Halo 4 Discussion

Discussion in 'Halo and Forge Discussion' started by thesilencebroken, Jun 6, 2011.

  1. Titmar

    Titmar Le Mar du Teet
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    its invisible, not inverted.
     
  2. Waylander

    Waylander Ancient
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    Uh... I guess that makes more sense but not really. Oh well.
     
  3. chrstphrbrnnn

    chrstphrbrnnn Guardian
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    Has anyone confirmed yet that gravity volumes upside do anything different?
     
  4. Behemoth

    Behemoth The Man With No Face
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    As long as the objects/shadows blend well and forge performs better (less-0 framerate issues), I'll be happy.
     
  5. SargeantSarcasm

    SargeantSarcasm In Loving Memory
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    Finally confirmed for final, no UNSC Air Vehicles.

    But containers, and other movable objects YUSSSSSSSS.
     
  6. Titmar

    Titmar Le Mar du Teet
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    yea, i can see the point of it.
    you might want to indicate to players that its a gravity zone, or you might not
     
  7. DC

    DC Ancient
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    I feel like the only really new feature in forge 3.0 is magnets, and some new options, judging by the list in the bulletin..
     
  8. Audienceofone

    Audienceofone Forerunner
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    Yeah, its Forge 2.1, not Forge 3. Still, we have 3 places to forge, some unique peices to each, and damn pretty lighting. it may not be what many were hoping, but I am okay with what they have presented. 343 could have ignored forge and copy/pasted everything or made it even worse, but they gave some marginal improvements, some new toys (the effect zones for example will be awesome), and gave us unique locations (some locations within locations, ie: griffball in Erosion), and a whole new set of weapons to place (and a way to place them with ordinance). So no, it's not the great improvement like from 3 to Reach, but I am happy to use it.

    Also, Matchmaking should be fun this time.
     
  9. theSpinCycle

    theSpinCycle Halo Reach Era
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    @Audience

    I've heard that there are issues when making indoor maps :( Other than that, I agree totally. Like the attitude, too. Happy to see maturity.
     
  10. Titmar

    Titmar Le Mar du Teet
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    nah... just gonna have to put more thought into how the lighting is going to work indoors, thats all. it will take time to get used to.
     
  11. Waylander

    Waylander Ancient
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    marking the grav zones could be done with shield doors just like the maps in Reach have done, though I suppose if the visible ones have a shield door effect to them it would mean less objects and more free budget.



    Overall I deem this forge version as adequate. Not super awesome or a let down. Just that I believe I will be just as happy forging in 4 as I was in 3.
     
  12. WWWilliam

    WWWilliam Forerunner

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    10:20 Asking how they designed the map for vehicles, "we have an expanded sandbox so we have a lot of ahhh vehicles and we have introduced some new vehicles" (ノಥ益ಥ)ノ ┻━┻

    But turret seems to be awesome, There was perks or something to make you more accurate with it. In reach spread/bloom was so bad (No one ever used it mounted) and only useful in CQC only place I used it regularly was camping bases on asylum, So its good to see its useful again losing speed/melee/sprint/AA usage is enough to balance it.

    The vehicles looked claustrophobic as anything though,
    -Warthog not even going full speed by him self(no allies driving around/enemy's trying to kill him) and his still hitting walls having to stop fit over bridges
    -Banshee has to go though the giant hole in mountain doesn't look to have a high ceiling on map so no where to heal
    -Scorpion has to stick to outside doughnut so many places anyone can PP/sprint/AA grenade it from doesn't have any safe long LOS to shoot from. (and its the only map with default scorpion)
     
    #8212 WWWilliam, Oct 25, 2012
    Last edited: Oct 25, 2012
  13. Titmar

    Titmar Le Mar du Teet
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    yea... Exile looks terrible for banshee and scorp...
    as i was watching i was wondering why they were even on the map at all.
    seems like instant death for them.

    i'll definitely be hoggin on that map.
     
  14. thesilencebroken

    thesilencebroken Jill Sandwich
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    I know the improvements in forge don't seem very drastic, but I feel like the magnet feature and the ability to quick copy objects is going to be godly once we're actually using them. If you really think about it, Forge in Reach was actually pretty great as it was. We had all the tools that we needed, they were just bogged down by poor textures and limitations due to framerate.

    If anything, I think this will be leaps and bounds ahead regarding actual building. Creativity might take some work since we've already used these pieces a billion ways and a trillion times, but that'll just make the good maps stand out even more.
     
  15. GrenadeGorilla8

    GrenadeGorilla8 Forerunner
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    I agree. Those small changes will be a great help. And even though we have used the pieces billion times, the new environments and textures should keep it fresh. I'm very excited to start working with it.
     
  16. Narfidy444

    Narfidy444 Promethean
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    Now that i know what the 10th map is my fav's will have to go like this

    Favorites


    1. Solace
    2. Abandoned
    3. Vortex
    4. Ragnarock
    5. Haven
    6. Meltdown
    7. Adrift
    8. Longbow
    9. Exile
    10. Complex
    Least favorites

    EDIT Forgot to add that the new concussion riffle seems SUPER sexy now
     
    #8216 Narfidy444, Oct 25, 2012
    Last edited: Oct 25, 2012
  17. Waterfall

    Waterfall Promethean
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    #8217 Waterfall, Oct 25, 2012
    Last edited: Oct 25, 2012
  18. RightSideTheory

    RightSideTheory Legendary
    Forge Critic Senior Member

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    When literally every player can spawn with a Plasma Pistol, all vehicles are basically a death trap. I'm surprised that never came up as an issue in testing.
     
  19. Security

    Security Ancient
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    Maybe this means the vehicles will be more powerful than before to make up for the PPs.
     
    #8219 Security, Oct 25, 2012
    Last edited: Oct 25, 2012
  20. RightSideTheory

    RightSideTheory Legendary
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    They're looking like they kill much faster, especially the turret and the banshee and the ghost. I haven't really seen a difference in any of the other vehicles. But, most of the vehicles seem to be much faster and the handling looks less floaty than in reach.

    Also, hopefully they'll turn down the amount of time you're EMP'd for when you get hit with a PP burst.
     

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