I can't remember exactly what he said, but Frankie indicated the larger budget was to allow them to scale the cost of objects more widely. My thinking is if something is really bad for FR, it'll cost a fortune. Not a bad idea, really. It was somewhere in the Q&A afterward.
Holy crap this is sounding amazing. 343 are really stepping it up. Now to see once the game comes out if we're going to have issues similar to Reach's framerate lag.
Well then, from the sound of that looks like 4 player splitscreen maps won't have to sacrifice aesthetics due to framerate. For Player Trait Zones, you will be able to manipulate Shields and Health, Movement, Sensors, and Appearance, as well as group different zones into 4 customized categories of zones traits. It also appears as though Good Camo is similar to what we had in Halo 3 where moving will not cause the camo to disappear. It also appears as though forced respawn is back. Also the ability to change gravity as well as the direction of gravity.
This is all very cool, though I want to know so much more. What are the other two environments? How big are they? Are there more forge-friendly areas in them - the small piece we saw of the first environment looks close to a finished map already, which isn't exactly the best place to build from scratch. The trait zones could be very cool (especially for minigames) but also have the potential to make maps really confusing. Should be interesting to see how people use and abuse that feature. One thing that occurs to me right away is that it will be a lot easier to make a jump pad now. Zero-G environments in maps will also be possible, but how will you visually indicate that to the player? Maybe one of the three environments will be in space - if so, we're going to see a whole lot of maps along the lines of Anchor 9 and Zealot. On the subject of the seemingly huge budget and new dynamic lighting, I'm pretty concerned about framerate. Please oh please let framerate no longer be an issue, or at least not nearly on the scale it is in Reach. The dynamic lighting is going to make for some very pretty maps though.
It looks like the textures on the pieces they showed are more simple. So that sould help a bit with framerate
Gaaaaah. I was thinking of posting literally all of the above whilst watching the video, refresh the page before doing so and you beat me to the punch, douche... But yeah, trait zones are a great idea, jump pads should be a lot of fun.
I just came here after watching the new forge info, and lets not get overhyped for forge, it looks very cool but remember what happened to Reach? ZOMG WELL BE ABLE TO DO EVERYTHING!!!11!!1!1!!
Hmmm..Most of the objects they showcased on that map are from reach, just graphically overhauled. We need those foundry pieces or something new
Don't know if it's been mentioned, it's not a $100,000 budget, it's 1,000,000. That, of course, means nothing if we don't know what the object pricing is.
Yea I noticed that too. That's kinda lame and seems a bit lazy on their part to include the same pieces from the previous forge. But who knows, maybe those pieces were just the tip of the iceberg in terms of the forge pallet.
Also, have they been planning to release this info on Bungie day..orr.. was it just a coincident that they could do it on bungie day?
Bungie has been doing their own thing since they stopped support for Halo: Reach. Their Bungie Day stuff is related to their new game I think.
That is correct, and the object pricing for at least Ravine was the same as Reach considering most of the pieces are the same as well.
The quality kinda sucks, so it's hard to make it out, but it looked like the bunker was 150$ and the bridge medium was 50$. With a million dollar budget, I sure hope I'm right.