Forge Ideas and Inspiration Thread

Discussion in 'Halo and Forge Discussion' started by Goat, Sep 7, 2016.

  1. AceOfSpades

    AceOfSpades Talented
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    Right??? I'm trying something out with the alien trees, gonna see how it goes.
     
  2. Dunco

    Dunco Troll Whisperer
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  3. Goat

    Goat Rock Paper Scissors Scrap
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    i dunno any kind of neo noir cyberpunk city map is just going to end up competing with plaza
     
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  4. Dunco

    Dunco Troll Whisperer
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    I know man but those lanterns..
     
  5. Goat

    Goat Rock Paper Scissors Scrap
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    i can attempt a really small 2v2 map with that theme...

    attempt
     
  6. Dunco

    Dunco Troll Whisperer
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    i was gonna say if you kept that main street thing you could possibly make a decent 3-lane adding some back alleys and a few enterable plaza style buildings..i am the master of hallways after all ;)
     
  7. Goat

    Goat Rock Paper Scissors Scrap
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    3 lanes are gross tho
     
  8. AceOfSpades

    AceOfSpades Talented
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    BUT BUT BUT BUT THE PIT IS THE GREATEST MAP EVAR
     
  9. Box Knows

    Box Knows Mythic
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  10. ProFessor436

    ProFessor436 Legendary

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  11. MrGreenWithAGun

    MrGreenWithAGun Forerunner
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    Found out about Villers Abbey on the Bing wall paper carousal...

    [​IMG]
    [​IMG]
     
    #31 MrGreenWithAGun, Feb 2, 2017
    Last edited: Feb 11, 2017
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  12. Kurismic

    Kurismic Promethean
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    I want to make something weird :l
     
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  13. SaltyKoala

    SaltyKoala Ancient
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  14. Blaze

    Blaze Sustain Designer
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    Have an extermination map that I'd love to have this theme applied to.
     
  15. Preacher001

    Preacher001 Forerunner
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    I thought I would post a couple ideas I've had since pretty much my first step into the Halo 5 Forge. Since it's apparent I'm not going to do it myself, I thought I would post here to inspire others.

    First idea - A massive empty cylinder housing a 1v1 map, utilizing a somewhat abstract series of platforms, small rooms, and walkways. Every 30 seconds the cylinder rotates 90 degrees distinctly altering gameplay.

    Second Idea - A small to mid size arena style map, mostly open with some labyrinth like features. Every 30-90 seconds (different per object?) walkways, floors and walls, slide in and out of the map. Energy bridges/walls/floors turn on and off. Ect . . .

    Third idea - You build an abstract mid size map that is at least a height of 3 stories. Again an arena with hints of labyrinth style architecture. The entire floor of the map is made of glass or shielding. Every 90 seconds-ish the entire floor lowers or raiser to expose different areas of the map. Places you could previously get to may become too high, or are now below the glass floor. I was also thinking you could have a glass ceiling that would come down occasionally to limit you to only one to two stories.

    Hope this helps somebody. If you build anything like this, please let me know. I've been dying to play on them.
     
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  16. BodeyBode

    BodeyBode Ancient

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    I'd love the glass ceiling idea if it only affected female Spartans.

    You'd like the next map I'm planning
     
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  17. AceOfSpades

    AceOfSpades Talented
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    Love that third idea. I could see it being really cool for asymmetric gametypes like One-Flag, so the defenders could have a slight geometric advantage in the beginning but as the match progresses the terrain starts to favor the attackers. Could be balanced by spawning slightly better weapons for the defenders as the match goes on.

    Spawning would be tricky no doubt.
     
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  18. Preacher001

    Preacher001 Forerunner
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    I always got stuck on the abstract Doctor Sues like nature of the level design I wanted to make out of it. Solving the spawning issue was going to be interesting, but seemed much easier than the level design.

    The easiest one to accomplish except for the fair amount of scripting was the second option. I imagined something along the lines of the bastard child of Lockout and Hang 'em high. Something with a fair amount of open space, yet also with temporary rooms and plenty of ledges and winding high and low pathways that kept coming in and out of being. I liked the idea of fighting in a corridor or an entrance way that is closing up and having to make the decision to continue to pursue your enemy or fall back before your safe route closes off. I imagine tense last second leaps across walkways that are pulling just out leaping distance. Energy floors that fall away after a quick flicker. It was pretty cool idea but I had a tough time trying to build the map let alone process the changing nature of it. If I thought of it as an evolution it was both easier and more complicated.

    There is still one more idea I have in my head that I am keeping to myself just in case. I pretty much have the basic design down but it's a tonne of scripting. The completed map would almost have a classic campaign level feel to it. I really want to make it. The level design would be pretty basic, but it also has to be fun or there is no point.
     
  19. MrGreenWithAGun

    MrGreenWithAGun Forerunner
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    The problem with idea 3 is how would the map be designed to maintain immersion? I mean the glass floor is irrelevant, but the entire floor moving would seem unrealistic. I like the idea of massive geometry manipulation but I would focus on bridges, ledges, man cannons, and gates or doorways.
     
  20. Preacher001

    Preacher001 Forerunner
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    Think of it more along the lines of something you might expect to see built with breakout blocks. A sort of Tron-esque map. The concept is less about realism and more about the fun of the changing game dynamics. This is also why there is a difference between my second map idea and my third.

    PS. I meant Tron in the sense of a game that they would have in Tron. Like another one of the Arena events that everyone would attend to watch programs battle.
     
    #40 Preacher001, Mar 22, 2017
    Last edited: Mar 22, 2017

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