Anyone else slightly disappointed with Forge?

Discussion in 'Halo and Forge Discussion' started by PatchworkZombie, Nov 7, 2012.

  1. WWWilliam

    WWWilliam Forerunner

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    343i wants us to do that, and that's not a good thing imo, I'm all for incorporating terrain into your map if you WANT to, But not when your forced to.

    Instead of giving us a blank canvas like FW with generally flatish map with tons of places to choose the perfect area for your map with weird terrain areas to incorporate weird terrain if you wanted to.
    In 4 they give us erosion's map with every square cm covered in weird cave tunnel system things or prefab buildings that either you have to work around it and deal with it(aka a negative point) or build in skybox(then whats point of map if just a skybox).
     
  2. Waterfall

    Waterfall Promethean
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    This seems like it would work well, I don't have 4 yet so I'm going to practice this in reach.
    In all honesty I am not dissapointed in what I'm seeing. The pieces seem to flow well together the only thing I am dissapointed with is custom options but that doesn't have anything to do with forge, I have faith that they will add them in maybe in a TU. I have ideas for maps that I'm going to make we haven't fully explored yet. I see noting to be pessimistic about.

    [br][/br]
    Edited by merge:


    Also: this point where it's too small? Impact and ravine are both large enough for most BTB maps, they rarely got larger than the amt of space we are given. And to be honest, when they did, they were terrible.
     
    #62 Waterfall, Nov 8, 2012
    Last edited: Nov 8, 2012
  3. Nutduster

    Nutduster TCOJ
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    You can also stop z-fighting with the micro-move, where you hit the button to move an object up/down and then immediately afterward (like, almost simultaneously) hit the button to release the object. I did this in Reach sometimes even with precision movement because it was about as quick to do. The reason I miss precision movement is actually not z-fighting at all, it's when I'm lining up small objects at strange angles (things that magnets won't help with, in other words) and wanting to make the transition as smooth as possible.
     
  4. ZServ

    ZServ Ancient
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    Holy hell, I love you Nutduster. I've been fighting with z-fighting or jumpy movement for like 30 minutes on this Lockout port. You are a GOD.
     
  5. Benji

    Benji Ancient
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    Magnets are also useful for getting rid of Z-Fighting. Put them on strong and just move them around. They won't go very far, and you can get rid of them that way. It only works if the magnets line up, though, of course.
     
  6. theSpinCycle

    theSpinCycle Halo Reach Era
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    The issue with the coordinate and move back suggestion is that it wouldn't work if there were multiple faces.. if you move back and try it on another axis, wouldn't the first axis reset to the nearest coordinate?
     
  7. Vicious Vice

    Vicious Vice Ghosts of Onyx
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    halo forge harder and less intuitive to use? Challenge accepted.
     
  8. blue spider

    blue spider Forerunner

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    I miss precision placement probably more than anything else in forge
     
  9. FriedFoodStuffz

    FriedFoodStuffz Forerunner

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    FW was too large and the performance suffered greatly because of it. Most of it was also completely useless unless you were forging a derp map. These new asym spaces ask us to be more creative, while the enhanced pieces give us the tools do be as such. And I still don't think 99% of this community understands how powerful of a tool the new lighting system is.

    I think the biggest problem is that everyone assumed that their forging styles/piece usage would carry over seamlessly to Halo 4. Give it a few months. Once everyone has wrapped their head around the possibilities they'll come to appreciate what they've been granted. i for one won't lose any sleep over the death of hyper boring symmetric arena style maps.
     
  10. Titmar

    Titmar Le Mar du Teet
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    i am angry at the landing pad piece right now.
    it has the same stupid beveled lips on it that the bridges do. GRRRRRR!
     
  11. UnfrozenLynx

    UnfrozenLynx Promethean

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    As much as I hate to say it, without precision movement Forge is more or less dead to me. I used it constantly while forging and its absence has made the transition into 4's Forge a huge hassle. My muscle memory can't help but try to use it...everything just feels clunky too.

    I also really dislike the dynamic lighting, which I thought I'd love. Having to wait 3-5 seconds every single time you want to quickly test out some sight lines or pathing really adds up. Very frustrating.
     
  12. Tallt66

    Tallt66 The Joker
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    How many lights? - YouTube

    Anyway, I ran across an annoying issue on Ravine. When I tried to phase some blocks into the ground I kept hitting a barrier of some sort. I tried it with several different pieces and sometime I was barely even phasing it down into the ground. This is something I never ran into on Reach. I don't know if the other maps do this too, I will have to test it out.

    I am also at a loss as to why they removed the precision edit. I used this so much I didn't even realize it until it was gone. I guess we will have to get used to throwing stuff in there with the willy-nilly thumb sticks.

    I am glad to see the new Dominion objects that will let us add computer screens, cables, and such. (I was getting a little tired of merging the shield doors into the 2x1 flats just to make a monitor)I look forward to some sweet looking control rooms using these added pieces.

    Over all I am still excited to see what new tricks the forge community comes up with. I already saw a video where some guy made a conveyor, an escalator, and a one way revolving door out of that rotating piece. Pretty nifty ideas for a game that has been out for less than a week if you ask me.
     
  13. timmypanic

    timmypanic Forerunner
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    Although I am disappointed with some of the forge, I am happy shadow, lighting, piece locking and re rendering pieces clean. My problem is areas to forge as I want to remake covenant assault carrier and there is no area as of yet large enough to forge, also grim will have problems making large spartans because of kill zones. Why couldn't they trust us as map creators being able to add our own restrictions.
    1 z fighting. Fix this same as reach... Nudge piece up then down with coordinates and other piece down then up (with magnets off. Or using 1 degree angle will also fix z fighting. I will start forging once an area large enough can be found, but for now I will just enjoy the game.
     
