Whats with the kill boundaries in forgeworlds

Honestly what the hell 343i. Can you give me one good damn reason theres 400 tiny kill zones all over the -Yoinking!- forgeworlds? Guess what, if i wanted to put em there, I WOULD HAVE.

The forge worlds are small enough, now get rid of the all the stupid little boundaries that are USELESS.

First they screw up mm, then firefight, then theatre, then customs, and now forge.

Pisses me off.

They’re quite hindering, frustrating, and unnecessary. On Impact, for example, both asteroids are solid and fully textured, yet there are kill areas all around behind them. Whoever put them there is guilty of a stupid and illogical decision.

I hated the stupid boundaries to begin with.
They’re a severe hindrance when it comes to forging.

I was under the impression that safe areas could be placed that would override the kill zones?

> They’re quite hindering, frustrating, and unnecessary. On Impact, for example, both asteroids are solid and fully textured, yet there are kill areas all around behind them. Whoever put them there is guilty of a stupid and illogical decision.

I know right, like what the hell is so bad about forging on the back?

Also, would it of killed them to give us a little more space on impact? Its called SPACE for christs sake.

I agree, it’s quite annoying, and pointless too. Anywhere that they absolutely need to block off, they should use invisible barriers. Additionally, I think they should make the barriers a flat shape like a square, to more easily identify where they are. It’s so incredibly annoying to make this grand map, only to have a room get hit by a kill barrier, and have to move the whole thing over.

Also, no, you cannot override the kill barriers with a safe zone.

I personally, think that the entire Forge is a disappointment.

> I personally, think that the entire Forge is a disappointment.

its a step back from reach

Indeed. I was hoping for more original objects vs. what we had on reach. Magnets are great, but there aren’t enough. etc.

Not to mention the maps themselves.

> Honestly what the hell 343i. Can you give me one good damn reason theres 400 tiny kill zones all over the -Yoinking!- forgeworlds? Guess what, if i wanted to put em there, I WOULD HAVE.
>
> The forge worlds are small enough, now get rid of the all the stupid little boundaries that are USELESS.
>
> First they screw up mm, then firefight, then theatre, then customs, and now forge.
>
> Pisses me off.

I definitely wouldn’t call them Forge Worlds. Only one map was ever truly worth being called by that title.

By the way, there is no Firefight, so they can’t screw up something that isn’t here.

> Indeed. I was hoping for more original objects vs. what we had on reach. <mark>Magnets are great</mark>, but there aren’t enough. etc.
>
> Not to mention the maps themselves.

Not if you use them along with coordinate editing. Entire maps can get all screwed up if you use both.

> > Honestly what the hell 343i. Can you give me one good damn reason theres 400 tiny kill zones all over the -Yoinking!- forgeworlds? Guess what, if i wanted to put em there, I WOULD HAVE.
> >
> > The forge worlds are small enough, now get rid of the all the stupid little boundaries that are USELESS.
> >
> > First they screw up mm, then firefight, then theatre, then customs, and now forge.
> >
> > Pisses me off.
>
> I definitely wouldn’t call them Forge Worlds. Only one map was ever truly worth being called by that title.
>
> By the way, there is no Firefight, so they can’t screw up something that isn’t here.

I was beginning to feel forgeworld was small, but I don’t think so anymore.

> > Indeed. I was hoping for more original objects vs. what we had on reach. <mark>Magnets are great</mark>, but there aren’t enough. etc.
> >
> > Not to mention the maps themselves.
>
> Not if you use them along with coordinate editing. Entire maps can get all screwed up if you use both.

Oh yeah, forgot that. Magnets are great if you need to line up one or two pieces. After that though, You are absolutely correct.

I really do not understand a good amount of the boundaries that are in place. I can understand trying to restrict the player from forging too far outside the map due to possible glitches, but feeling confined isn’t fun or inspiring.

Unfortunately I can see this happening with future forge maps as well.

I agree completely.
On Ravine, the hill/mountain at the back of the grass area, it has these two outcroppings at the top, as soon as I saw them my mind went crazy with ideas, so I flew up there and what do you know, kill zone. Killed my forge buzz.

yea its dumb, theres no reason for them to do that because if we need em there, we can do it ourselves.

> I agree, it’s quite annoying, and pointless too. Anywhere that they absolutely need to block off, they should use invisible barriers. Additionally, I think they should make the barriers a flat shape like a square, to more easily identify where they are. It’s so incredibly annoying to make this grand map, only to have a room get hit by a kill barrier, and have to move the whole thing over.
>
> Also, no, you cannot override the kill barriers with a safe zone.

Ah, okay, thank you for clearing that up. Well if that’s the case, I really do hope 343 gives us a way to override those zones. Ravine is supposed to be a forge world, but there is very little open area to build because of the kill zones.

Agreed.

They should use invisible barriers that stop players, rather than kill barriers. Al least make the kill barriers less restrictive, especially the stupid kill boundaries that are right above the water in Ravine and Erosion.

don’t worry there will be bigger forge worlds like in reach, there is no reason they’re would not be.

there*

^YESS

-Yoinking!- miss water on my maps.