I was hoping we'd have a whole rundown on the latest Memories of Reach content update now that it has fully launched but it's starting to look like that is not going to happen, so I thought I would create a thread for people to chatter about what they liked, didn't like, or want improved upon. One of my wants are for the Forge team to allow the detailed blocks secondary selection to be independent of the primary texture so that we can choose it's texture as well. Some times you may want it to be a shiny metal strip against a concrete wall or maybe you want to set the color to none and have a blank concrete indent. We could also use texture scaling and rotating. Even just a few different sizes for the Covenant and stone texture would be good. Brushed metal texture, because duh. I'd comment on the want for more plain block sizes but I would imagine that is in the works. I love this update by the way. Here's Forge Labs breakdown
I'm loving it. I have two problems though. My 1v1 map that I have been working on for about a month now is ruined, when I spawned in it was so dark you could barely see. My other problem is with cobblestone. In some instances the z fighter fixer doesn't work. I would have everything aligned perfectly without z fighting in forge then move to custom games and several pieces had z fighting.
I agree that Texture scaling would be a really cool feature. Overall though I do think this update was a win at least for forge. While we still don't have a UNSC vehicle, Textures and updated Decals and FX (explosions, bugs, lightning bolts) on top of dead bodies and trash really add some new variety that forge was lacking as far as details go. Plus there are a few interesting applications for explosions, lightning, etc. Infection is kind of meh. The gameplay is fun enough, but a lot of the base maps have a really strong camping position or two that's really empowers the humans and is frustrating for zombies. With some map improvements to encourage a more dynamic style versus one or two power positions could be a home run. Holdouts are important, but there should be some flow to the gameplay. Noble team armor is cool, but really highlights the need for black undersuits as an option. Just my two cents.
I forgot to add, infection sucks. I played around 5 matches (that was all I had time for) and the humans won every round but 2. I remember in all the previous halos it was a feat to survive till the end.
I'm assuming this will all become a matter of fine tuning over time, more by the community than anything else.
I think the new Forge options are really cool. I was away at the weekend though, so I am coming back and can't wait to start using them.
How is it that texture application on pipes weren't a priority on this push. Rusty pipes people, rusty pipes. It's like the first thing to rust, people. Seriously though, this will be nice once texturing on all objects is implemented. I would love to see a texture/overlay fade added as well. Imagine rust fading out as it progresses along a pipe or wall ect. If you combine that with the request I made above for texture/overlay rotation we could get some really amazing effects. We really need some drippy overlays. To give the impression there has been years of drippy mess coming off a ledge/pipe ect. Smaller individual versions of this would be great to have as decals. Along with cracks/scaring and erosion overlays/decals (wall and ground). The ability to place rust/grime/watermarks as decals needs become a thing. Along with the much needed ability to alter overlay/decal colors. I'm loving what people have already started to produce with the new textures. I can't wait to see what the future holds.