  14. WWWilliam

    WWWilliam Forerunner

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    I thought the performance issues derived from been on only one CD, Isn't the reason for having 2 CD's to allow more in forge with less lag? (caus if reach had 2 I reckon could of been a lot better)

    They don't ask us to be more creative they force us into preconceived creations and we have bend the limits as much as possible(to avoid the preconceived creations), Which accomplishes nothing since we could do just as much+more if they didn't force us into doing it.

    Like i wanna make a large BTB vehicle map roughly size of hemorrhage or paradiso even a smaller map just a BTB that can comfortable hold vehicles, What map can i make that on? Doesn't look like any can.... because there "asking us to be creative"
     
    #74 WWWilliam, Nov 9, 2012
    Last edited: Nov 9, 2012
  15. ZServ

    ZServ Ancient
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    Eh, if that were the case digital copies would have been fine (they weren't).

    Also, you could actually do that on any of the 3 maps. Impact might require some creativity, but Erosion's outside section is *huge*, and Ravine should be at least the size of Hemorrhage. Personal preference to the new setup, I guess?
     
  16. Deniedoath

    Deniedoath Forerunner

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    Performance issues derive from how much is being rendered, the second disc was only to download multiplayer content.

    I have to say, I'm not very disappointed with the new forge. sure, precise editing is gone but I don't see why it can't be added back in through an update if it gets enough attention. It's also possible to somewhat precisely move larger objects as long as you aren't editing height. The object textures are unique to each of the forge maps, and that's pretty much the next best thing compared to the whole skin changing idea people were requesting. Being able to dupe objects and their position or rotation with one click of the d-pad is extremely useful in itself. And the dynamic shadow mapping is cool, but other than making a window, there's no way to make interiors lit up now. So yeah, I'm rather content.
     
  17. Korlash

    Korlash Remember Isao
    Forge Critic Senior Member

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    I don't mind the wait that much for dynamic lighting. It really helps the aesthetics on a monocolored forge pallet.

    But the precision forging is a real pain in the ass. You can't zoom in with the monitor, and objects like the Coliseum wall and the Brace Large force your camera so it's painful on your eyes trying to line something up correctly (unless you do trial and error). It's so damn frustrating.

    Off the topic: Has anyone figured out where to find screenshots on the internet that you took and saved? I am just waiting to show how much worse my map looks in H4
     
  18. SaVaGe SpAnK

    SaVaGe SpAnK Forerunner

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    I've read most of the negative responses in this forum and I agree with pretty much all of it. I've seen many amazing maps made in Reach and after an hour in forge, the issues that will drive architects away, while some being repeated from previous responses are:

    1. Maps too small
    2. time it takes for lighting system to load when exiting forge mode
    3. Zoom and fine tune editing, which makes it impossible to add pieces in close quarter areas already built. It pushes you away from the object instead of letting you get in close. THIS WAS ABSOLUTELY A REDICUOUS DECISION TO REMOVE
    4. Curved edges on alot of the pieces, and along with the editing being so difficult makes it even worse of a problem.
    5. Almost no piece is completely flat on one side, as mentioned about the bottoms of bridges.
    6. Forge doesn't continue far under the terrain preventing you from using big pieces in unique ways on terrain inspired maps.
    7. Immovable buildings are not lined up with the grid and have no magnets, making it very difficult to incorporate them unless they are stand alone on a large map.
    8. Magnet system is a pain, like some said, it's just a way to make it easy to connect the blocks like we did when we all started forging on Halo Reach.


    I'm sure there are more problems, and I left some out already mentioned, but my biggest issue is 343 didn't listen to the community.

    It's as if the forge creators never forged in Reach, read a forum, or cared at all about what made forge hub such a great place to visit. I can imagine one of the creators saying, "We need to make forge pieces fit like leggos so the age 10 and under players can make maps". I know there will be some good maps made, but the map database will not be as busy as it was in Reach.

    And like some of you have said, THEY WENT BACKWARDS!!!!!!!!!!!!!!

    I'll still try to forge, but with all the problems I see, it won't be as frequent as it was in Reach.

    I can honestly say, shame on 343 for at least not keeping forge as good as it was in Reach, moving backwards is an insult to the forging community that took the time to provide feedback about improvements that could be made in Halo 4. If anything they could have added a select tool and "copy group" and "paste" functions to make base vs. base maps easier to create. But oh well.

    IF I WORKED FOR 343, I'D HIRE THE 10 BEST FORGERS ON FORGE HUB TO ASSIST IN THE CREATION OF THE NEXT FORGE ENGINE, THEN WE'D ALL BE AMAZED.
     
  19. TDT Duke Nukem

    TDT Duke Nukem Ancient
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    Why no precision movement? That was a feature showcased before the release of Halo Reach and a huge hit with forgers. It's bizarre that design would remove this... And the arch rock piece? I didn't even notice that in forge. It probably was the most useful rock piece with its flat/ramp sides and tunnel.

    I started forging something on Ravine the other day and immediately met the old lighting issue when an object is too close to a hard shadow, fail.

    Though, iLawl at forgers missing forgeworld. 1 week ago it was good riddance.

    [br][/br]
    Edited by merge:


    An issue I haven't seen posted is the rotational orientation of the hard structures. The base on Impact and the outer asteroid is roughly based around the 30 degree angle. Why not just make the map based around the 90 degree angle? That is the most convenient of angles to work with in forge mode.

    Especially with no precision movement...
     
    #79 TDT Duke Nukem, Nov 9, 2012
    Last edited: Nov 9, 2012
  20. Korlash

    Korlash Remember Isao
    Forge Critic Senior Member

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    Can't deny that. No one expects something like Forge to go backwards.
     

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