CF Formatting Test Thread (Ignore)

Discussion in 'Off Topic' started by Captain Punch, Feb 19, 2016.

  1. Captain Punch

    Captain Punch Content Contributor
    Staff Member Administrator Wiki Contributor Senior Member The Scripter's Guild

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    ***THIS THREAD IS ONLY FOR TESTING FORMATTING***
    [​IMG]
    Presented by:

    UCC:Forge
    In collaboration with:
    Max Extra, Duke of Mearl, SZR iParanormal, xDemption, and Creative Force

    [​IMG]

    A group of lobby hosts, forgers, and gaming pros
    working together to create a stable testing environment
    and QA pipeline for the Halo 5 Forge Community.


    HOW THIS WORKS:

    Content is submitted to public lobbies for testing and feedback, if this content is greenlit for advancement by two public lobbies, it can be submitted to the queue for the pro team lobby. Experienced Forgers are on hand to guide feedback sessions and, on occasion, assist in polishing content that the original developer is struggling with. Should the content reach the level of refinement expected of matchmaking content, we will endeavor to bring it to the attention of the Community Cartographers.

    We are by no means the gatekeepers to the CC's or Matchmaking. We provide 5 services: Hosting Lobbies, Testing Content, Providing Feedback, Assisting with Refinement on a Case by Case basis, and Promoting Content pursuant to Matchmaking Consideration. We do not play favorites, merit trumps influence.


    [​IMG]

    The Alliance Testing Network is very excited to announce
    some awesome new additions and changes to the network.


    We are proud to announce the addition
    of xDemption as a network lobby host!

    _
    Demption’s work in halo 5 forge extends back to the early days. He’s had
    multiple matchmaking features and has come to the forefront of halo 5 forge
    with his recent 2v2 works, Shurima, Illadris, and an impressive co-forge with
    MultiLockOn, The Shire.

    Xdemption has made a strong commitment to work directly with forgers new
    and old to help foster maps through the testing process. Working one on one
    with a master of the trade is a privilege and we are thrilled to have him on board.
    _

    Introducing BTB!
    _
    Many of you have been requesting a BTB map testing and QA pipeline that
    would have a similar ladder system to the one we have put together for 4v4
    core. Our first offering is now available.

    MATCLAN, the man behind bigteambattle.net and all around btb-badass has
    been running a BTB lobby of his own on Saturday evenings for some time,
    and it gets sweaty. The lobby regularly sees very high level players, many of
    whom are household names in the halo community.

    MATCLAN’s lobby is now an ATN affiliate and he will be pulling BTB maps from a
    short list and testing one or two of them for us each week. MATCLAN’s lobby has
    its own list of projects to get through and so we are grateful that he is willing to
    make the time to help us out over here at Alliance.

    Moving forward BTB map makers can enter the pipeline via Max Extra’s
    Forged Friday test lobby. Once that lobby green lights your map it will be put
    on a short list for bigteabattle.net testing that MATCLAN will move through
    at his prerogative.

    Ultimately we are working towards more dedicated BTB lobbies within the
    Network but for now, those forgers who enjoy their experience with our lobbies
    and want to work on larger player count maps this option is for you.
    _

    The ATN Database is now Public!
    http://bit.ly/ATN-Database

    _
    We are pleased to announce that the ATN database is now available for public
    viewing. By following the link below you will be able to see the exact database that
    all of our lobby hosts use to enter maps into the pipeline and manage the
    progress of each. By looking here you can see exactly where your map is in the
    process, who has tested it, and any feedback notes explaining why it has it’s
    current status marker.

    There is also a map-flow breakdown for anyone who confused about how
    the Network moves map around in the pipeline.
    _

    Looking back on our first month.

    The Alliance Testing Network has been live for just about a month now. So far
    we’ve seen really impressive maps go through, but even more impressive has been
    the progress we’ve seen from so many of the maps that come to us in the early
    stages and make their way through the process and on to greatness.

    When we started our network our goal was very simple; create a comprehensive
    map QA pipeline that would be available to all and free from bias or politics of
    any kind. We wanted to be map-centric and offer up the resources we had for
    ourselves to the entire community.

    In order to hold ourselves that much more accountable to that mission and to
    provide a further level of transparency, we have asked @WARHOLIC to act as a community
    advocate within our group. If any forger ever feels they have been treated unfairly or
    unethically by any leader or host within the Alliance Testing Network, you can bring
    your grievance to Warholic and he has complete access to everyone and everything
    within this organization. Further, he will be able, should he see fit, to make his
    findings public record on forgehub.

