It seemed to have been aimed at the horse game rooster teeth has. Im sure a ViDoc or longer and more extensive explanation will be released in due time, but the area of effect and lighting announcements were very welcome and nice to see. Also it's good to hear of 3 total forge palettes.
The reason most of the maps look the same dull boring grey is because most of the objects we were given in reach that were not just boring grey or that would add a little bit of sweet detail to the map would cause horrid frame rate. so to me the two complaints are tied together. If they fix the frame rate issue then maps can be more varied, or if they give us different palettes to use then they wont just be grey flat boring Colosseum walls.
I just said basically the same thing on NeoGAF, so suffice to say, I agree. In Reach forge you could already make some nice-looking and diverse maps, if it weren't for framerate preventing you from using lights and half of the aesthetic objects. It still could be improved upon (a lot), but I'm definitely on the same page: if they fix the framerate nightmare then that alone is a huge improvement to forge in my book. I'm just concerned that with new dynamic lighting, it'll be the same or (gulp) worse. Please let that not be the case. Please please please. Edit - One thing that occurs to me is that perhaps with the green outlining, maybe forge will now offer a multi-select capability. Hard to fathom why they wouldn't show it off if that were the case, but it would be SO useful. Imagine being able to move or rotate groups of objects all at once. Or duplicate a group of objects. Good god, I am drooling just thinking about it.
They only said multiple environments, not palettes. Not to say I don't expect more palettes but they really should've shown that Forge maps can be more than just gray blobs. A lot of forgers don't seem to notice it but the fact that every Forge map in Reach looks the same is a big problem. And no matter how great you are with aesthetics in Reach Forge is it will still look gray (with maybe some green and blue) unless they use filters that useless for competitive maps.
Lights that aren't useless due to framerate, and more of them; filters that are more subtle and varied in effect. From my lips to Frankie's ears (I wish). Multiple palettes would be even better of course, but that just means we can make three types of map instead of one. So some actually useful tools to make maps look different from each other even when they're built out of the same objects would be quite nice. I find myself still hoping for time-of-day and weather settings, even though I think they've confirmed they won't be in. Sigh.
With the features get showed off, I could see them being able to do this. You could just "lock" a bunch of objects together and then move all of them at the same time
No doubt. And one appealing thought is that that can't possibly be too hard of a feature to add even if it doesn't exist right now. The game is months out - maybe they're working on it. Who knows.
The textures looked more black/white than grey, but I can understand where people are coming from. I hope we do see the return of some old pieces, but a plethora of new ones is needed as well. I liked what I saw though, and can't wait to see more. The ability to lock objects sounds nice, especially if you've done some fine tuning. I was really hoping to see the ability to lock rotation axes...I'll be really bummed if we don't get such a simple, yet incredibly useful feature. I also wonder if the dupe object command keeps rotation values. Anyone else think the enormous budget might just be some arbitrary number for demo purposes? I apologize that there is not consistency in this post, but I'm left with waaay more questions than answers from that video and can't keep my thought straight, so this is more of a stream-of-conscience. Glad to at least see something though. Edit: Anyone else notice the reflection of the world on the bridge, mediums? Reflections take a lot of processing power...
I'm deeply frightened that they cared more about how things look than how they perform. There's ongoing signs that 343, just like Bungie, don't really view forge as a map-maker the way hardcore forgers do. I'm going to be hoping that I'm wrong non-stop until November.
I almost found it laughable when they made a big deal out of having one of those zones increase damage resistance enough to survive a big fall. Outside of mini-games, that is pointless because people could just camp that zone in a competitive map. On a side-note, I hope we'll be able to have some sort of holographic "hill" perimeter around the zones to signify their size/location. I'm not going to get my underwear in a bunch yet though, since a lot of the simple new features are exactly the kinds of things I was hoping for.
No doubt, but those zones could be useful in a competitive map in other ways. Two that I mentioned earlier (suck it, Pegasi!) were jump pads and zero-G areas. I'm sure people will think of others. You might be able to do some really interesting things with lifts, both the bottom and top of them. Yeah - the way they demoed that made it seem like it could end up being really confusing in-game. If there's no holographic indicator available, hopefully there are a lot more aesthetic objects and gadgets we can use to mark off the areas.
The Forge World map(s) look sex, but it seems as tho they just overhauled some of the same gray blocks from reach, they don't look bad, but I want 2 things from this new forge. 1. A new Palatte because it looks boring as fawk. 2. no framerate lag because, in reach it seemed as though if it werent for framerate lag you could build a good looking map, along with splitscreen. other than that I will give more judgement when there is a Vidoc or something.
I liked those forge pieces that were like Forrunner struts with a blue thing attached.they looked very cool.i gotta say I am very excited for more forge into. I hope those other canvases include snow and maybe desert? [br][/br]Edited by merge: Although it would be really cool if something like in halo 3 sandbox where they had the teleporter and you could build in space for space themed maps.that would be amazing.
Well, them bringing back most of Forgeworld's pieces makes my first project easy enough. I'm totally down with those pieces being back, I just hope they are the limit of what we have. They should only be a fraction.
I figure they probably included a FW style canvas with similar objects to make remakes easier. Those objects worked well for Reach, other than FR issues, so why not make life easy for MLG (and us) and let us rebuilt our favorites without needing to redesign them. Of course, I hope the other canvases have drastically different palettes, but I expect that will be the case. It looks like they taken Reach's forge and invested another two years of work into it, so far lol I look forward to seeing the new interface. The Reach style GUI didn't even look bad. I'm officially stoked.
Not how the lock works. It keeps a piece from being altered in any way (in case of accidental button pressing and what-not), not connecting in groups.
as audience of one said. Lock does not mean lock together and from the look of the magnets those don't group items either. There is still a chance for it to be in there but I doubt it to be completely honest. Being able to select and move groups of items will not be as usefull as the other things they have done or even just simply getting rid of the frame rate issues.
I'm sure reducing gravity or something like that could achieve the same effect, if you wanted that in a competitive map, although I don't know why you would. I mean, it was just a basic demo. As far as application goes, these trait zones open up a lot of possibilities. I'm thinking about that scene from LoTR where Frodo puts the ring on on top of those stairs, a bit before Boromir bites it. If a trait zone can force a different AA, it wouldn't even have to be a mini game. Just stand over there for unlimited promethian vision. Might not sound competitive, but we are going to have to be willing to experiment a little as far as that goes if we're going to enjoy Halo 4 at all anyhow. Regional AAs would be one way to mitigate some of the silliness, if P. Vision doesn't get nerfed to oblivion. And hard light shield hallways would be kinda nifty.
Hai guise, sorry to burst your bubble but if we get more budget objects will also be more expensive. It's called inflation. In Halo 3 you only got 2000 but stuff was much cheaper.