What Are You Working On?

Discussion in 'Halo and Forge Discussion' started by ForgeHub, Jul 12, 2013.

  1. darkprince909

    darkprince909 Talented
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    Well those differently-abled forgers are just going to do the same with other pieces. I remember someone built a ***** back in Reach. It's unfortunate that the rest of us have fewer options if that is the case.

    I'm not sure why I assumed the decals could be resized, now that I think about it. You couldn't resize any other pieces in Forge. I dunno, it made sense earlier.
     
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  2. darkprince909

    darkprince909 Talented
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    I'm starting to really like this method of designing maps. Drawing the damn thing out before starting on it is really helping me, because it's so much easier to go back and make changes, and the process is a lot quicker before you get to see a basic layout of the map. I think I'll start doing it more.

    To the point, I sketched up another map, this time for Space, but using the textures from Alpine. It'll use elements from Backwash from Halo 2, but the fog won't be so thick. Hopefully, the layout turns out better than Backwash as well. So as you can probably guess, it'll be Forerunner themed structures in a swamp on a Halo. This one may end up being the right size for 2v2 or 3v3 rather than 4v4.

    I'm still working on some upper pathways, and I'm not too sure about the tunnels across the top, but here's where I'm at so far:
    [​IMG]
    Composite of both levels
    [​IMG]
    First Floor
    [​IMG]
    Second Floor

    If anyone wants to see the "final" versions of the Covie snow map blueprints from above, they're in here: http://imgur.com/a/n5otd
     
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  3. Blaze

    Blaze Sustain Designer
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    I'm assuming just A-E because it was an early version? or not? Not that it would be a big deal I guess since we have the call out radiuses but it'd still be nice to put S1 on sniper floor 1 and whatever else, unless they want to eliminate swearing (not sure if that's what you were implying by turrets syndrome.), which makes sense since it's T now. We could always make out own lettering using multiple ones as long as it doesn't cost huge resources. :)

    And no resizing but are there different sized ones like they have different sizes of terrain and blocks? That'd make sense.
     
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  4. darkprince909

    darkprince909 Talented
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    And that's why, if it is to prevent people from swearing, why I think it's pointless. If they're that immature, those people will just use whatever's available to them anyway. So the problem still exists no matter what, and the attempted solution would just penalize everyone else.
     
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  5. R3stinP3ac3

    R3stinP3ac3 Legendary

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    Yea why penalize everyone just because there's a few jerks, I mean people could forge genitals everywhere because they use the forge pieces in the wrong way. Same with the lettering and even emblems why take something away from us just to penalize those very few who do it. If anyone takes shapes/words of vulgar things seriously in a video game then is anyone mature?
     
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  6. Kazerra

    Kazerra I Beat the Staff!

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    How large is the Forge space over the water on Alpine? How far down the ravine on Glacier can we Forge?
     
  7. MrGreenWithAGun

    MrGreenWithAGun Forerunner
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    I am really curious about how the new forge helps forgers with orienting objects. From what I gather, the orientation of objects is no longer a direct manipulation of their Quaternion values. Can you describe how the controls better manipulate the orientation from a forger's perspective and how it is more intuitive for the forger?
     
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  8. Blaze

    Blaze Sustain Designer
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    Really like it if I am imagining it correctly. Though I do have a suggestion for the 3rd floor. Instead of connecting it immediately between 2 sections, I feel it would be better to segment the connection a little more by doing this personally.

    [​IMG]

    The blue is the new path, enclosed to allow better counter nades for the opposing team and a longer travel time. This would force you to distribute top control between different players and changing the way you would have to break the set up. Where the X is I also though, you could keep that as a nerd spot but not allow access to the other side of the wall.

    This is all assuming I understand the layout of course. Do you plan on prebuilding or drawing up a 3d layout? I usually do that and it really seems to help work out some kinks I wouldn't have seen otherwise until I started building.
     
  9. Goat

    Goat Rock Paper Scissors Scrap
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    Really like the colors you used on that design, and I'm glad you're finding that template useful! For people who can visualize their map with blueprints, it's one of the best ways to do it.

    That layout looks pretty solid path wise, although again the spawn hives are something i'd need to see in-game to make sense of. I can see it working well for 2s but 4s will be straining the corners of the map.


    Definitely a good suggestion. That area of the map had me stumped for a while.

    I'm not sure what I'm doing with the concept though. Put it on the backburner since it went off in a direction I wasn't familiar with. I did build it in Forge but the scaling was off so I'll probably just wait till Halo 5. Don't think I'm ready to do that kind of design in Sketchup yet.
     
