I was thinking the same thing! I'm so stoked for this new forge! It's been a while. Thanks for all the info in the thread!
Any chance you guys talked to 343 about replacing that convoluted, bulky, bloated, (yah I said it 2 different ways - For Emphasis!) piece of **** that they call Halo Waypoint? I just spent the better portion of an hour trying to figure out the most basic of site navigation there. Is it too much to ask that they get a web designer that isn't too busy trying to prove how awesome they are and instead get someone who knows how to create streamlined, intuitive web pages that don'r require you to log into them to view basic info. Lets also make sure it's someone who likes customs and actually intends to view and potentially download their files. How so much money was spent to create something so janky is beyond me. I'm all for "creating an experience," as long as that experience doesn't make me want to smash my monitor. End rant
You went to and I can only imagine that they gave you guys a sit down class room style instruction on how to use this new button shortcuts/double analog input. But is Forge 5 going to come with tutorials on the disk/downloadable/YouTube to demonstrate how to in similar fashion, or do you foresee many will be confused for a while as they attempt to "embrace"? I personally hope that there will be a very well done video that I can watch before I even think to buy Halo 5. I am really on the fence. I don't like much of what I see in Halo 5, but Forge 5 is looking really outstanding.
I hear your concern- but dude its just forge. You'll play with it for a couple weeks, and after the first month you'll know it like the back of your hand. No need to scrape the bottom of the jar for the last of the jelly, when you've got a fresh one in the back of the fridge popped locked and ready to fly.
As i said before, it's best to approach H5 Forge as a new tool, rather than trying to adapt old methods to fit the new. The learning curve is around 4 times harder than the transition from H3 to Reach, but the payoff is certainly worth it. Some may be confused at first but most of the building tools are also found in the menus in case you can't figure out the controls right away. For us the biggest hurdle was, strangely enough, the camera movement options because the bumpers have different assignments now. With custom button mapping and the Elite controller coming, even that is not an issue. The hardest transition that week wasn't learning the new tool set. It was going back to Halo 3/4 Forge because it became strange having to navigate menus where H5 had button shortcuts for everything. Not sure about specifics but you have not heard the last of our visit to i yet. If they don't produce a tutorial then we will.
Can you script blocks to move? If so, what happens with their shadows (both those cast onto the blocks and those cast by the blocks)?
Just saw Ducain's video exploring Alpine... those boundaries looked extremely restrictive in the way of the water and the air space. Why is 343 always so tense about map barriers? Having only seen it through a youtube video rather than actually played it like yall, would you say the actual canvas 'feels' bigger than how it looked in Ducain's video?
Alright, I'm planning something big... http://xboxclips.com/xXandrith/98e3f574-4a8a-42fe-9fc1-786dcc09d221 Its actually just really big for halo 5 scaling, no need get excited. Anyways, this is my beloved prisonery design. The purpose of this build was to play with possible routes, which was chain gangs biggest problem. I hope to direct more of the gameplay to the center atriums instead of the outer passages and encourage flanking with the outer routes instead of camping in them. I also want to incorporate a prisoner style multi level tower directly in the middle for rockets and camo to spawn, you know, like in prisoner? I am also planning on spawning the teams in the main rooms directly across from each other to prevent suiciding at the start.
The is why REQ variants should be made available in customs and to be put on forge maps. Voids Tear: http://i.imgur.com/cOQ8fGM.png We can **** with gravity now; if they'd only let us use them in forge. here's a page that lets you look at all of the variants and their descriptions: https://www.halowaypoint.com/en-us/...ns/categories/powerandvehicle?ownedOnly=False They added light active camo to Prophet's bane the other swords have cool effects like 2 thrusts per cooldown and the spartan laser variants are pretty rad too, I'm checking out vehicles and loadout weapons next.
After 10,000 years I've finally returned I haven't touched halo since 3. I'm surprised I remember my password on this site. I assume nobody remembers me but hello to all the old guard. Reading this thread is getting me pumped. I believe I'll be buying an xbone for this game. Can't wait to start forging again.
I got a couple questions that you guys probably already answered. 1. Do you have to reload a map to work on different gametypes? 2. Can you place water or raise terrain in water areas to create pools?
As much as I hated the thumpy sound of Halo 4's jump pads and how that seems to have carried over somewhat to Halo 5, I can't help but love the feel of the new pads. I'm sure the new Forge has different sizes of jump pads but is there a variety of jump pad types? For example, something more akin to a stream like we saw on maps like Construct from Halo 3.
My map was a remake of one of Standoff. It used less than 1/4 of the canvas. We didn't get to test scripting/lighting because we only had access to Forge mode. You have to play a Custom Game to see how your lighting actually appears in-game. Lights show in Forge mode but they are not representative of the final product. 1. Do you have to reload a map to work on different gametypes? No. The Labels for all game types are present in Forge mode. 2. Can you place water or raise terrain in water areas to create pools? You can place Terrain pieces over water to make them look wet, but there are no 'water' pieces or effects.