    You can be confident that you and your map are being treated objectively and fairly
    within our network. This step is meant not simply to bolster community confidence,
    but to give you all real tools and real power to audit our process and
    investigate our practices.

    We’re so pleased with how everything has been working since we got this up
    and running and we can’t wait to see what you guys come up with next!

    - Merder Smerf
    (XBL: Seems Dangerous)




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    Host: Max Extra (XBL)
    Twitch.tv/Max_Extra
    _
    - Flexible Player Count, Play Till the Lobby Dies (6 Hours on Avg.)
    - Queue capped at 35 items
    - Tertiary Game Types Allowed
    - After Queue, lobby capped at 8 for focused testing (FFA, 4v4, 2v2)
    - Mics preferred
    - Map Order Determined by Post Order and Player Count
    - 1 Games/Map
    _
    Fridays 8pm CST (Invites at 7:45)
    Convert to your timezone

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    Host:SZR iParanormal (XBL)
    Twitch.tv/iParaTV
    _
    - Flexible Player Count, Lobby Usually Full
    - Tertiary Game Types Allowed - Competitive Core PreferredS
    - Mics strongly preferred, maturity expected
    - Usually 1 Game/Map
    - Dev chooses Game Types
    - Map Order Determined by Post Order/Host Discretion
    _
    Saturdays or Sundays 4PM EST
    Convert to your timezone

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    Host:Duke of Mearl (XBL)
    _
    - 4v4 [ENFORCED]
    - Core Game Types Only (Oddball included)
    - Mics strongly preferred, maturity expected
    - 2 Games/Map, 3rd at Dev Request
    - Dev chooses Game Types
    - Map Order Determined by Join Order

    _
    Sundays 8pm EST
    Convert to your timezone

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    Host: xDemption (XBL)
    twitch.tv/redemption1272
    _
    - Mics preferred
    - Map Order Determined by Host
    - 5 Maps, 3 Games/Map
    _
    Tuesdays, Thursdays, & Saturdays 7:30pm EST
    Convert to your timezone

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    Host: MATCLAN x MT (XBL)
    _
    - 8v8 Games
    - Mics preferred
    - Submissions Not Accepted, Host Curates Queue
    _
    Saturdays 9pm EST
    Convert to your timezone

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    Host:Merder Smerf (GT: Seems Dangerous)
    Twitch.tv/iprimedevil
    _
    - "Using Cheat Codes" Pro Team
    - Requires a pass from any two of lobbies 1-3 for entry
    - 4v4 [ENFORCED]
    - Core Game Types Only
    - Mics Required, maturity expected
    - Closed Lobby, testers are UCC Members
    - 3 Games/Map
    - Dev Chooses Gametypes
    - Queue Order Determined by order of acquisition of second greenlight
    - 15 minutes dedicated feedback session
    _
    Wednesdays 8:30pm EST
    Convert to your timezone

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    [​IMG] [​IMG]
    _
    Team Captain
    Lady Vanquish a.k.a "Foxy"

    twitch.tv/lady_vanquish
    A m1le High
    twitch.tv/amilehighdenver
    iPrimeDevil
    twitch.tv/iprimedevil
    JustNaxxis
    instagram: @just.naxxis
    _

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    _
    To mitigate the overhead that the Lobby Hosts have to deal with,
    they have partnered with Creative Force to leverage their
    established processes, standards, and experience.

    Creative Force will be participating in this partnership in the following ways:
    -
    Thread Design & Formatting
    - Curating Content
    - Moderating Feedback Sessions
    - Structuring feedback into actionable suggestions
    - Creating/Curating Reference Materials
    - Working with Content Creators on UCC Tested Content as Needed and if Available
    - Promoting content to CC's

    [​IMG]

    [​IMG]
    _
    SURPRISE!
    This isn't ready yet!
    _
     
    #1 Captain Punch, Feb 19, 2016
    Last edited: Apr 21, 2016
  2. Soldat Du Christ

    Soldat Du Christ Legendary
    Senior Member

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    All is see is a picture of a arena map and breakout map already released?
     
  3. Captain Punch

    Captain Punch Content Contributor
    Staff Member Administrator Wiki Contributor Senior Member The Scripter's Guild

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    [​IMG]
    “Recent excavations have failed to shed light on the true
    purpose of the outposts in this bloody gulch.”


