Non-Official Halo Reach Forge Ideas Thread

Discussion in 'Halo and Forge Discussion' started by HLG FlashPoint, Jul 23, 2010.

  1. Kung Fu Jesus

    Kung Fu Jesus Forerunner

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    Your spoiler tag was broken, yo.
     
  2. LRMAN0989

    LRMAN0989 Forerunner

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    HLG Flashpoint had requested that we add an extra / to our spoiler tags so he could copy & paste it quicker
     
  3. Kung Fu Jesus

    Kung Fu Jesus Forerunner

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  4. Spicy Forges

    Spicy Forges Ancient
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    Crypto nv: Asset Escort/Convoy like map
    The humans start off in an area which appears to be the top middle of Rats Nest. The area behind is blocked by rubble so they must head down towards one of the bases. They have to reach the open area of Rats Nest without dying. Once there they have to hold off against the covy for a bit before a falcon and two hornets spawn (at this point the spawning for the covenant changes and they have access to banshees). The humans must then make there way to a large base that is located on the island (will be on the rock if the island is too far from the collesium). The players must then enter the base (at which point the covy have access to new spawn locations in the base) and make there way to the 'control room' where they then have to hold off the covy again for a bit. A door will then open and allow the humans to reach the finish.
     
  5. stouf761

    stouf761 Ancient
    Senior Member

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    Stouf's Adaptation Map
    [noparse]
    A tilted and distorted chiron-esque map that looks exactly like the one I half-made in H3 [/noparse](here)[noparse] before I realized it was a lost cause. Basically there are 7 rooms, and 4 tilts to go with them. The "central" room is flat, two "hallways" are 40 degrees, 2 rooms are 45 degrees, and the two bases are 20 degrees. When I tried this in H3, there was a bug in the teleporters involving not recognizing that the player was in the teleporting range due to the tilt. The increased radius will help there. Also the snaps will make it much easier.
    [/noparse]


    My spoiler is not broken, it is noparsed for easier copy paste
    ---
    Stouf's Forked Race
    [noparse]
    Since there are no forklifts on FW, I will probably make this map on boneyard. Simple race map, not much geometry change assuming limited immovable items, and relatively short for multiple laps if you remember how slow the forklift is...
    [/noparse]
     
    #65 stouf761, Jul 28, 2010
    Last edited: Jul 28, 2010
  6. PRS

    PRS Ancient
    Senior Member

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    PRSplayer42's Competitive Maps
    I have 3 maps planned for creation, and some other ideas, but I'll explain my main 3.

    Pyschokinesis - I might as well remake Kinetica, and I'm assuming most of you know what it is. I don't know how, if I should add on to the layout or not or where to build it, but that is a bridge I'll cross when I come to it. Kinetica for those who don't know is a vertically-challenging map, inspired by epitaph and construct. It has many circular walkways around it and features some unique aesthetics as well as layout. The name is different because I feel the need not to remake Telekinesis, but use it to help insire some ideas for the map. Its like if Kinectica and
    Telekinesis made a baby. But Kinetica will be more predominant. Check out it's preview thread, it was very well liked.

    Esoteric - This is an urban-themed map. I worked on this map, known as Empire in H3 and never finished, so I plan to use all of Forge 2.0's abilities to enhance these maps. This will now have some rocky, underground tunnels that were part of the Sandbox design. It will be on the pocket but if the pocket is to small then it will be on a flat area, I don't know where else. The building will be taller than that of H3 and I will add some Falcons "flying overhead" with some vehicle cannons.

    Aperture - Aperture will take place in the lagoon area. It will be a rig-type structure with many rooms, floors, walkways, and such. It will not be an oil rig. It will have 2 water towers siphening the wterfall's water. But there will be a hole under the water towers and the water will leak into a room at the bottom, seeming as if the water is filling the room. That room will have water knee-high. The map will also have a rocky area, complete with tunnel to the facility and docks. It will be awesome.

    These are my main priorities when Reach is out. I will be back to edit and add pictures of the Sandbox versions of Psychokinesis and Esoteric. Arperture will have to wait.

    No stealing or I shall hunt you.
     
  7. HLG FlashPoint

    HLG FlashPoint Ancient
    Senior Member

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    Sorry guys I've been gone for a week on vacation. You guys have great ideas and I hope they go through.

    Also please now post like so.
    Username Map Name and/or Idea name
    [noparse]
    Description
    [/noparse]


    How to make it noparse (above)
    First put [noparse]
    description[//spoiler][//noparse]
    Remove the extra / in both of the last brackets
     
  8. stouf761

    stouf761 Ancient
    Senior Member

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    Lol you could have justt thrown in another noparse tag hahaha
    POST IN THIS FORMAT
    Username Map Name and/or Idea name
    [noparse][noparse]
    Description
    [/noparse][/noparse]
     
  9. HLG FlashPoint

    HLG FlashPoint Ancient
    Senior Member

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    I know but when i added it to the main post in noparsed everything so yea.
     
  10. TheGreatHibiki

    TheGreatHibiki Ancient
    Senior Member

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    TheGreatHibiki's Urban map.
    [noparse]
    A remake of three of my maps into one. Zombie Highway I-II/Ghost in the Shell/Sandstone City I-II to create a massive and exspansive urban styled map.

