One of my favorite parts about Halo 3's High Ground was the fact you could sneak in through a vent on the side of the map. I'm curious how hard, if possible, is it to create some ventilation shafts for players to sneak around in Halo 5's Forge.
So this is just a rough sketch but it doesn't hurt to dream, right? My idea came to me last night and having gone to Animal Kingdom as a kid, I wanted to make a BTB map where it was in a forest and the center of the map had this huge tree as seen in this image. Now it's sort of based off of Halo 4's Exile where two teams fight for control of the center structure and Halo 2's Waterworks where the middle of the tree has a tunnel access for vehicles. What would make this part of my map interesting is that the tree is hollowed out so you have a level for some CQC along with a bridge that connects both sides of the interior tree. Since Halo 5 has the new Spartan abilities, I want to have the exterior of the tree clamberable so players who like long range combat could sit in the branches. Anyway I would love some initial feedback. I am still drawing out the bases, but I was going for Halo 3's High Ground approach with both teams having a Red base-style fortress.
Can one of the CC who played with the forge tell us if welding two objects together is permanent? Or can the two objects be un-welded back into their original objects? Also, the stairs used in the Basin bases, it looks like the side trim is part of the stairs object and not added to the stairs, is this correct?
Yes, un-weld with a click of the bumper, which provides hilarious consequences on complex Normal Physics structures. In the build we were using, setting structures to Normal Physics then un-welding made them lose their collision physics so they would explode in slow motion, then each object would spin out in all directions as if in outer space. Side trim on stairs is built in. There are plenty of length/width combos for stairs, and the back sides make good looking ramps.
Hey! I am new here... I don't even have an xbox one but I was a big fan of the 360 games so I played those... think I will get one in December so I can start to forge around again... I had a map (real easy make, actually more of a custom game) back in Halo Reach called "Get the Sniper". It took place in a shut down version of the Coliseum on Forge World. basically everyone had the lowest gravity, and highest speed, and spawned with Energy Swords. There was a lone sniper (in one of the covenant weapon holders) in the middle of the map. It never respawned, and ammunition was unlimited. Killing was really simple, 1 hit with an energy sword, or one shot with a sniper would do the trick, but the only way to get a point was a headshot. It pretty much made it a really quick headhunt. I had fun with it. Did anyone ever see anything like this/Would anyone be down to play if I get an Xbox One?
I'm hoping more that 343i will give us enough freedom for creating own custom modes. The variety of ideas was in reach immense because of the many different objective modes like stockpile and invasion. But I'm sadly sceptical that we will get it again.
There was a forge discussion with the forge team in a live broadcast last week. It's about 40 minutes of discussion and gameplay. Worth the listen.
Thanks for sharing, Chunk. Does anybody else get bothered when nobody has criticism towards the forge maps? Guillotine and Deadlock are remakes, so there's not much to say. But for the other maps, there's no comment other than vague positivity, like "fun". I guess that's how these maps are considered matchmaking ready.... Don't get me wrong, none of them are broken. But, they could be greatly improved with some redesigns to problem areas. I cringed at them referring to forge as a "toy". Kind of reinforces my suspicions of how they see forgers.
I thought I remembered way back when we got the first real chunk of Forge info that 343 would be releasing alot more info on it as we approached it's release. Anyone know what happened to that? I think I've been pretty diligent about tracking Forge info and it's seems we've had very little released.
Odds are we'll be getting a decent amount of information with the next community update, most prominently and exact release date. They have kept a pretty strong veil over forge this time around but I kind of like it- adds to the hype, and makes forge seem almost as mysterious and elusive as the Forerunners use to be *sigh*