    Gametypes: Team Slayer, CTF, Strongholds [4v4 to 8v8]

    Lead Members: CaptainPunch374, Darkprince909

    Design Synopsis: Hilly fields and rock formations tuned for vehicle
    play and vehicle infantry interaction, with a base for each team.

    Aesthetic Synopsis: A large box canyon with two metal bases,
    rocky cliffsides, and grassy fields.


    The box canyon of Halo 2’s Coagulation is hands down one of the most iconic levels in any FPS game, let alone the Halo franchise, and was even the setting for a large portion of the machinima series Red vs. Blue. Originally incarnated in Halo: CE as Blood Gulch and re-imagined in Halo 2 with updated visuals, easier to navigate terrain, a basement-garage in each base for the Banshee, and overall better balanced gameplay, this BTB classic has seen multiple iterations and reimaginings.

    If it isn’t immediately obvious, the level is built on Parallax using the new Ascendence skybox; unfortunately, this results in a painful lens flare when look from red to blue if you angle upwards too much (PLEASE FIX THAT THING 343). Special thanks to DarkPrince909 for his assistance in finding the right combination. He was also a large help in bringing other aspects of the map into focus, including working on the base upgrades from their original blocked-out shape and help managing the physics budget.

    What to expect:

    The terrain and rock formations are as close as I could manage to get them within the Physics budget. Invisible blockers are placed generously across the sky, allowing for high flying Banshee dog fights. Some of the original weapons have been replaced, (Hydra Launcher for Brute Shot, Suppressor/ Storm Rifle for Plasma Pistols, and Bolt Shot for Magnum. I also placed Splinter Grenades at both Shotgun spawns, and Light Rifles opposite each other at the center-map exits of the elbow ridges. The Rocket, SMGs, Snipers, Plasma Pistols, Needlers, and Frag/Plasma Grenades are all right where they used to be. Strongholds changes vehicles and other map features for balancing.

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    Building off of the groundwork for Covenant aesthetics that I laid with Reliquary, and due to my preference for the Halo 2/Halo 3 Covie style, and my excitement for Grifball’s eventual release, my mind immediately jumped to the Prophets’ Council Chamber on High Charity. You may remember this room as the starting room for the mission The Gravemind in Halo 2. I aimed to recreate that room, but sized up to a Grifball arena. The map came together a lot more quickly than I honestly thought it would, and I had it done in about two days. Have I mentioned that this forge is incredible? But I digress.

    A large part of my inspiration for this map came from the miniature Dreadnought on Sarizon’s Gemini remake. With the assistance of CaptainPunch374, we created a miniature version of the inside of High Charity, with the Dreadnought, city, and the dome with the beam of light in the center. Ships can be seen flying through the city during the intro.

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    I started this project in Mid January, and was quickly at object limit, fighting to get the seating to look right after I angled it, and grossly misinterpreting my memories of old Grifball courts. Since, I've animated the doors during the intro and scripted them to open while players are running towards them, brought it to the proper Spec, more than quadrupled the seating (leading to an impressive stadium aesthetic), and designed a Ricochet Version as well (which I will post after getting some screenshots tonight).

    [​IMG]
    In the last days leading up to the deadline for having Grifball maps considered for matchmaking, I found that my Grifball itch hadn’t yet been satisfied. I thought for a moment on different themes that I might be able to knock out in a couple days tops, and it clicked. Sandtrap. It was big, it was blocky, the geometry was simple, yet elegant, and I’d been wanting to make a sand map for a while anyway.

    Once the basic groundwork had been established and the floor and side walls had been built, I had MythicFritz and NlTROOO help finish up the ‘bases’, due to the fast approaching deadline. All in all, we were able to complete the map in the span of about 10 hours (with a bit of messing around now and then). The crashed UNSC ship on the hillside was borrowed from WyvernZu’s Sandtrap remake, and because of that, it looks fantastic. Obviously, Wyvern laid a lot of good groundwork for the visual style of this map, and I’m eagerly anticipating the Halo 5-ified version of Sandtrap.


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    [​IMG]

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    There really isn't much to say here. I made this map and created a version for Ricochet. There are 2 endzones, rather than capture plates, with "hoops" suspended above. The endzones are blocked off by team specific shield doors, stopping the ability to throw the ball in, reserving that for the more-difficult "hoops".

    I created a gametype for this variant, based off standard H5 Grifball.

