I'm planning on doing this small map as my first adventure into new forge and hopefully have a sane map to 1v1 people on. After that I'll probably mess around with Hexogen again to learn the pieces in more depth.
About to start on a remake of The Pit...as soon as Xbox Live gets back up. Apparently it got "hacked" by "Phantom Squad". Does anyone have any suggestions on how to make this map work with Halo 5 abilities? I'm looking at a pic of the map right now, and it just seems like that gap between snipe tower and plasma rifle spawn is too easy to traverse. I don't want to resort to upscaling the map. Another thing I'm going to have to work around is the color scheme. Before Halo 5's forge was revealed, I envisioned a version of The Pit set in Space. The giant fenced window would be a shield door and the overall look of the map would be much darker, and with red and blues instead of green and yellow. OBVIOUSLY, that's a problem. I can't exactly turn the green and yellow into blue and red because the teams will blend in too well. I'll have to figure something out...
Been working on a Venus: Shores of Time remake from Destiny. Of course I'm not making an exact remake. I probably have 20 pieces placed and it took around 2 hours. In really struggling with finding pieces and and the size of each pieces. Plus the controls are quite complicated.[/URL][/IMG]
Can't wait for the Destiny map! My favorite thing about Forge is seeing my favorite maps from other games in Halo.
Im working on a remake of sandtrap. It took a while to sort out the scale but it slowly coming along. Grouping makes everything so much easier now Ive been making test structures to sort the scale then just duping the ones that work and merging them with the rest of the map.
I thought 1.0 units in Forge Reach was 3 meters? --- Double Post Merged, Dec 17, 2015 --- I am not trying to put this down, but I think it was interesting that as soon as I glanced at it I thought I would be looking at a washing machine. --- Double Post Merged, Dec 17, 2015 --- With all the circular pieces, you could make a star gate.
Correct, 1 forge unit equaled 3 meters. If you're scaling your 2x2 blocks as 16x16, you're gonna have a bad time... Better to go with the feet to meters conversion, which is closer to 20 feet scaling for a 2x2 block.
I made a break out map to learn some of the items, it's about 80% done just needs spawns and a bit of polish, I'm not particularly proud of it but I think it's gimmick makes it interesting, 3 lanes meet in a central point; one high, one exposed to itself, one back and covered, the center lane has 2 man canons at the end of each teams mid lane that launch you up and over the walls to the lane opposite the canon, it's a neat jump but it's completely exposed when in the air and when landing so it's only something to do to escape the center lane or bolster a teammate's lane. I'm calling it Hypocrite because the ease of movement means you will probably never do what you intended to do but change your plans completely. The other is Hogtogon, I even made my own take on a kill ball that works but Apparently no man cannons have spawn timers and I don't see any gravity volumes..., trait volumes maybe... any way it's 90% done too just needs to be lines with trait volumes and lights on timers and make the game type. While ****ing about in forge I did find something rather amazing with grouping. You can pin a man canon to a moving object and on some things it wont detach. Imagine attaching a spot light to a soccer ball, I don't know how well that works but it works as expected when you through an invisible man cannon a small cube with normal physics. The man cannon slides off of the warthog but it follows a set of real time boundaries the hog has set, I imagine you could build a frame of small blocks around and over the warthog and then attach man cannons and lights and such, even spawn points for other things. This may have other applications like creating floats for machinima potentially moving green screens. After I finish up my existing projects I'm going to remake sumo vehicle game types somehow and then I'll probably give a go at making the old track game "halo". After my bread and butter are done I'll get back to competitive stuff, I'm wating to see how far some people push animated objects and live movement but I think the top two on the list are remaking a map I made in H2A that never saw the light of day (might be on my fileshare) and waterworks from H2.
I'm currently under way on a pretty big task that is going to test the limits of the new Forge. I want to create a day z/h1z1 style battle royale game using the entire Alpine map. Many areas of the map will be filled with trees with simple houses scattered around. My friend and I have started building a couple of different style houses that we grouped and will duplicate around the map. Houses and certain areas will have weapons in them for players to find and use. Each player will spawn somewhere on the edge of the entire map and the last one standing wins. Some thoughts to still figure out: Starting weapons. Debating between plasma pistol and an AR. Plasma pistol will force the player to find better weapons as quickly as possible. AR will at least give a player a chance at close range. However due to the size of the map close range may not happen much. Player survivability. I'd like to make it so you don't regen health/shields when you get shot. However I'd have to play with the numbers to see what feels right so players don't die extremely quickly and don't become bullet sponges. Incentive to move around. With the size of the map and the nature of this type of game it will of course be slower paced. However there still may need to be some incentive to make the players actually move and not just sit in one place waiting for someone to show up. Weapon placement. Pistols, BRs, DMRs and maybe a sniper or two will be placed "randomly" around the map. You can't actually make it random so once you know where a weapon is the next time you play it will be in the same spot. It will need to be made fair though. Maybe as you get closer to the center of the map the weapons that get placed will be better. So pistols will be closed to the edge of the map. Overall look of the map. This will probably take the longest. I'd like to make the entire map actually feel in play. Who knows how possible this will be but hopefully the object count can handle it.
http://xboxdvr.com/gamer/RegrettedKarma6/screenshot/3749977 Having trouble with this forge, controls are fine now, but scaling is just a huge issue for me ahahahah. This one screenshot of the map I'm working shows how overscaled it is, and then for my symmetrical Damnation concept it's criminally underscaled. Forge problems. Slide boosting is ridiculously fun on those ramps though so I might not scrap it.
i keep seeing this everywhere but where exactly did it come from? did someone actually extract the assets and open them up in something like maya to check what scaling they used when modeling?