One point to consider is that many of the pieces have substantially larger ranges of piece sizes. The basic structure of maps/bases can be built with quite a fewer number of pieces, leaving more headroom for decoration. I posted this at HaloGAF as a direct comparison between Halo 4 and Halo 5. "Using the Halo 4 Grifball court Hangar 101 map to illustrate how much larger items are by comparing the pieces required to build the basic structure of the Halo 4 version, to a theoretical Halo 5 version of the same court. Halo 4: Ramp Circular Small 36 Floor 20 Endzone Walls 16 Ceiling 12 UNSC Emblem (assuming 2 sides) 26 Invisiwall 5x5 Flats 17 Total pieces = 127 Halo 5: Cylinder 12 Floor 2 Endzone Walls 4 Ceiling 3 UNSC Emblem 2 Invisiwall 4 Invisible Barriers Total pieces = 27 That's 100 fewer pieces to build the same basic court. Without the UNSC logo it's 101 vs 25 pieces."
i did record it but my connection is **** and render times are so long it isn't worth me trying to upload it. forge stuff starts about 57:40 mins in.
I think they should have a bot that you run, or walk across a path that you pick the start and end for helping us single forge guys that dont always have someone to help play test it.... The only thing the bot would be used for is line of site across maps, height, lenght...etc A repeat on it after so many secs to shoot at 1 time or a hundard
They use bots in the dev build which are the marines from Warzone. You drop them in with a button combo and they just stand there looking around. I suggested adding them to forge but to make them useful they would have to be exactly the same size as a Spartan.
I just dont have enough friends who play forge so someone could help with knowing how tall they are.... With other forge modes i could split screen and use 2 controllers for that now you cant, I thought that would be pretty cool nothig fancy just make the thing same size has you but you have to command it to run to certain points on map and camber on stuff just have enough too help us lonewolf forgers fine tune there maps...
. --- Double Post Merged, Dec 14, 2015 --- The reason I've never been huge on AI's in Halo Forge, is that I just honestly don't think an AI could be up to par with a normal real life player. Farcry is different because the gameplay is a little more 'simpler' but especially with the new spartan abilities there's just too much complexity to facing off an actual equal AI challenge. Adding Marine AI's however, that are similar to warzone and are just there to 'pad' a map to make it feel a little more occupied would be interesting though, obviously not used for Competitive maps but interesting just the same. And then there is the possibility of Flood AI. The ability to make SINGLE PLAYER infection maps thanks to the flood AI could be REALLY interesting, especially when applied to Linear Infection- forge flood campaigns would be incredible, especially when you wouldn't need a full lobby to do so.
They were certainly not AI, but it would be cool to have them available for testing LoS & spawns. Anyway, they explained years ago why AI will likely never be included in Forge. AI must be scripted using tools which are WAY above the Forge feature set.
Most of the important things in the world have been accomplished by people who have kept on trying when there seemed to be no hope at all.
I've been working on getting a whole bunch of map designs ready for Halo 5. I finally got a microphone, so I'll be putting out preview videos for them. Here's the first, which showcases two H2A remakes, Tron and At Last. Feel free to leave any feedback on either the video itself, or the maps.