12 teleporters total? So I can only have 12 two ways if I wanted to. This is a step backward from halo 3. In Halo 3 I could technically make 16 two way teleporters (if I stack sender and receiver on top of each other) Why would bungie do this? It should be 12 of each not 12 total.
U MAD? But seriously, it's not that big of a deal. So we lose one pair of teleporters. Honestly, we should never need that many in the first place.
We lose two pairs of teleporters, and I was going to remake chiron, but now that I have even LESS teleporters its going to make it harder.
Im remaking chiron and it will be glorious. its just going to be crappier quality now with less teleporters.
its actually 12 Senders, 12 Recievers, 12 TwoWays... so 36 total... and no i am not kidding you -dont get angry, its a video, its not perfect... enjoy life and have fun
No it's 12 total. In a demonstration at Comic con, on the blood gultch remake (which has 4 teleporters) there were 8 teleporters available. We have 12 teleporters, which is plenty considering we have one way doors and many other objects.
Yeah, I too was upset at this. I had to completely rethink the way I'm going to have to remake my arena maps.
A very good point is made here. For me, most of my teleporters were used to direct traffic and create spawn zones. The spawn cameras and the one-way barriers will take the place of teleporters tenfold here, and if you really do need that many teleporters for a map, i doubt it would have the gameplay you desired.
well that was a demonstration... and 12 teles total may not be full version... i might concider this link that has the actual stuff on reach Forge World Objects
I may or may not have seen footage of forge world objects. I may or may not be able to say that there are definitely 12 of each teleporter on forge world. If you catch my drift. WOW. Nevermind. I may or may not have just rewatched the video. There may or may not be 12 TOTAL teleporters you can choose from. 12 of each type. 12 total. So either 6 senders and 6 receivers or 12 two ways, or some combination thereof. Sorry.
Fortr3ss, you just proved yourself wrong. There are 12 teleporters in total. On that page you linked to each category has a "count". The count is the number of available objects and will either state a number - in which case everything listed is grouped under the same counter, or "Inherit" which means you use the number next to each object. Teleporters has a count of 12, meaning you can spawn 12 teleporter nodes. The two weapons categories have "Count: Inherit" and next to (nearly) each weapon is the number 16. This means you can have 16 of each weapon, rather than 16 weapons. You can continue to think that Bungie used a demonstration copy of Reach when they announced Reach and that the final version will give you 12 of each but its not true.
consider all that you gain from forge world to what you've lost in halo 3 a few teleporters, though important at times, is raped in regards to how much you gain in reach so worry not
good maps dont need but 4 teles max. gimmicky maps need more. chiron is the only map that has ever used more than 4 teleporters well. period. unless the map is gimmicky, and teleporters are the main feature of the map.
Good maps need NO TELEPORTERS. They're just a lame excuse that helps fix fundamental problems with flow.
Actually, Sidewinder had 6, two of them were replaced with the big man cannons for Avalanche. Boarding Action has 4 pairs, so does Death Island and Chill Out/Cold Storage has 3 pairs... But I get your point. The majority of maps shouldn't need more than 4 (if they need any at all) now that we have man cannons and one way shield doors.
blood gulch is a good example of teleporters. two senders, two recievers. a few of the 1v1 conflict maps had teleporters. just some examples of maps that you cant argue arent good maps. at above, good example with boarding action, but cold storage was a bad map and sidewinder's teles were replacable. but, there are very few instances where a map should need that many teleporters.
I know those are good maps, but they would have been better without teleporters. Avalanche could have had a cliff around the outer edge of the map with a giant mancannon jump to replace the teleporters, then suddenly CTF games would actually be fun, and there would be no teleporter camping.