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Thursday, October 14, 2010

And the Train Kept a' Rollin'... [BIG UPDATES]

...Just don't stop.




PRECAP (Like a recap, just earlier) : Invasion and Spawning Guides have seen Major Updates, more below.






Hits are slowly climbing back up to what they used to be, thanks much for the support, but I've still noticed that no one is commenting. I've continuously told you, my readers to challenge information if you think it to be wrong or to help me add to the collection. I DO get hundreds of UNIQUE hits everyday, and I am looking for others to help with the upkeep of this site; but all I have at this moment are persons I trust that aren't competent enough to make original content with this kind of content and competent persons I don't quite trust with access to the finer points of this page.

Start commenting and this will become more than just a resource with an attached image gallery (of only one person's work, which I would like to rectify), it will become an online community in itself. We've already got more Forge 2.0 Technical content than ANY other location online, INCLUDING Johnny O'Than' s new "ForgeWorld" group. 

I would like to thank him, however, because he has finally provided the few nuggets of information that I have been trying to discover for some time now relating to Spawn Ordering and Respawn Influencers. But, before I get into that, and the implications he seems to love to ignore to explain (that, my friends, is the edge I will ALWAYS push myself to have), I'd like to remind everyone that the Invasion Guide has seen another installment and has only 2 or three more to go before I'll deem it complete, which shouldn't be long now.

Also, to anyone who may or may not read this, I am not conceited, nor do I find myself better than Bungie, I, just like anyone else with even an average intellect, am simply able to tell if their is more water (information) in one glass (my blog) than another (Bungie's Guides).

Click "Read More" to see the rest of the information on Respawn Influencers (Regular, Weak, and Anti Respawn Zones) or go to the side bar and check the Spawning Guide to see if I've had a chance to update that bit yet.


MOST IMPORTANT FACT: Spawn Ordering Does Not Effect (or affect for that matter) Anything When Not Referring To Game Type Specific Tagging (i.e. not the True/False toggle, but tags like INV_RES_ZONE and TERR_OBJECT). This Includes, But Is NOT Limited To, Spawn Influencers.




Basically, I would say to define each team's side of the map with large Respawn Zones set to their team and then use Anti Respawn Zones to define areas where you would not like players to spawn and then use Weak Zones to grid off the rest of the map's area, keeping the latter two Neutral. Do your best to grid the entire map with Weaks and Antis; this is because, even if you don't have respawn points placed in them, the other areas will be affected by what is occurring in nearby zones and will take into account proximity of danger when spawning players and help them to spawn away from it.


This will be appended to the Spawning Guide.

Stay 1337.

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