Hello all, Now you may be thinking, "we already have a to scale mini map", but we dont have the real thing. This is where this comes it. Right now, I'm making one of the most ambitious maps EVER created in Halo 5. Forge World. People tell me, it cant be done, there isn't enough room, there is, in fact i think i will be able to fit the entirety of forge world in parallax. Now we all remember spawning in the coliseum in Reach, well, thats where i have started. Im working my way out paying attention to basic detail, once the basic map is done, i will spring it up with aesthetic details, i will make two copies of the map, one will be fully aesthetic and almost unplayable (just for looking at/admiring), the other will be a template where all basic/needed pieces are locked, and the user may delete unlocked and start forging. Ive gotten a lot done in terms of the starting area, and to protect the nostalgia, i will make a "Reach" game-type that turns off many of the things Halo 5 added, making it feel like reach. Now this is where YOU yes YOU come in. As all ambitious projects, they take a lot of time. I want anyone who played forge world on reach extensively to join in on this project, and shorten it. Just post your GT below and we will be in contact. I have done the estimation. I know it can be done, Will you help me? I will take screenshots tonight, might create a slideshow of progress lol.
In this video's comments (which isn't real, it's a miniature), someone said Tom French stated that it was being made by 343 so I would wait a bit to see.
If they were remaking it then it would've been in the memories of reach update rather than them waiting and randomly putting it in another update.
Very true, maybe they arent done, they might be procrastinators after all. But this map will be my gift to the community.
The only issue is once it's done, will there be budget to build anything else? I would doubt it and at that point, you can't do much with the map unless you delete the sections you aren't using. I'm not saying don't build it, but what are the practical uses of it once it's built? Terrain is too easy to place these days with dozen's of options. I look forward to seeing it built if you do decide to continue as to how it turns out.
In all seriousness though, while Forge World being recreated is awesome, not having 1024 parts available really hinders the whole point of the forge canvas. That being said, recreating it would be a feat in and of itself.
As i said before, i plan on creating one fully aesthetic, and one which would be bare bone, i hope to have a budget of at least 300 left with the bare bones variant, we'll see when we get closer.
I would love to see an official Forgeworld in Halo 5 but building it and making it useful in Halo 5 is fairly unrealistic. Hell you can easily waste 50 budget on spawn points alone. Now don't get me wrong, I'm not saying it's a waste to recreate it, but if I was going to do it what I would do is, create some of the most used and or nostalgic area's at the highest quality, and then build a very cheap skybox that simulates the closest surrounding area at the lowest budget possible. The end result allows us to retain most of the budget while building in an area that looks virtually indistinguishable from Forgeworld. Lets be honest, nobody ever used more than 30% of the map at a time, and the average user never tended to break 5%. I would recommend you build small chunks of the map, maybe 10% at most and then just build what would be visible from that point at the lowest piece count and ignore the rest. What's the point in wasting budget on area's that won't even be seen. The other benefit of doing it like this is that you will have something available to the community much faster than you would trying to take on such a massive challenge. You could even build a low budget mock up of the entire map as a skybox, and then just build high detail in the area you want to showcase. Afterwords you delete area's that won't be visible to save budget. Each time you restart you do it from that low budget mock up so that you don't have to keep starting from scratch, rebuilding the surrounding skybox each time. One last thought is that you could still keep the same concept but just build the largest sections to detail and again skybox the rest. Dividing the map into the gulch, the Island, the ledge, the waterfall, the room and the Ascension rock. This would still use a fair amount of budget but it should be within reason.
That's very reasonable, and in a way im already doing that. While in my map i won't have every little thing since it will be bare bones. I will create the map, make it look as nice/genuine as possible. As i build, i will lock pieces essential to the map. and leave unlocked misc pieces that are there to make it look good. However, i like your idea of the only parts of the map will be used part of the time. I may create many variants, and each variant is for a different area. everything around that area that isnt visible will be deleted. For ex, if im on the main "island" why should blood gulch take up space? So i guess i will create the forge world "mock up" and detail all the areas, if i have a nice budget. If i don't, i will do each area and save separately. I will do the best i can to get the best of both worlds, Detail Scale So, i guess ill be releasing this in parts, or all together, then separately. We will see how this goes.