check out my map Siva destiny tower ep 1 my next map is when you and the other Spartan survive against the new darkness and you are running through the last city on earth to catch your ride to oni base from (halo 3 odst)
I want to create a map that's ever changing. Think Battlefield. When you destroy a building in the middle of a match it will fall. This usually creates new pathing and lines of sight. I think that would be cool to incorporate into a competitive 2v2 environment in Halo. With the new destructible wood pieces it's more possible than ever. I may mess around with this idea sometime this week.
This is the file browser link to the current version of Hellfire Reef. It's coming together quite well, I think. The reason I'm linking it is because I have a fun minigame you can play on it in its unfinished state (in Forge 'cuz no spawns): find and identify the most horrifically overpowered place I could put a shotgun spawn.
I'm working on a map set in a droid factory. I built it for a blockout contest being put on by iForge and Creative Force. It's called "Robota" at the moment and has been a challenge in terms of managing my collision budget. I'm using a lot of hazard suits for droids and they run up the budget pretty fast. It's interesting what objects are also tied to collision, like game mode objects and certain cylinders and props. After a bit of work though, I was able to manage my pieces and get it under control. Here's a waypoint link Here's the Contest: I'm currently having some problems with scripting. I can get the hanging droid racks to move down the assembly line in Forge, but when I load the map up in a game nothing moves and none of the scripts activate. I've had the same problem with a couple other maps with moving objects, so I assume this is a glitch going on now...Anyone else having that issue? Making the droid racks run on a track is really the last bit of icing I need to make this one look sick. I'm not expecting to win the contest or anything but I do enjoy doing art passes on blockouts. I've done a few recently and it's been a fun challenge.
still not finish but this map is still in the works its called siva the front lines ep 2 you and a group of Spartans didn't find no survivors on the tower so it was time for you to escape and u end up on the front lines with your backs turned against the destroyed tower and facing a sphere called the traveler possessed by siva queen
I remember I Halo 3 once I built a map where I had a banshee spawn on a mancannon above the map in the distance so it would look like banshees were flying above the map. I had to delete them for budget purposes but has anyone scripted vehicles to fly over their maps for aesthetics's yet?
Yes, for an upcoming project. Of course, i have to make it a little more elaborate by adding scripted FX. The exploding/despawning vehicles used the map's built in kill volume and draw distance. Those were not scripted. The FX spawn/despawn is tied directly to the spawn/death of the Wasp so there are no de-syncing issues. I have a version of the map with just the dogfight and a viewing platform above the map so you can see the mechanism up close in a custom game, it's designed to not fire in forge mode.
I'm only kinda sure why I'm not altogether here. Yep, I wanna work on making prefab mechanisms that people can use to make big time destructible environments. I think a simple system of making structures out of mostly normal-physics pieces but held together with fixed or phased pieces (invisible blockers if needed) which can be despawned to let the whole thing crumble... that should be very doable. If it could also facilitate adding in some strategic map control play, so much the better. I'll try to take a look at the scripting stuff. There should be some solutions...
Wut that looks dope. If you need testers for that message me on xbox por favor, I'd love to get some games on that. GT: AceOfSpades0707
Thanks man. Right now I've taken the scripts off since they were glitched but if you have any ideas about how to get the racks to move I'm all ears. The current issue I'm having on a few other maps as well as this one is that he scripts seem to just not activate at all. I have another map where I used almost the same scripts to animate a little glass sculpture in the middle. Here's a link if you care to look - Data Mine. If you go into forge, the objects will move as I want them to, but in custom games they are just stationary. In both instances I was using a timer to toggle power state on and off, and then movement that was scripted to move when power state was on and reset to position when power state is off. It's a pretty simple system and it works in forge, so that's what makes me think there's a glitch somewhere.
Yea there's some terrible bugs right now which make any sort of timer scripting not work properly at all. Hoping 343 fixes it in the next update.
Thanks man! When I build something Halo related it's impossible for me to not take inpiration from CE. This time I'm taking only inspiration from it. It's gonna be a 4v4/5v5 map with vehicles, like a lot of old Halo maps used to be. Anyways looking forward to see yours!
Cool, that's what I figured. In that case I'll just sit tight and wait for them to push the next update. Scripts not working at all seems like a big thing they'd want to address in the next update. I've heard rumors that something is going to be done to address frame rate in the next patch too. Does anyone know if there's any legitimacy to that? Like, did someone at 343 hint at it or is that just hopeful speculation? A frame rate fix would be nice since I have a couple maps with minor frames issues...It would be great if those just went away without me having to pick apart the map. lol
The last update affected frame rate negatively across the board (on both forge and dev maps), due to a change in how the game renders objects. 343 has said they're looking into it and attempting to find a fix. As far as I know, no confimation has been given that a fix has been found, and no time table has been announced.
I started a new Castle themed 2v2 on Sunday after what felt like a long break. I am still cleaning up the blockout, but I should have a good 7-800 pieces left to decorate once that part is done. I have a teleporter on the map, which I haven't used in a while. I think the exit location is good, but I'm not sure I have the entrance in the right spot. Anyway, it feels good to forge again. I hope this one turns out well. Its pretty simple, but I'm digging the sightlines I've got. If anyone wants to take a look at the unfinished product, its currently called "Plague", but I'm thinking of changing it to either "Krom's Keep" or "Chron's Keep"