    Changes:
    Throw in Scoring: Enabled
    Throw in Points: 1
    Run in Points: 3
    Score to Win: 15


    I am mulling the idea of lengthening the court for this variant. I'm curious to hear the opinions of others regarding that. Enjoy.

    [​IMG]
    Based off of Nokyard's Halo 3 Grifball map, Chichén Itzá or Mayan as most of you would remember. Bloodsport's design has the heart of the classic map, but showing off Halo 5's new forge features and the gameplay is just as wild as you may remember it.

    Shout out to Nokyard for allowing me to recreate this crazy map. Also to CaptainPunch374 and the Creative Force team for help this map get to where it stands today.

    [​IMG]
    Every Marine may serve a singular role in a fireteam, but we expect more from you Spartans."

    -Commander Musa

    Avenue's design dips into the DotA/League of Legends space to bring the idea of roles to Breakout's lane-oriented gameplay. The launching platforms actually send players out to specific lanes based on their spawn position. Although players are free to reverse direction and move to an area of their choosing, they give up precious seconds to do so. In competitive play, the team who sticks with the natural roles should be able to turn those seconds into map control. In short, Avenue rewards the teams whose players know all 4 starting positions, instead just sticking to a static, preferred route.

    Each lane has a bailout point into its neighbor after the launch, allowing teams to shift their rush for each round. By keeping the map and spacing tight, Avenue doesn't sacrifice Breakout's fast pace for competitive play. Interestingly, however, I've received a lot of positive feedback in the alpha stage from non-Breakout regulars who enjoyed having a defined direction. I'm hoping that some widespread beta testing can both tune the gameplay to satisfy competitive players, yet also pin down what makes the map enjoyable to the casual crowd.

    Big thanks to Randy 355 for bringing his aesthetic mastery here. The gears look awesome.
     
    #3 Captain Punch, Feb 20, 2016
    Last edited: Mar 29, 2016
  4. WAR

    WAR Cartographer
    The Creator Forge Critic

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    Please make sure to post your maps in the map section. The thread system is for works in progress and discussions.
     
  5. Captain Punch

    Captain Punch Content Contributor
    Staff Member Administrator Wiki Contributor Senior Member The Scripter's Guild

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    Rotation Reset Glitch
    Temporary Solution

    This is from one of our team members.
    We aren't aware of anyone figuring this out already or not.
    Here is his write up that he did within our team boards.
    Thanks for taking a look at this. -Nitro


    Caustic Kirby (JamesDF) found the source to the rotation bug which means we now have a solution to prevent it until it gets patched!

    The Problem:
    The glitch stems from the first object selected in a group. If the first object in a multi select is never rotated, meaning it's in it default orientation, then all other objects will reset their orientation when a menu is opened.

    The Solution:
    First, select an object that you know has been rotated in some way, then make the rest of your selections. Entering a menu will no longer cause the objects to reset their rotation.

    This has been tested in several scenarios and, so far, this holds true.

    Let me or anyone else in Creative Force know if you find the glitch happening elsewhere so we can add to our relevant bug reporting.


    VIDEO
     
    #5 Captain Punch, Feb 20, 2016
    Last edited: Mar 16, 2016
    Merder Smerf and WAR like this.
  6. WAR

    WAR Cartographer
    The Creator Forge Critic

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    I'm just saying in advance, that maps should be posted in the map section and not in this forum area. We moved past old traditions of posting maps or map packs in threads. Now that you're aware of this, I'm looking forward to seeing the content you guys intend on releasing.
     
    Xandrith likes this.
  7. Xandrith

    Xandrith Promethean
    Forge Critic Senior Member

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    Are you being an asshole? It really seems like you are, but sometimes its hard to tell with text.
     
    WAR likes this.
  8. Black Picture

    Black Picture Level Designer
    343 Industries Senior Member

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    No, he is just being captin punch. If you meet him you would understand. best way to put this, have you watch big bang theory he has a little bit of Sheldon in him. love you punch S2

    Sorry Warholic for the confusion, he was just testing web page formatting for up coming maps post. this is not a map release
     
  9. Ray Benefield

    Ray Benefield Godly Perfection
    Forge Critic

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    We'll make sure to prefix the next Beta release with [WIP]. As that's what the Beta release is @WARHOLIC. They can't go to the maps section until they are actually released. :p Release posts will be more detailed and contain more than one map image per content. I've been busy with a move this week, but if you ever have any concerns feel free to PM me or Skype me man.

