Official Reach Forge Discussion Thread

Discussion in 'Halo and Forge Discussion' started by chrstphrbrnnn, Jul 22, 2010.

  1. CjayS42

    CjayS42 Forerunner

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    I'm pretty sure that the aesthetic category is for maps that are purely for looks. If it has good aesthetic qualities, but is also designed for competative gameplay, it goes in competative.
     
  2. timmypanic

    timmypanic Forerunner
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    Thanks! Thought it did. Just keep getting comments saying it isn't or doesn't look competetive. Thanks for making it little clearer.
     
  3. electricSquid

    electricSquid Ancient
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    I know I'm late to the game (literally) but can anyone please inform me on some of the stuff that I saw in the Reach trailers but cannot find? I remember there was a coordinates system thing, a "reset to original position" thing, and a way to make objects/vehicles an objective; I can't figure any of these out. I saw specifically in the video a Warthog that was a movable hill for KotH. Is there some kind of Forging guide for Reach, like there is for Halo 3?
     
  4. Kittenpaste Company

    Kittenpaste Company Forerunner
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    A little something I noticed that helps with Z-fighting. You all have probably noticed it too but I've not seen anything said yet.

    Most items nudge themselves a bit after going into edit coordinates mode. What I've found is that they nudge differently when rotation snap is off versus rotation snap 90.

    What I mean is, even if your object is "perfectly" rotated, it will shift. Say your item is 0, -180, -180 on a 90* rotation snap. Turn snap off and go back into edit coords and it will shift a tiny bit, pretty much the thickness of 2 planes yet your rotations read exactly the same.

    Sigh, if only we could adjust to the tenths and hundredths without doing this. :( Been using this method to relieve Z-fighting on my current project. It's pretty nifty.
     
  5. DMM White

    DMM White Ancient
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    I don't think this is really worth a whole new thread:

    I remember some people were having issues with having an increasing battlefield in Invasion. I thought you could just have a kill zone set as a gate for a bigger battle field as the game progresses or as a "weapon" to shrink (or just move) it. Apparently people were having trouble with getting this to work and because I haven't got round to forging any Invasion maps myself, I just took there word for it.

    I'm not sure if people are still having a problem, if they'e found a solution or just gave up, but the updated MM version of Spire uses some kill zones behind the Elites spawn of the first phase.
    So, just some confirmation that it can be done if you were wondering.
     
  6. Nutduster

    Nutduster TCOJ
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    This is something tiny I found, so minor it doesn't need its own thread, so I'm posting it here. I have been using hills for oddball spawns for a while. On a map I'm working on, I noticed the ball was spawning off-center - not directly on the hill but a few feet to the outside of it. I couldn't find any way to get it to not do that (decreasing radius has zero effect) so I just swapped it out for a capture plate partly sunk into the ground, and that works fine.

    I've also noticed that if you use a capture plate as the flag spawn object, the flag spawns outside of it as well. Flag stand works better, but if you want you can add a CTF-specific capture plate that isn't actually tagged as the flag spawn, and just merge it with the stand.
     
  7. SimJiv

    SimJiv Forerunner

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    How come the "official" Forge thread has been without post's since november?
    Just asking!
     

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