WHY and WHERE to add the object(s), like "Adding shield doors in the main hallway will change the flow of battle to the sides of it, allowing for more heated firefights in the side allies." Thank you for keeping Halopedia neat-->
<!--This section is for Forge tips, do not put things like "Add a brute shot, its more fun"  Give good reasons WHY and WHERE to add the object(s), like "Adding shield doors in the main hallway will change the flow of battle to the sides of it, allowing for more heated firefights in the side allies." Thank you for keeping Halopedia neat-->
*Forging along the natural "U" shape of the level is helpful when making balanced and symmetrical maps.
*Forging along the natural "U" shape of the level is helpful when making balanced and symmetrical maps.
*It is possible to push a teleporter into the space above the crane nearest to the base area. Doing this will create a great weapon storage space. You can also shoot through the invisible floor at that area. Alternatively, one can simply glide up to this area, face it, and drop a Respawn Point; a Teleporter can be spawned from inside. also it is easy to get out of the map. and is one of the only maps thet can be totaly reworked
*It is possible to push a teleporter into the space above the crane nearest to the base area. Doing this will create a great weapon storage space. You can also shoot through the invisible floor at that area. Alternatively, one can simply glide up to this area, face it, and drop a Respawn Point; a Teleporter can be spawned from inside.
*There is a Ghost by default on Foundry near one of the bases.
*There is a Ghost by default on Foundry near one of the bases.


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