    lol, nope, @Captain Punch is just a pretty blunt guy. I wouldn't worry about it @Xandrith as he is working on that apparel you so desperately want for CF bro considering he is in charge of the media (and so much more). ;)
     
  10. Soldat Du Christ

    Soldat Du Christ Legendary
    Senior Member

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    The internet is fuunny
     
    Black Picture likes this.
  11. Captain Punch

    Captain Punch Content Contributor
    Staff Member Administrator Wiki Contributor Senior Member The Scripter's Guild

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    [​IMG][​IMG][​IMG]
     
    #11 Captain Punch, Feb 23, 2016
    Last edited: Apr 26, 2016
    Ray Benefield, WAR and Xandrith like this.
  12. Captain Punch

    Captain Punch Content Contributor
    Staff Member Administrator Wiki Contributor Senior Member The Scripter's Guild

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    [​IMG]

    This is the second part of the decal trick I have discovered, the first part, water and liquids, was posted about a week ago. In my bookmarks the map is called , gamer tag is Black Picture. This map is suppose to be just for examples. Anyone is more then welcome to use the ideas present in their own work. If you need any help, please message me or any of the Creative Force members.


    Thanks goes out to:
    @N1TRO: "Art Gallery", Graffiti
    @MythicFritz: Grafitti, Giant, Red, Shifting Skull, "CREATIVE FORCE" text
    @gAg CruSh3r: Glowing Stars
    @Blaze Circular Portal (in the Breakout Room)
    for their assistance in experimenting and creating the demo maps.

    Special thanks to:
    @NOKYARD
    for advocacy and spreading the word,
    @Mr Pokephile
    for his creation of the demo and tutorial videos.

    The maps are hosted in my files if you would like to check them out:
    Decal Trick Examples
    Creek Test

    The first room you spawn into on "Decal Trick Examples" shows you how to create the effect and the examples are spread about the level.

    (click here to open my profile on Xbox.com and follow me)

    Note: Scripted decals currently do not work in Customs, but do in Forge.
    :) Hopefully it will be patched to work soon! :)

    Thanks for looking!
    -Black Picture

    :) Now, for the pictures and videos! :)

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    #12 Captain Punch, Mar 6, 2016
    Last edited: Mar 8, 2016
  13. Ray Benefield

    Ray Benefield Godly Perfection
    Forge Critic

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    [​IMG]

    The Cartographer API, or CAPI for short, is a map analytics extension of the Halo API. It provides the ability to grab game data based on Maps, Gametypes, and Forgers rather than just Players and Games like the standard Halo API. This means that people will be able to see every custom game ever played on a map, be able to see how often their map is being played, generate statistics on their maps, and so much more.

    I'm currently just previewing CAPI to draw up some discussion on it. My current projection will probably be within the next month. I've got the core of the system working that can essentially store every custom game available and keep the system up to date. At this point it is stress testing, catching edge cases, building the discovery system, and building out every materialized view for every question we could possibly want to answer. So expect it to come soon. ;) On to the details...


    [​IMG]

    API stands for a Application Program Interface. Basically it is a way to communicate with an application. So CAPI will be your interface for accessing map analytics. Data is returned in JSON format (a fairly standard format for web APIs), so the data will come back looking like this (this is just a rough example):

