Forge Enhancements

Discussion in 'Halo and Forge Discussion' started by Maximus IL, Aug 1, 2013.

  1. Maximus IL

    Maximus IL TCOJ

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    I am by no means a Forge expert, but in using it, I have noted a few things that I think could be improved to provide a lot of benefit to forgers - and ultimately, benefit to 343i by increasing the re-playability of the game. I figured I'd list them here, as Waypoint doesn't seem too interested in Forge.

    A. Object Sizing

    It would be spectacular if rectangular objects could be sized like kill/safe zones. Even if the sizing were rough - like in increments of 1x1 thin blocks - it would work wonders (especially in conjunction with additional enhancements below).

    For forgers, this would greatly reduce budget usage for most maps - as well as make it easier to create clean boundaries.

    For players (if implemented properly) this would reduce framerate issues, as the game would only have to render a single object rather than tens of individual ones.

    Aesthetically, it would prevent having some portions of a boundary colored brown while immediately adjacent ones are gray. It would also eliminate the visible seams and alignment issues when a single, smooth surface is desired.

    B. Object Textures

    It would be a great help if the user-sizable blocks (and perhaps all blocks) could have user-selectable textures. So if you want just a stone or metal texture - no stripes, grates, insets, hydraulics, wires - you could do that.

    Grates, insets, hydraulics, wires, etc., could simply be either ON or OFF and selectable from a palette. Tons of options not necessary. So 1x1x1 blocks could have a couple of palettes to choose from, such as "Stone", "Metal", "Hydraulic", "Electrical". Even if it's just a choice between a plain texture and a single "fancy" texture, that would be a massive improvement.

    "Themed" objects - such as those in the "Impact" category - could remain use-as-is, but the multi-purpose building blocks could definitely benefit from selectable textures.

    C. Object Luminosity / Hue

    This can be very frustrating. You can put rocks next to each other and end up with some dark gray, some red, some brown, and some bright blue based on very small differences in location, when what you want is for all of them to be the same. It would be much appreciated if object luminosity and hue could be adjusted by the user if necessary (even if it defaults to automatic determination). Having a few different base colors and luminosity settings would also be much appreciated.

    D. Windows

    It would be nice to have windows that were just the glass that could then be placed in openings, much like shield doors. It would be even nicer if these windows could be sized as described in (A). It would be the mostest super special nicer if in addition to these, the opacity of the glass was reduced on the bright side. The dim side is fine, but the lit side is practically opaque.

    E. Corners / Edges

    Please allow users to select between sharp edges and rounded / chamfered / complex ones for blocks and walls. While the fancy edges can look great in certain situations, when trying to build a flat surface or seamlessly tie objects together, they can look miserable and cause problems with stutter-stepping when walking across a supposedly flat surface.

    F. Natural Objects

    More natural objects would be appreciated. The current choices are quite limited.

    G. Dynamic Lighting Limits

    No hidden dynamic lighting budgets, please. Display the dynamic lighting budget alongside the object budget.

    H. Monitor Auto-locate

    Please stop the monitor from auto-locating upon selection of an object. In tight spaces, this can be incredibly frustrating as the monitor vibrates itself to death trying to get to the correct location. Instead, allow me to position the monitor wherever I want, display the X, Y, and Z axes upon object selection, and have the analog sticks assigned to those same axes regardless of monitor position relative to the object.

    I. Precision Editing

    Precision editing would be much appreciated. Additionally, you should not be allowed to place objects in Forge more precisely than can be saved to disk. So if orientation / location information needs to be truncated during save, the same truncation should happen while moving an object. It should snap to precisely the same precision as is allowed during save.

    J. Z-fighting

    In cases where surfaces from two different objects are identically located and you get Z-fighting, it would be helpful if the user could designate one of the objects as primary (or have this done automatically). Even if this were implemented simply by shifting the primary by the minimum truncation precision value rather than having a "primary" or "secondary" display setting associated with the object, this would be a great help.

    K. Man-Cannon / Grav Lift Influence

    It would be nice if the influence zone for the man cannons and gravity lifts could be set like the teleportation zones such that the cannons do not affect players outside the zone boundary.

    I. Decals

    It would be nice to have the ability to put decals on things (like "UNSC" or even custom lettering) to remove the need to have the decals already present on the objects. If you want to use some of the objects upside-down or otherwise reoriented, you have to use a second piece to cover up the upside-down lettering.

    L. Circular Pieces

    It would be nice to be able to define circular walls. This would be easiest, I think, but using regular polygons. The user could select how many vertices a complete circle would have (thus defining the diameter), how many vertices for each wall segment, and how tall the wall segments were. Like the rectangular walls in (A), the distance between the vertices could be in very rough increments of even 1 unit, yet still provide a dramatic improvement over what we have now. Being able to make, for example, a sewer or industrial environment or grav-lift tube with a single user-defined piece would provide an amazing amount of flexibility.

    L. Pre-rendering

    Not knowing how the in-game rendering engine works, I do not have any suggestions on how this would be implemented, but it would be nice to be able to save versions of maps with the phased objects already pre-rendered such that the game interprets them as canvas. This would damn near eliminate framerate issues.


    TL;DR: I have a large forge wish-list.
     
    #1 Maximus IL, Aug 1, 2013
    Last edited: Aug 1, 2013

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