Halo Infinite is coming in fall 2020 fully featured, guaranteed. Okay well for sure fall 2021 polished up and with that co-op and Forge action you love. Okay well it's coming out December 2021 with no co-op and Forge at launch but soon after. Well by soon after we mean beginning season 2 and 3 respectively Oh and by the way we're delaying season one. Heyyyy what's up? Just letting you know we'll be delaying season two. Umm did we mention that we'll be pushing co-op a little past season 2 launch? ya so we will. Here's our roadmap, and yah, co-op is looking like late August, sooo pretty much season 3. Anyway, we're pretty sure this is the deal for now this afternoon at least
Well since the boys are finally able to play some Halo 5 multi I decided to go back and fuss with it. One of my old maps uses a lot of pre-built structures from Reach's forge and since I had already started on remaking the map years ago I figured it was a decent enough place to start. The only real issue is going back and remaking the different buildings. I figured by now someone would have remade them all but I didn't like the quality of the prefabs I saw. I thought it would be simple enough to make a basic block out but now I'm wondering if it's going to be worth the effort to try and fix this up at all. It's already using so many damn blocks. Anyway it turned out all right. I'll probably share the blockout as a prefab not that I imagine that many are looking these days.
So I'm curious, if you were someone looking to recreate a map that was made in Halo Reach in Halo 5 would you want something that was made to the exact specifications of Halo Reach so that everything fit together exactly as it had or would you prefer something that has been adjusted to work better with Halo 5's jump height? It doesn't seem like much but when you switch a multi-level building to include jump Heights you end up having to also adjust the length, width or both due to the increased ramp distances. Maybe not by much but enough that it will no longer fit in the space that you might need it. Anyway that is only one of the problems that I encountered trying to make the building/tall from Halo Reach. The other somehow is the angle of the inclined walkways not matching at the distance that they are supposed to be built within, thus requiring them to be built steeper. I can only imagine this is because the blocks are off size even at their closest match. Oh well, here is the nearly finished blockout.
Crosspost from www.nextleveldesign.org I've picked this puzzle/adventure level back up called Desert Plateau. Surrounded by spiky mountains laying atop the hot desert this location invites you to explore and set ancient (and magical) mechanisms in motion... Got some pictures beneath and a video, because as good as pictures are, for an atmosphere they are not half as good as a video with sound, one of the most important and relatable things for creating an immersive space. With this level I tried to make a place of tranquility and peace (not joking, I accidentally fell asleep once while forging on this haha). https://gamerdvr.com/gamer/buddy-jumps/video/157300835 (1080p via Xbox Capture) (Top down - you approach the temple from top tree in the middle, check out the video for that nice revelation of coming up from a pit and having this grand view in the sun!)
Hi all, I still exist. no xbox, no pc, life turned upside down, but I'll be back eventually Hope you're all doing okay!
Planning on building a two thirds scale Star Destroyer in Halo Infinite. Built a quick mockup of the bridge at that size in Halo 5, just to get an idea of how big that will actually be. For comparison, the bridge of my 1/6 Star Destroyer is on the right.
Currently working on repurposing the Truth and Reconciliation level from CE but making it forerunner cuz no covenant pieces lol
everything is pretty banger. there is a bug that makes the controller stop working when inputting values on the keyboard but thats my only gripe so far
One weird thing that I noticed is that the full ramp has 22 units of elevation change, so half has 11, and quarter may or may not have 5.5. This is honestly really weird to me, but I have been able to work around it. Also, undo is pretty nice lol
This forge is vastly superior, its honestly a bit overwhelming getting used to it. I sure do hope they add water volumes or at least the ability to interact with the water in some fashion. Currently even the canvas water is completely unresponsive to anything, which can be fixed with some scripting thankfully, but its still odd. They also got rid of screen filters, which while mostly useless for maps now, are still very useful for custom games where maybe you want an infected player, or a certain filter to apply in some areas (IE, if you go under water the under water filter applies, which doesn't seem to be possible anymore). In a super early build changing the color of terrain pieces was also possible, I wonder why that change was done away with. The budget increase is insane, and I am overall very excited, but it is very much still a beta based off the crashing and bugs.
It's been a while for me and forging, taking a crack at it using recruit controls (I can't function under H5s or Infinite's controls). So at the moment I'm trying to recreate the Tube piece from Halo 3's Sandbox. I don't know if too many fusions of prefabs or a mix of prefabs/non prefab objects is breaking said final form of my prefab, but when moving it around, it doesn't all stay together and the object just breaks. It's a WIP anyhow, I plan to reduce the sub prefabs and try to fuse everything together when it's all just individual objects with textures/coloring but I'm just asking if this is an overload problem or just a Beta bug? Also, how the heck do you add screenshots to maps/prefabs to the file you want to publish within the community file share system? (specifically in Halo Infinite, I know how to in ForgeHub lol)
Forgive me as I don't take part in forums much these days. Anyone else having a difficult time using Infinite's Forge on the console? I don't have the luxury of using PC, thus forced to use the controller. I was incredibly excited to get back into Forge. But it feels VERY sluggish. Unlike Halo5, there does not seem to be any Forge category in the controls settings. No button remapping at all. No speed control, etc. Just adding one item can easily place it outside of the maps. You can literally move about a foot below the ground surface. The top of the maps are not well indicated. You can't get close enough to position large objects without using snap (which I avoid like the plague). And the monitor moves far too slowly. Resizing items on console has been a nightmare for me. I have to hold down both triggers, press B, select the plane I want to resize on, press B again to confirm, resize, then repeat for each plane. And it does so in both directions when I may not want it to. The resizing feature needs a overhaul. Remove the need to confirm entirely. Instead, just have the player hold down the triggers and hold down B. And resize on any plane they wish at will. Shoot. Move the lock feature to the D-pad. Up= Z axes Down= Undo size Left= Y axes Right= X axes Hold Down X as well can then switch D-pad lock to directional ends. Up= Z top up Down= Z bottom down Left= X/Y Side1 Right= X/Y Side2 A lot of this could be helped if we could just custom map Forge controls. As of now, it's difficult to control and cramps my hands. Moving the monitor is very slow & difficult to control when boosting. And has crashed multiple times doing basic commands. I've not even touched scripting yet.
This has most of the speed options you were mentioning (a couple different control schemes too)<3 Resizing definitely took some getting used to using a controller for me, but i would suggest plugging in a keyboard to your xbox to make resizing using numerical inputs for most of your objects anyway (huge time saver!)