H2A Forge First Look

Discussion in 'Halo and Forge Discussion' started by a Chunk, Oct 28, 2014.

By a Chunk on Oct 28, 2014 at 12:10 PM
  1. a Chunk

    a Chunk Blockout Artist
    Forge Critic Wiki Contributor Senior Member

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    slide.png
    Our first real look at forge in H2A, courtesy of IGN
    See Forge in Halo 2 Anniversary – Halo: The Master Chief Collection – IGN First - IGN


    forge1.jpg
    Out of the new Natural pieces we get access to Terrain, Rock and Foliage categories. Below is the (not so flat) Flat, Large. Expect this piece to replace the more square shaped "Rock 5" from Halo 4.
    flat-large.jpg
    flatlarge.jpg
    Cliff, Large piece shown below. This is part of the new natural terrain pieces and is one of the best showcased so far. It displays functionality and form perfectly with its proper use as a canyon wall while looking very organic with well defined complex structure.
    cliff.jpg
    Simple scripting not only allows us to control some of the dynamic elements on maps like waterfalls on Shrine or the EMP blasts on Bloodline, we get to blow stuff up too. This is very similar to the options given to us with the 'Ricochet' gametype in Halo 4, where users could script vehicles to explode upon scoring. In addition to the fireworks display, a bridge was seen spawning into place when activated by a switch.
    scripting.jpg
    Below was a demonstration where you could create a switch to spawn a bridge piece. For some reason energy bridges were harder to materialize than solid concrete...
    bridge.jpg
    The additional pallet options and pieces for the "Natural" category has increased significantly, however lighting and texture rendering leave us with some very concerning issues. Below is an example where rocks break our sense of 'realism' for environments. Hopefully this gets addressed in the future.
    shadowrock.jpg
    The lighting for indoor / enclosed maps will look similar to the visual experience below:
    indoor.jpg
    pallet2.jpg
    pallet.jpg
    Below shows the available forge map options:
    menu.jpg
     
    #1 a Chunk, Oct 28, 2014
    Last edited by a moderator: Oct 28, 2014
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Comments

Discussion in 'Halo and Forge Discussion' started by a Chunk, Oct 28, 2014.

    1. Astiir
      Astiir
      Looks nice but is it worth getting an xbox one for?
    2. WAR
      WAR
      This was actually my doing. I changed his username from "lllTyrantlll" to just "TYRANT". Now I changed it from "TYRANT" to "purely fat". Lets see if he gets even more confused by this...

      Also, is it just me or do forge pieces have a pink tinge to them???
      Astiir likes this.
    3. Nutduster
      Nutduster
      That's one thing I forgot to mention, but yeah, the new skins are arguably the worst. The H4 ones were generally the best in terms of being more monochromatic and thus easier to work with. The skins in Reach had a lot of battling textures but were all similar in color; I was surprised actually to go back to Reach the other day, start poking around on old custom maps I made, and notice how some of them were actually pretty attractive.

      The screenshots of the objects here make it really hard to imagine maps being visually appealing at all if you start merging a lot of structure pieces, or using them in ways other than the obvious and intended ones. Once again you have different textures, different colors, lights and darks side by side, color striping in inconvenient places... gives me a headache just thinking about it.

      I really think Bungie was poised to do something awesome with Forge, if they had kept the series and made a game or two past Reach. 343i has some good ideas and perhaps good intentions, but they cut too many corners, and too much of the recent Forge updates have consisted of thinly-disguised copy and paste.
      theSpinCycle likes this.
    4. Astiir
      Astiir
      Yeaa, definitely have a pinky look :/
    5. theSpinCycle
      theSpinCycle
      The pink is meh. I think it'll get way too noisy quickly too.

      I like the textures from the first reveal, though.
    6. Loscocco
      Loscocco
      This might interest you guys:
      theSpinCycle likes this.
    7. Chopper Greg
      Chopper Greg
      I'm looking at it this way....
      I don't own a Xbox One. I am laying high odds that with the release of Halo 5, there will be a console edition of Halo 5, and that is when I am going to buy the Xbox One.

      But....

      That isn't stopping me from buying a copy of the MCC - in fact I have to go out in the nasty weather we are having right now to run an errand, and I will be swinging by the store ( on the way home ) to pick up my MCC pre-order ( and when I get home it's going on the shelf ). That being said, seeing the capability of the HA2 forge last week, made me sit down and seriously think about going ahead and getting a XbOne now ( I'm still going to wait for H5 to get one ).

      There is this thought about the reuse of the old shapes. They already had the shapes on file, by using them them they saved programing time that was likely used improve other aspects of forge.
      SecretSchnitzel likes this.
    8. SilentJacket
      SilentJacket
      I still don't understand why they decided to round out the corners of the forge blocks
      theSpinCycle likes this.
    9. MrGreenWithAGun
      MrGreenWithAGun
      Wuh?????

      This palette is the best palette I have seen since sandbox in terms of creating immersive experiences.

      I would take it over the deep contrasting scribbling lines that run all over the faces of the blocks in H4. And I would take it over the ubiquitous dark grays of Reach.


      You need to know how to use the textures to create immersive architecture, or ya your map will look like a pile of noisy blocks i guess.
      Last edited: Nov 18, 2014
    10. SecretSchnitzel
      SecretSchnitzel
      Aye, definitely my favorite palette by far... Shame they mucked up the bridges and ramps so bad though. We're back to Reach style forging with avoiding object/polygon density. :/
    11. purely fat
      purely fat
      These reactions were from before the game was out. There some pictures that looked absolutely terrible. They didn't show a lot of the blocks. So, maybe you should read the post date before you go Wuh?????
      I agree though besides the terrible frame drops this is the best palette.
    12. Doju
      Doju
      Ive still yet to see any good maps aesthetically. All remakes look worse, the stone effect looks dull, and quite frankly, last gen. Pieces dont seem to mesh together, the constant pinkness on all maps, water effects that look like a 6 year old coloured them in.
      purely fat likes this.
    13. purely fat
      purely fat
      The only real advantage to the blocks is how clean they are. This may allow you to do some interesting structural things, but having started a map that tried to do this. I ran out of blocks and got frame drops. It really kind of sucks.
    14. A Haunted Army
      A Haunted Army
      eh, this palette makes for a great ruins aesthetic.

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