    Code:
    {
      "Map": "Goliath",
      "GamesPlayedOnMapTotal": 73,
      "CreatedDate": "2016-04-23T00:00:00Z",
      "UpdatedDate": "2016-04-23T00:00:00Z",
      "URL": "https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/map-variants#ugc_halo-5-guardians_xbox-one_mapvariant_A%203%20Legged%20Goat_1849cde2-b4bc-40c2-a385-a689992da3fd",
      "Authors": [
      {
      "Gamertag": "Black Picture"
      },
      {
      "Gamertag": "Whos Blaze"
      }
      "GamesPlayedOnMapData": [
      {
      "PlayerStats": [
      {
      "KilledOpponentDetails": [
      {
      "GamerTag": "moo43",
      "TotalKills": 2
      },
      {
      "GamerTag": "THEMASTER952009",
      "TotalKills": 1
      },
      {
      "GamerTag": "LunaticLawyer",
      "TotalKills": 2
      },
      {
      "GamerTag": "MultiLockOn",
      "TotalKills": 3
      },
      {
      "GamerTag": "Hi Im Shaz",
      "TotalKills": 1
      },
      {
      "GamerTag": "A Wild Iron",
      "TotalKills": 1
      }
      ],
      "KilledByOpponentDetails": [
      {
      "GamerTag": "LunaticLawyer",
      "TotalKills": 2
      },
      {
      "GamerTag": "MultiLockOn",
      "TotalKills": 2
      },
      {
      "GamerTag": "moo43",
      "TotalKills": 1
      },
      {
      "GamerTag": "A Wild Iron",
      "TotalKills": 2
      },
      {
      "GamerTag": "Null Parameter",
      "TotalKills": 1
      },
      {
      "GamerTag": "Hi Im Shaz",
      "TotalKills": 2
      },
      {
      "GamerTag": "THEMASTER952009",
      "TotalKills": 1
      }
      ],
      "FlexibleStats": {
      "MedalStatCounts": [],
      "ImpulseStatCounts": [
      {
      "Id": "ba327946-418c-495d-90c0-89f084bf7447",
      "Count": 10
      },
      {
      "Id": "7dcd7306-f905-401a-97f2-345d4b25170a",
      "Count": 7
      },
      {
      "Id": "ea38d25f-d887-4bdf-b17b-8e8e649b9a87",
      "Count": 11
      },
      {
      "Id": "a1d97ad4-c1d9-4807-b619-ca3710cc5a8d",
      "Count": 0
      },
      {
      "Id": "3465eba1-608c-47d7-9cb6-ef4c7a55a2dd",
      "Count": 6
      },
      {
      "Id": "780104cb-5b86-4ed9-8fb1-40b919de0766",
      "Count": 1
      },
      {
      "Id": "a5a0d0d5-5c9f-4888-b42a-2c87f8e58336",
      "Count": 0
      },
      {
      "Id": "71ce2293-23bb-492f-a8c0-46e095b55eb7",
      "Count": 1
      }
      ],
      "MedalTimelapses": [],
      "ImpulseTimelapses": [
      {
      "Id": "f1c317ee-1ac4-4089-85e8-a9c536c6cf18",
      "Timelapse": "PT6M25.5491296S"
      }
      ]
      },
      "Player": {
      "Gamertag": "Time Glitch",
      "Xuid": null
      },
      "TeamId": 0,
      "Rank": 8,
      "DNF": false,
      "AvgLifeTimeOfPlayer": "PT23.319986S",
      "PreMatchRatings": null,
      "PostMatchRatings": null,
      "PlayerScore": null,
      "TotalKills": 10,
      "TotalHeadshots": 6,
      "TotalWeaponDamage": 1323.2091388702393,
      "TotalShotsFired": 166,
      "TotalShotsLanded": 82,
      "WeaponWithMostKills": {
      "WeaponId": {
      "StockId": 4096745987,
      "Attachments": []
      },
      "TotalShotsFired": 91,
      "TotalShotsLanded": 51,
      "TotalHeadshots": 6,
      "TotalKills": 7,
      "TotalDamageDealt": 917.58932113647461,
      "TotalPossessionTime": "PT2M32.5333S"
      },
      "TotalMeleeKills": 0,
      "TotalMeleeDamage": 70,
      "TotalAssassinations": 0,
      "TotalGroundPoundKills": 0,
      "TotalGroundPoundDamage": 70,
      "TotalShoulderBashKills": 0,
      "TotalShoulderBashDamage": 95,
      "TotalGrenadeDamage": 114.51982879638672,
      "TotalPowerWeaponKills": 1,
      "TotalPowerWeaponDamage": 93.5999984741211,
      "TotalPowerWeaponGrabs": 1,
      "TotalPowerWeaponPossessionTime": "PT35.0833S",
      "TotalDeaths": 11,
      "TotalAssists": 7,
      "TotalGamesCompleted": 0,
      "TotalGamesWon": 0,
      "TotalGamesLost": 0,
      "TotalGamesTied": 0,
      "TotalTimePlayed": "PT6M25.5491296S",
      "TotalGrenadeKills": 0
      }
      ]
    }
    
    With data like above, websites and applications can pull the data out of it and display it however they want. It is how websites like HaloCarnage.com exist. CAPI will do the same as the Halo API except give data centered around User Generated Content.


    [​IMG]
    • What games have been played on my map?
    • What players have played on my map?
    • Who has played the most on my map and may be a good resource for feedback?
    • What does the heatmap look like for my map?
    • How much of an impact does this weapon have on my map?
    • How often are people leaving games that are played on my map?
    • Are players playing on the right version of my map?
    • Has this reviewer even played on my map and how much have they?
    • Have any pro/semi-pro/amateur pro players tried playing on my map?
    • Who are my biggest fans as a level designer?
    • How many people are playing on my map when I'm not there to ask them to?
    • How has my map's popularity grown over time?
    • How does this version of my map play compared to this version?


