Knowing that any of about 10 new aspects of forge could turn out to be the biggest game changer introduced to the series since 2010 is a pretty refreshing feeling. My question is, who made the worst map?
Yes. I had to remake my map from scratch several times so i was about 2 days behind the others. All the maps other than mine were in a playable state on the last day. I had 3 minutes to place spawns and weapons prior to the final test and double switched the team labels on the respawns so only red team had respawns.
Im aware, but I don't want to have to make a lighter map than I was intending if the darkest settings are like nebula.
Yeah, perhaps there will be a way to make players more visible while still maintaining a relatively dark setting. Probably wishful thinking though...?
On the topic of terrain, can you get rid of or modify the default terrain on canvases, or is it stuck that way?
You can not delete the prefabricated terrain on each canvas. The space themed canvas does not have any pre made terrain - so that one is clear if you so choose. I agree with your sentiment but let it be known that the performance and overall object limit increase will allow you to create far beyond what was capable in the past.
Hey guys! Thanks for doing the AMA and Q&A! I am excited for Forge in Halo 5! I have a few (15 preliminary) questions if you can answer them. A lot of these questions are just to confirm that features remain, or try to see how much you saw about customs, so sorry for the stupid questions or those you can't/shouldn't answer. I'll try to group the question into categories. Spoiler: Questions Object movement: A1. It was mentioned you can make an object move towards another, does this work in a vector-like format (x,y,z are individually assigned) or assign an object to move towards, or some other format? A2. It was mentioned by Pyschoduck that objects glide. Does this have to be straight? Can we assign an object to move in a perfect circle/curve without chaining movement commands? A3. Can we just have an object rotate on an axis (like a globe)? A4. Can we assign an object to rotate around another, such as a lunar orbit? A5. Does assigning object movement need/use object count or majorly impact reaching our limits? Welding/grouping B1. It was mentioned that you can put cones on a soccer ball to make a spikey ball that moves. Does changing the physics to normal on say a grouped/welded building stay together or fall apart? B2. Can a group of welded/group objects move together using an assigned path? B3. Could we have entire grouped/welded buildings shifting around the map by assigning one movement, or do we have to do it individually for every object? Timers/Scripting C1. It was mentioned that the scripting system is logic based. I assume this means conditions need to be met. How diverse are the "triggers" or "If statements?" Does this include gametime, player location, game score, object location (if moving), object in location for x time, etc? C2. And the other half of the equation, the effect/"then statements." What can we do with that? Do we have object spawning/despawning, start/end movement, objective change (ie flag spawn change), change player spawns, etc? C3. Do player trait zones still exist? Old School Halo: D1. Many features were mentioned earlier to be available to be disabled/enabled in custom games, like sprint and the spartan abilities. Did you see any of those things happen/available to change in forge? D2. Do the weapons/vehicles that you saw and are not allowed to talk about feel balanced/fun? D3. With objectives, do we see a return of specific objects, such as a dedicated flag spawn and a separate flag return location? D4. What kind of things can we change in custom gametypes? Do we have big way to change scoring (such as kills count as 1 in CTF and flags as 30)? Thanks again for taking the time, and just try to answer these as well as you can!
As a community, I think one of our first shouts should be to get a sand canvas. Might as well get all of our canvas's reeled in before we start asking for 4x scaled Elite AI's. --- Double Post Merged, Oct 7, 2015 --- The concept of a 'Customs' playlist, where one may set up a custom game lobby through the matchmaking browser so that those searching for a game through a 'Custom's Playlist' would filter in to said lobby would be cool. Make it easier for the less popular to get lobbies together quicker, therefore leading to more testing, therefore leading to a more skilled, and intelligent community as a whole. Or, you know, spawning in kill balls, kill balls as far as the eye can see. Farcry 3 had something like this.
If we so chose, do you believe we could make Halo 5 Forged map players behave like classic Slayer from Halo 3? No loadouts, no new movement abilities, just map placed powerup/abilities and weapons only. I would love to recreate some of my old maps but I would prefer to play most of them old school. The new movements would probably break at least a couple of my maps.
At what speed can we make scripted objects such as elevators move? Is it customizable? What can you tell us in terms of interesting and unseen new pieces we get at our disposal?
So you can make any object move on it's own, however you want it to? How limited is this? And we have pieces smaller than 1x1? If so, we don't need AI, we can make our own with some patience!
1. What did they mean by Decal's when they mentioned them in the Halo Waypoint post? Are these like bullet holes and blood splatters? 2. Are we restricted to the base texture that they have shown in the beta forge maps? Or can we select other textures for objects? (not metallic/matte and colour schemes, I mean actual textures like cement, forerunner, covenant, etc...) 3. In relation to forge world, how large are Alpine and Glacier? 4. Do we just have terrain textures that relate to the 3 canvas maps (that you can use on any of the 3 maps), or will we be given more than 3 different terrain textures/themes?
The new lighting system is amazing. I don't just mean the placeable lights, but the ambient lighting of the canvases is fantastic. Watch any of the Breakout videos. The Breakout arena is as dark as a map can be when devoid of forge pieces. The floor is nearly black yet players are perfectly visible from one end to the next. The same goes for all canvases including the Space (Impact-like) map. It's almost as if the player models have their own lighting affixed. There is little visual difference between enemies standing in full sunlight, and hiding under dark unlit stairwells. Lighting will most likely be used for aesthetics since it has little impact on player visibility.