    Using an area of the map located near water and mostly flat reigon, probably near the lagoon, I plan to build a multi building/housing city with numerous sky scrapers and buildings, a raised highway and rail system and dock. This map will take some time as learning the forge to make the best looking/useable yet cheapest towers that won't expend the object limit.

    The GiTS/Sandstone city part of it is the tall sprawling metropolis and the roads that move around and through the city.

    The Zombie highway will be the crowded [maybe] highways you travel from the downtown to the residental side or docks.

    A second part to the Sandstone city I made would be the addition of the rail system again. However with the ability to use teleporters on vehicles and phasing I can make it a 'true' subway system. I feel the reverant would be the train but I would have to see.

    The final and NEW peice would be the docks. a feature seen alot in GiTS and the others like it.

    The final and most amazing thing for this if the bugget allows me I could make the highway lead to a seconf more rual town in the mountains (montana alaska area.)

    It would be easy to make the city but the parts I wish add might be too $ for the object limit. We will have to wait and see. Perhaps someone can go past that.
    [/noparse]
     
    #70 TheGreatHibiki, Jul 31, 2010
    Last edited: Jul 31, 2010
  11. HLG FlashPoint

    HLG FlashPoint Ancient
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    Thats funny right when I clicked on quote to tell you to no parse you already fixed it, sadfaic. Great Idea though.
     
  12. LRMAN0989

    LRMAN0989 Forerunner

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    LRMAN0989
    Invasion idea
    [noparse]
    Ok, so this is an invasion idea. The first phase would have the Elites jetpack across a giant gap in a bridge (the bridge would cross the sides of the Valley or Gulch or whatever it is, and the gap would just be a sections of the bridge blown up). After they stay in the territory-ish thing for 20 seconds, a one-way shield door would spawn and span the entire length of the gap in the bridge so their new Ghost and infantry without jetpacks can come through.

    Phase 2 would have the Elites go into a ONI Facility and go through a small tunnel (big enough for a Ghost to go through). Once they get out of the tunnel, they will be in a small room that is blocked off by a one-way shield door. They have to stay in there for 20 seconds.

    Phase 3 would give the Elites a Wraith, but the Wraith has to drop from a Phantom (the one you deliver the Core to). The Elite's job is to get the Core from another ONI facility just a little ways away.
    [/noparse]
     
  13. Rorak Kuroda

    Rorak Kuroda Up All Night
    Forge Critic Senior Member

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    Well, I know what I'm doing. I absolutely love caves, so hopefully I'll be able to find a large, dark cave in forge world. From there I'll start work on a map that was originally planned for H3, not a layout, but an aesthetic idea. I've always loved how High Ground looked, the urban, military bases built into the hard rock, hidden from view. I want to do something similar, except in a cave.

    That's just a basic aesthetic idea, but in terms of using the objects and geometry that we already know of from the vidoc, I really want to do something involving The Rock. I'm picturing one base built into the cliff side, and another on the rock itself, with tons of floors and pathways extending from the top of the rock to the bottom and into the base on the opposite side.
     
  14. xHaRl3y HaVoCx

    xHaRl3y HaVoCx Ancient
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    I don't think I understand.How would a one way shield door stop them from falling through the bridge?Wouldn't it if anything stop them from being able to get back up if they had already fallen through?
     
  15. Mr Magashi

    Mr Magashi Forerunner

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    No because the door would be facing up so they cannot fall through it. But if they somehow fell of the edge they WOULD be able to get back from the bottom. The shield door only works one way, hence one way shield door
     
  16. stouf761

    stouf761 Ancient
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    Stouf's Super Smash Brothers Map
    [noparse]
    By using one way shield doors, rocks, and creating a very narrow playing field, I will recreate a SSB map. I know that if you pressed down you could drop through one of those platforms, but I think that shield doors will do the trick. I will make the shield doors just high enough that any straight jump on standard slayer will land you one level up.
    [/noparse]
     
  17. TruTrey

    TruTrey Ancient
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    Skyscraper

    a HUGE building where there are multiple floors. It can be used in just about any gametype. Bonus if there are multiple teams. I can see a good 10 floors. Maybe even an elevator.

    I'm sorry if this is not right but what does the [/nonparse] tag do?
     
    #77 TruTrey, Jul 31, 2010
    Last edited: Aug 1, 2010
  18. HLG FlashPoint

    HLG FlashPoint Ancient
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    It makes it so the spoiler is easier to copy/paste. Also its [noparse] I had the extra the /'s so it wouldn't mess up the OP.
    Also if anyone would like to participate in a forge contest look in my sig for it. It will be there Momentarily after I update this thread.
     
  19. stouf761

    stouf761 Ancient
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    [noparse][noparse] tags prevent any BBCode markup from being implemented within the tags parameters.[/noparse]

    [noparse]This text is NOT bolded[/noparse]
     
    #79 stouf761, Jul 31, 2010
    Last edited: Jul 31, 2010
  20. TheGreatHibiki

    TheGreatHibiki Ancient
    Senior Member

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    Serenity
    [noparse]
    [​IMG]
    [/noparse]

    Sorry but THIS _HAS_ to be done. and dammed if I won't put my best effort into it. Gorramit.

    (Yes I know noparse but you click it and see why I didn't do that.
     
    #80 TheGreatHibiki, Aug 1, 2010
    Last edited: Aug 2, 2010

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