theoretically it should load like any other map, because the basic program you are using would already be recognizable in the game. or that is the way i picture it, it is just rearrangement of data. For example lets say in reach there is a map called "plane" This map will only load if the host has the map they want to play on. When a party joins the map should load within 10-30 seconds. This is because all the textures and patterns are already on the disk. [Reach probably has upwards to 90,000 (just a educated guess) different textures in the game and on the disk already] It is just the way the map designer has organized them that has changed. So it is still like forge in a way, but a little (well alot) more involved. But this would increase H:R life span by well over 6 years.
i understand that, im just saying the hardest part would be the textures, and those would already be in the game... so that would drastically cut down on load time. textures are the main reason maps take for ever to download. Otherwise we would be running around on clear polygons. If you ever use rainbow 6's map creator you sould understand what im talking about.
When it comes to rendering it's not the textures that slow things down! It's those dam vertices.... So... many... VERTICES!!!!!!! If I made a city with extreme detail in textures but only maybe 250 vertices it would render way faster than a city with 500 vertices and no textures.
I've just finished a 2 hour Battle Royal with a double wall and I've come to the conclusion that it would save me hella time if when I grabbed objects in Forge they didn't move until I moved. Why do all of the objects need to lurch at me like an angry ex-girlfriend? I also think a great improvement would be to add a "lock" check box to the item properties pop-up menu that, when checked, meant one couldn't accidentally move/delete that particular piece until unchecked.
I think if someone was making an infection map based on a like a war torn city I think putting already destroyed vehicles and objects and damaged walls and stuff would be nice. But I would have to think the destroyed vehicles would have to be a low budget object.
I pretty much want everything from Halo 3 plus -larger budget -higher object limit -more available objects -immovable objects on all maps -shades/stationary guass/machine gun turrets
I have to be honest, the Full Map Editor would be great. But, a pain in the ass for any computer with a dual CPU clocked under 2.5 ghz. I have a 2.0 and have issues with Spark Edit, its for modding Halo CE. Heres what it looks like. These are the easiest to work with settings. Bloodgulch!
*Bigger objects *Object skin options to make callouts that much simpler(He's at the brown blocks! The other brown stuff! Now he's running towards brown!) *Ghost merge toggle *A canvas map from day 1, rather than DLC
A included canvas would be awesome. I would love a pc editor even if it's still as simple as halo 3's editor but you get more precise movement of objects. Then maybe you could just upload these to your file share and download them when you get on your box. I would love that because I'm on my laptop a lot and it would be nice to forge on it.
wow you're asking for a lot. If I could ask for ONE thing, I'd like a transport warthog that is usable by human players. and I'd like a green and orange light like the red and blue on sandbox. thats it for ITEMS, but as for forge, i'd love to be able to control which axis you rotate something on, say lock x and y, and only move z, etc. Maybe even a measurement of degrees rotated? Also being able to lock all axis of rotation once you get something right would be nice
Do you know what would make forge in reach the best? If it was as easy to build stuff as if it were a Google Sketchup template. That is my one and only Reach Forge wish.
as for resizing objects, that's not entirely impossible, bungie already did that with their king of the hilll markers, so in theory they could do it to any of your objects, however it might stretch the meshes but that's a small price to pay.
Those are barely similar from a programming point of view. Teaching the engine that anyone within certain distances from a point is "in the hill" or "in this respawn area" is an extremely simple problem, but throwing in collision detection and making it an actual object is more complicated and resource intensive. Plus, you've got to have algorithms to either tile the texture or stretch it, both of which are difficult to do without looking cheesy.
Sounds like you want a game that has the map editor of farcry and the mw2 gameplay with the name halo on it. A lot of the things you said would never happen in a halo game wether you email them or not it wont happen. Like the whole killstreaks and weapon customization, your just making it a different game and it wouldnt be halo anymore. try to be more realistic. But i would like to have an option to make objects "intangible" for easy merging.
Well, they can't really sell user created content, the player can distribute the map itself. So they would have to disallow content sharing to make any profit from this. Besides, Bungie Favorites already puts content in the spotlight from other users, that most likely, makes them happy.
I want the ability to have multiple custom power-ups, but each of them doing different things. They could be named....Custom Power-up 1, Custom Power-up 2, and Custom Power-up 3. Oh, I'm a genius...