They shipped an unfinished game because they had to meet a deadline. It isn't the first time a deadline has forced a Halo game to ship unfinished. You know how the latter half of Halo CE's missions are just backtracking previous missions but at night ? That was because Microsoft gave Bungie a deadline and said they had to have Halo done by a certain time. So they had to reuse a bunch of locations instead of making new ones.
Me and Ripshade been designing this for a few days. Probably wont make sense to most of you but it's 3-4 levels. Generally, the darker the color, the lower the elevation is. Dunno how it plays but conceptually i really like what it's doing. Wonder where it'll land up through iteration (probably the scrap bin)
Can you confirm custom map callouts? This was taken on the map "Pegasus" during the beta (sorry it looks like it was taken with a potato) - I understand that nothing can be said about things they haven't released but technically they did release it during the beta...
This was discussed at Gaf and other places during the beta. It depends on your interpretation of the word 'custom'. All i can say is don't expect to be able to label a zone "saitama's dungeon".
Great, wasn't expecting to be able to name them ourselves - a list of predefined areas would be all that I'd like. I must have missed the other discussions!
Yeah, it's pretty obvious when you go back and watch Pegasis and Orion beta videos, knowing that they are Forge maps.
Crap. Just another thing for me to probably not place, that people want. Like varied gametype support.
Will we get circular entrance ways like a tunnel entrance? Warzone has like drilled out tunnels and circular doorways/entrances. I'm just curious if we will get pieces like that so we can make circular paths? A simple block with a big circle in it where the bottom of the circle touches the bottom and top of the block so you can walk into it.
Also how many terrain pieces are thee roughly? Is there a huge variety of them. I really hope that we can literally make whatever we want with terrain and not limited to a small number of terrain pieces. --- Double Post Merged, Oct 12, 2015 --- Well by round i figured it was referring to cylindrical pieces and an actual round piece like a sphere. I'm technically not asking for round objects but the absence of sphere. So i hope the vague statement also refers to what im asking.
I'm toying with the idea of a Covenant-themed map set on Glacier that takes some elements of Sanctuary, but mixes in some elements of Prisoner, making the map more vertical than the original Sanctuary. Still trying to map it out in my head. I'm thinking the bases are going to be offset inversely from the center building so there's no straight-across shooting at the start of the match. There should me more play on the third floor than just a "ring 3", like ledges around parts of the outside of the map, but they'll be hard to escape from (hat-tip to Multilockon). Hopefully I can work out a blueprint before Forge launches, because anytime I try to forge an original map without some sort of outline, I just get frustrated and lose interest. @A 3 Legged Goat What program did you use to make that sketch for your map? I'm really liking how that map looks so far, and I feel like it'll play pretty great.
Definitely looking forward to seeing Covenant maps this time. I just used Paint Tool Sai and a graphic tablet to paint everything.
Goat, I kinda used your blueprint as a base for my own (I liked the palette you had) and so far I've come up with a (rough) idea of the layout for my Covie snow map. So far, this is only the first floor, but this shows the general shape I'm gonna go for. The bases have two ramps, one inside, one outside, that will lead up to the outside cliffs. The top of the base is accessible, but will be on the second floor schematic. The middle building will have three floors and will have platforms connecting to a couple of the cliffs and the two round towers, which will end up being the tallest structures on the map. The two sections of cliff close to the center building will be close enough for a running clamber either way. I'm thinking of making a small cave on each side that would connect the bottom floor next to the towers to the cliff section next to it. The cliff path leading by the towers will continue to rise to the second level, and would naturally create a cave entrance right next to the tower. Edit: In the interest of not double posting, here's where I'm leaving it at tonight. I'll figure out a third floor tomorrow, if I decide it needs one at this point, because the ledges on the left and right that lead to the large arch in front of each base is already technically on the third floor. Old Pictures Spoiler First Floor Second Floor Composite Composite First Floor Second Floor Third Floor
I can't give specifics but there are several different types of terrain (hills, cliff, etc.), and 3 or 4 sizes of most of those. The pieces are designed to be used in multiple ways by turning or flipping them.
So essentially, it's much easier to create decent (and hopefully, a mostly flat) terrain than in H2A?
Can you turn off the auto terrain adjustment thingy? The thing that makes the terrain pieces match the environment.
doesn't sound that much different from h2a. how much beter would you say the piece shapes are this time around? in h2a they're ***** to work with.
Very Interesting... --- Double Post Merged, Oct 13, 2015 --- They made a mention of the magnets or while talking about magnets that they can now eliminate z-fighting. Can you share any information on how they accomplish this in a seemless/effortless work flow for forgers?