Battle Tracks Variants Battle Tracks Battle BR's Battle Snipes Battle Lasers Racing Variants Raceway RaceTracks Rocket Race Variant Rocket Race Featured Race Maps Bungie 500 Whiplash The Singularity Quasar Sky Pyramid Back Burner Silhouette Triton's Twist Deviation
pretty sweet post man. i remember the bungie 500 got me into making racetracks because of its floating bank feature i had never seen anywhere else. and just to think all because of that map, i make spectacular rollercoasters, one of which has made it into bungie favs
good job, I was hoping you'd say something about having harcore racing varients involved, but I guess that'll come in time. I LOVE how someone from "higher up" so to speak has actually noticed our hours of forging and actually cared, wow, its awesome, I hope more people take a look at this, thank you btw, I hope Some people make better tracks with this too. There have been some really good tracks, and some REALLY bad tracks coming out, which is a shame. I've made a tutorial on making hills and i'm trying to do my part to make FH tracks better. my youtube channel is chungwii. (I know i'm not supposed to be like, advertising my channel, but anything that helps.) thanks again bud!
Actually, there was a thread in this forum a while back by AZN about a unified racing gametype. And it was sticked. Oh, wait, you wouldn't know. You just joined a week or two ago. And why exactly should this fit in Forge Discussion when 90% of the post isn't related to forge? As for the thread itself, very useful and I think we'll be seeing less and less of mistakes being made in racetracks from now on. Also very helpful tips for when actually playing. Sticky!
This is awesome, even though i know most or all of it, i think it will be great for people that are interested in race maps and might want to make one. good post
Great post Dream, I'm sure this will help people struggling to make smooth racetracks. I have a minor problem myself when forging racetracks: Objects sometimes move slightly after I have put them on the position I want. I've tried forging on local, is there any other ways to prevent this? You can add that in your post.
As far as pieces not being lined up, there is no easy answer. Try using different types of markers before you late spawn a piece. I use two controllers when I have to line up a difficult piece. Sometimes you can move the piece down just a bit and it should line up correctly.
I think i found the answer to that, and it will be really hard to explain but ill try What i always have been trying to do is put a double wall underneath the thing you are trying to interlock and then moving my monitor up a bit to make the angle go up. So then my reticle would be pretty far up and not pointing at the double wall i was saving/quiting to float. So then i would do the technique and when i came back the double wall was interlocked into the thing i was going to interlock the next piece into. this made the next piece very uneven compared to the original piece. but if you go level with the double block you are trying to float, then use the right trigger to angle it, it will be perfect every time. or at least thats how it is for me, and after i found this out my track is 3x neater and im building it 2x faster. I dont know if anyone has ever said this or not, but i never knew about it and it works for me. hope that helps good luck
There's alot of reasons why this happens, and I admit it does get very annoying. Here are a couple suggestions: -put less pressure on the object -angle it slightly (this helps sometimes) -like Dream mentioned, try a non-solid guide, this prevents your object interlocking through the guide
It does get very annoying... I ten do use respawn points to line my piece up. It hardly ever interlocks with that.
I use a wall or box. I am pretty old school with how I interlock. I am sure there are better ways that I could interlock. I have learned that the amount of pressure you have on the piece has a lot to do with how it comes out. I use two controllers if I am doing a tough piece and I have to see the item being lined up from another angle.
I think your history of Halo Racing is a little off, it actually started with Halo 2 on the outside of Containment. Modders would either build tracks or they would set the plasma pistol to shoot out bridges and then they would build one as they walk, of course the second idea was far harder because it was nearly impossible to control which way the bridge spat out of your pistol. This was one of the more popular modding activities and parties would fill up to their max of 16. Little kids screaming in your ear and you can't hear, some a-hole was always spawn killing everyone with a rocket launcher and everyone bitching at him... there were tracks that went all the way around the outside of containment and then there were tracks like my favorite, "Leap of Faith" where you had to make this ridiculously long jump in a warthog. I remember downloading a map pack of 7 patch files that were all race tracks and in order to play a new one I would have to use FTP to get access to my xbox and replace the current Containment with the new one. I personally believe that Bungie caught wind of how much fun modders were having messing with Halo 2 and moving things around and doing all sorts of crazy things that this is the reason why they put forge in Halo 3. Racing on platforms was not born in Halo 3, it had been around. Just thought you should all know.
I was just as big a fan of Halo 2 as I am of Halo 3. I know all about the tracks on Halo 2. I have tried several tracks that were made by people and we use to just race warthogs around all the maps for fun. If you read the title of the thread and the first sentence, you will notice that is talks about the start and evolution of Halo 3 racing. I did not include Halo 2 because I really didn't feel that it was relevant to mongoose style racing. Thanks for the input though. It would be nice if you or anyone else could post about some great tracks and things you like or dislike about the game variants. What kind of options would you like to see for Halo 3 Reach? What kind of vehicles would you like to see? What type of forge options, in relation to making tracks, would you be interested in gaining? Thanks.
What about Vise's Brute burnout map and gametype? Edit: and shouldn;t this be in "forge maps" main area? not race maps.
No. It belongs here. It is the FH official source for racing game variants. As for Brute Burnout, it was a fun mini game, but did not appeal enough to the masses for a link to the game variant to be necessary. Thanks.
Ok. This just reminds me "The book of conquest" and threads like that, that's why I stated maybe that it may should go there. and I figured brute burnout is exactly like rocket-race for smaller maps, but alrighty.
I'm a bit disappointed my favourites Whiplash, Fail Valley and Fail Sands are overlooked for 'Mario Kart' types.
Whiplash is on the list of featured maps, so I am not sure where you are looking. And what does "Mario Kart" type tracks have to do with anything?
Not to be nit picky or anything, but rather than putting the lesser known variant "Raceway" as the traditional 1-8 FFA variant, I would suggest putting RACETRACKS. Despite any faults you may or may not have with it, or the associated group... The gametype is currently #6 in most downloaded, and by the time you read this, will be #5 most downloaded. And that is, my friend, impressive stats, that you just can't argue with.
Despite what you may be accustomed to with other websites, we here at ForgeHub do not solely care about downloads. We realize that the quality of a map or gametype is more valuable than how well known it is. The fact of the matter is that Raceway is more user friendly and competitive. And with a community that contains much more than avid racers, that is extremely important. With a 10 meter radar, you can more accuratly identify how close someone is to you, acting as a makeshift rearview mirror. The gametype also eliminates unnecessary HUD options such as the shield, which frees up more room on your screen, and a 15 second goal movement makes double points much more rare. So instead of whoring a gametype everywhere (like you just did), we here at forgehub would rather represent a better gametype that just makes more sense to use while racing.