    [​IMG]

    As a level designer this means that you can watch your content go viral. You can see how it is tested throughout the community. Imagine being able to see the statistics for every single custom game ever played on your map. Imagine being able to see a list of every single player that has played on your map. Even better see who has played your map the most and then ask to get some feedback from them since they have played your map X times. Perhaps you are interested in a heatmap of your level from every game ever played on it. Maybe you are curious to see how changing that DMR to a BR affected how your map played. Perhaps the average WeaponPossessionTime on the BR is less than it was when you had a DMR there instead. Or maybe you move a weapon from bottom blue to to blue, how did the WeaponPossessionTime change based on that? This is all stuff that you could learn from CAPI and more.

    Your users are looking to post their maps on your site already... but with CAPI they can get statistics on their maps as well. Show them the latest game that was played on their map. Show them how many times their map has been played on. Use CAPI to get a list of popular maps based on criteria that would be difficult to aggregate on your own. Track versioning and update the version and link to a map as CAPI figures out what is the latest version for them. Perhaps reviews are getting out of hand and are a bit too troll-y... well then add testing statistics next to reviews and ensure that Forgers can get a glimpse of how much the reviewer has played the map before posting their review. This will help weed out the quality reviews from the useless reviews.

    Time to build your next big app that is centered around the source of unlimited content for the Halo Community. Perhaps it is time to build a mobile app that allows Forgers to submit reviews for a map directly from their phone after playing on a map. How about a MapCarnage site that shows the latest games and auto-updates with the latest games based on maps rather than players? Have you thought about running a tournament site revolving around a particular set of maps? Have CAPI automatically finds these custom games for you based on that map's ID, and automatically verify who played in the game and have access to the statistics right there at your finger tips. The possibilities are endless.

    CAPI is a public display and open sourced project that will be streamed throughout its development. It will give software engineers of a variety of skill levels a glimpse and an example into using AWS as a serverless solution for an API. It will also show techniques that will help developers build code that is easier to read, easier to maintain, and easier to add features to. We want CAPI to be able to grow quickly and we have processes that are being followed to allow rapid development. Things like the Repository pattern, working with strictly domain objects to speed up development, and also using pub/sub models to not have to edit old services when new services are introduced. This will also help people take enterprise level concerns into account like monitoring and logging on a massive scale. AWS is a beautiful tool and show how small time devs can use it to maximize their productivity is part of the goal.

    Halo will become a platform in which level designers have access to a tool like CAPI in order to quickly refine and iterate their maps with full blown analysis of how their changes affected the map. This will grow the quality of community maps which means better content for the community. The ability to watch your own map grow throughout the community means that more developers of maps will be more engaged and more motivated to complete and test content. More testing is always better. More playing is always better. Was there a problem finding content for matchmaking? Are the wrong maps being pushed up? This can be validated with CAPI, finding out what content is actually trending in terms of people actually playing on the map. Validate if someone who proposes a map for matchmaking isn't doing it prematurely. Find the best maps out there based on actual playtime statistics not just based on how many times someone has saved a file.


    [​IMG]

    Because CAPI is an API this means that it can be tapped into just like the Halo API and custom web apps, mobile apps, and more can be created based on the data that CAPI provides. It does this by storing every single custom game ever played and then running those custom games through an analytics system that takes note of answers to questions like what map was this game played on? Sounds like a lot of information right? Well it is. Storing every custom game and the analysis for maps will take a huge amount of storage and the entire system will need to have a ton of processing power to pull this off. And this would normally be a huge development effort? Open up the spoiler below for more details on how that will be handled.

    Enter Amazon Web Services (AWS)... AWS provides an infinitely scalable platform that will allow CAPI to grow to whatever it needs to grow to. Using the latest tech like AWS Lambda and AWS Gateway means that CAPI is backed by enterprise level tech and hardware to ensure it meets the expected demands of the Halo Community. I won't bore you too much with the technology, but if you are interested then there are some details on the Bitbucket repository page. And that leads to my next point.