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  10. darkprince909

    darkprince909 Talented
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    Before, when I tried to sketch out a map, I always tried to do so on graph paper, and I was always too concerned with getting all the scaling right, everything had to be exactly this many blocks, etc, and multiple floors were a pain in the ass since you had to match them up across multiple drawings that you couldn't really layer on top of each other for a better view. Being a bit looser in the design process, and being able to quickly change floors and connect them together really helps me quickly get the vision for the map down.

    [​IMG]

    I made a small-ish edit to the map by adding a tunnel from the back of the bases to where the arches on either side meet the boundary. Should give players spawning in the bases a way to get out if they're pinned, and give them a height advantage to help push back the enemy. The arches are far enough away from the center structure that from there, players would have to drop to the ground to travel further on the map (I might make a difficult Thruster-Clamber jump from the arch to the center, but I don't think I want that possible in reverse.) I'm not sure if I want them to be tunnels, though. Maybe one-way teleporters from the base to the arch for the quick height advantage to repel attackers, but it won't make it too easy for attackers to sneak into the base... I guess I'll just have to remember this idea when the map gets built and try out both ideas...

    Also, I just realized the outline of the map looks vaguely like a Grunt's head.
     
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  11. NOKYARD

    NOKYARD GrifballHub
    Cartographer Forge Critic Senior Member

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    All aspects of placement, movement (by hand, or otherwise), snap, rotation, fine (1/8" precision) adjustment, etc., are far superior to all previous titles.

    You can orient as you did before by direct manipulation of values, but even that has improved by allowing 0.1 degree adjustments, i believe.

    Unfortunately, the learning curve is high so it's best to toss out everything you know about Forge controls and methods, and start fresh with a very open mind. Those who resist learning the new techniques and button shortcuts will find themselves very frustrated for the first few days. I was.\


    Also, if i skip over your question it means it was already answered a few pages back.
     
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  12. MrGreenWithAGun

    MrGreenWithAGun Forerunner
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    Fair enough. I guess this means it is not intuitive? For example, in Reach, you could rotate an object around the global Y axis (vertical axis), but you could also rotate around the axis that is looking directly at you from the object.

    From the video that we have seen, it looks like you are separated from the latter and everything is based upon local axis (local meaning the axis of the objects) or global axis (meaning regardless of the orientation of the object).

    Is this observation and conclusion more correct than not?
     
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  13. NOKYARD

    NOKYARD GrifballHub
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    NOT!

    The new system is VERY flexible. There are many toggle switches (based on world, object, or camera) in the movement menu so you can select which method to use on a case by case basis. Or, use double analog. It is very intuitive once you embrace the new button shortcuts.
     
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  14. Blaze

    Blaze Sustain Designer
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    Thought of another question.

    Are the invisible blocks full clip blocks? Or soft clip blocks? Or do we have both?
     
  15. NOKYARD

    NOKYARD GrifballHub
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    They were in flux when we were there and i didn't get to properly test them. As far as i know they; block players vehicles & flags, do not block grenades, not sure about gun fire or anything else.
     
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  16. Sethiroth

    Sethiroth Sensei
    Forge Critic Senior Member

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    With Halo 5 around the corner I know I am excited about the new forge. So I been working on a CTF/Slayer Concept for Halo 5. I posted a Sketch up a few post back but here it is again plus some extra stuff

    Main Sketch up
    [​IMG]

    Older Picture without Roof
    [​IMG]

    Between now and release I expect there to be more changes but the main concept is that I wanted the bases to be where most of the fighting would be. After playing some Unreal Tournament/Quake recently I noticed that I was fighting mostly in these complex bases and that the middle areas where mostly quick transitions from base to base(not all of them but some for sure). I Really enjoyed this in your face action, so I am trying to design this map where the transition are faster between bases. I hoping that this concept will work in Halo 5 but only time will tell. Again what you see is not final but a rough draft. Any suggestions are greatly appreciated. Also here some actual forging of the map in MCC

    Structure Concept
    [​IMG]

    Art Concept
    [​IMG]

    Right now I dont know where I want to go visually with the map but I always love doing Bridges between two mountain sides and the bases inside the mountains. Also I been inspired by a 3 legged goats, Multilockon Forerunner style forging. So this is a blend of both of those. The grass is a place holder/back drop but you can see in the sketchup that there are areas in the middle you can fall which supports the idea of the bridges between two mountain sides. Thanks for reading and any suggestions will be read and welcomed
     
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  17. Zombievillan

    Zombievillan Ancient
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    I was about to report your post and put in the box as the reason being "His layouts & maps are better than mine". I just wasn't sure if they would actually punish you so I backed out.
     
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  18. A Haunted Army

    A Haunted Army Your Local Pessimist
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    hm... tempting.
     
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  19. Meltyourtv

    Meltyourtv Ancient
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    Haven't had a good Forge in years. Might be time to start again
     
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  20. cluckinho

    cluckinho Well Known
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    Damn I remember you^
     
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