So its been a while since ive last logged into this website, but recent events have once again, re interested me in the potential that forge holds. With the announcement of Forge-Worlds comes a new chapter in our community. A new start to amaze the world with our creativity and imagination. Some may argue that this new forge takes away the skill of such activities. However, it is now that we must call upon originality and true talent to create the unique and crazy environments that we have become known for. Lets turn over a new rock. Ill see you on the other-side 9.14.2010
Very presidential like, but Reach forge does open up a whole new world of possibilities. Websites like forgehub are going to grow exponentially and keep growing for years to come. Not to mention that the actual game itself will continue for years.
Definitely not the best game in the future... then a better game could never exist, even centuries from now.
Yes forging good looking maps will be easier, but making them fun to play will not. Things like Spawn placement, Weapon placement, and now loadouts... Controlling player movement while still keeping paths open enough to allow for a different experience each time you play a single map. Those are the things that make a great map and so few people have even the basic unserstanding of these concepts. All it means now is that people will actally have to play the freaking map to know if it's good instead of just looking at the pictured and posting, "Looks good 5/5!"
Honestly, to me a good map just has to be original. Any map can be as fun as you want it to be, as long as the creator placed as many spawns that made sense. But with the new loadouts map making is going to be interesting. For example: Jetpacks will be able to get up to the higher sniper postions. Holograms are probably going to screw over the spawn system and etc.
It's pretty easy to figure out the spawning system. In Halo 3, all I had to do to figure it out was analyze the way Bungie built their maps. I found out what the significance of starting points and respawn areas were. I found out what the general choice of respawn timers for weapons were. And then with a little practice and playtesting, it truth seemed to bubble up. I've got a decent amount of maps myself where I've mimicked the Bungie format.