    CAPI is an open source project. This means that not only does CAPI exist for the improvement of the Halo Community, but it also exists for the teaching of an enterprise level API that is easy to manage thanks to the beauty of AWS. And that means that any member of the Halo Community that has the know how can participate in the development of CAPI. All of my development for CAPI will be live streamed for the world to watch how the system grows and learn from its explorations through LiveCoding.tv. And those that have even a bit of development experience can learn, ask questions, and help build CAPI to be the best that it can be.

    In addition CAPI is looking to also hold some key software engineering principles to speed up development. A serverless architecture will be used to remove the overhead of most of the systems work. No managing servers, deploying servers, or dealing with databases crashing. Nanoservices is how things will be segmented. Thanks to AWS Lambda we are able to keep our business logic in small compartmentalized portions without ridiculous overhead to deployment of new features. Also following things like the SOLID principles, pub/sub systems, and things like automation will speed up the development of features. And thanks to AWS we will have a lot of features covered for us like logging, monitoring, and scaling. All in all this means that it will be wonderfully simple to add new features to CAPI within a matter of hours or a few days. This will allow developers to focus on what matters. Below is a current model of the architecture that is in place right now. Anything in red lettering has not been implemented yet and this is far from complete as the system is just going to keep growing from here.

    [​IMG]


    [​IMG]

    When I first saw the Halo API, my first thought was is it possible to have these kind of statistics for maps? And then I saw it... the map and game variant data on a game. So here I am today, after having built a forge team and experienced the new Forge for myself. Last month I made plans to build this project as I had finished my contract with Nike in February. Not only did I feel that this would be powerful for my hobby and the community I care about, but also that it would help be a display of public code to show what I know how to do. Because all of my work has been proprietary so no new employer will ever get a feel for what I know at first glance. So I plan to go all out with this project and with the support of my partner, Jessica, I have the time to devote to this ambitious project. So expect me to pull out all the stops to make this a success.

    I dreamed big while designing CAPI. One of the ideas I had while designing CAPI's functionality is that CAPI can be an additional Artificial Intelligence character in the Halo universe. CAPI cares about the growth of the future. It cares about the builders and the architects and hopes to support their endeavors as environments come into fruition. CAPI is being designed with this thought in mind. Perhaps its interface will be a little more interactive than most sites... perhaps CAPI will communicate with Cortana on Windows 10. CAPI is here to assist the Forgers of the Halo Community to achieve great things. I hope that CAPI will do good for this community. I've been around since the birth of Forgehub... that is a LONG time since Forge came to life in Halo 3. And I hope that the experiences that I have gained (both as a level designer and as a software engineer) will help bring this community a tool that helps it thrive going forward. I grew up in Halo... and I'm looking forward to seeing how it grows with this new addition to the universe.


    [​IMG]


    [​IMG]
    The open sourced public repository for CAPI development.
    My LiveCoding.tv stream where you can watch me code CAPI. This means you can ask questions, stay up to date on the roadmap, and more.


    [​IMG]

    Do you have any ideas on what CAPI could do? Use this thread as an idea generation space. Help design a tool that will bring the level design community that much further.
     
    #13 Ray Benefield, Mar 7, 2016
    Last edited: Apr 27, 2016
  14. Nitro

    Nitro Guilty Spark

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    This is from one of our team members. We didn't know if you guys figured this out already or not. But here is his write up that he did within our team boards. Thanks for taking a look at this. -Nitro

    "Rotation Reset Glitch Temporary Solution

    Hey guys, Caustic Kirby from Creative Force, and I found the source to the rotation bug which means we now have a solution to prevent it until it gets patched!

    The problem all stems from the first object selected in a group. If the first object in a multi select is never rotated, meaning it's in it default orientation, then all other objects will reset their orientation when a menu is opened.

    The solution is to first select an object that you know has been rotated in some way, then make the rest of your selections. Entering a menu will no longer cause the objects to reset their rotation.

    I've tested this in several scenarios so I think this holds true. Let me or anyone else in Creative Force know if you find the glitch happening elsewhere and hope this helps!


    Also here's a video link https://account.xbox.com/en-us/game...rby&scid=03a80100-9ff3-46ea-be76-e00e7fe465df "
     
    Soldat Du Christ likes this.
  15. Soldat Du Christ

    Soldat Du Christ Legendary
    Senior Member

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    Creative force would you let this lowley forge peasant shine your boots for a nickel in spite of your greatness i beg of you! D:}
     
  16. PixelatedGuy

    PixelatedGuy Creative Force
    Creative Force

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    Bloopidy blop.
     

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