That's a damn good system you came up with. Yeah I think that would be great. Spartan chatter will definitely be a bottleneck, but I love the idea of this.
I forgot about some of the tedium of choosing some settings which have an extensive list like the named volumes. Choosing colors might even be worse. I think a simple pop-up chooser that shows a scrolling grid of text options would pay off in spades. More specialized interfaces like a color chooser could be nice, but not as necessary. If I missed some color choosing option, then let Preacher001 be the one to not judge the greatness of my stupidity. Even if it's worthy of a Bender Bending Rodriguez quote.
After working with the Named Volumes tool I would really appreciate a system like what Warholic suggests as it makes way more sense. Until then, this user on Reddit created a spreadsheet with all the named volume labels so you can see all your options and approximate them in the list. Link to Reddit thread
Name Locations Continued: Tom French (lead UGC) read the suggestion I posted earlier and said that he pitched a very similar idea in the past but got shut down due to the brutal number of voice overs required. Unfortunately the words need to be spoken together for the inflections to sound less mechanical, so that would require 7,500 spoken phrases per voice actor. There are also strongholds permutations and line variants for each, add the disk and download space and its a non starter. Tom thought that piecing the words together would be the best option moving forward but said that this was ARENA's department and couldn't push any further than his suggestion. Tom also said that he will be looking at the current list to see how it can be more intuitively viewed and cycled. On the bright side, perhaps we will see this alphabetized in the future.
Kinda random, but something I feel would be convenient. Not sure if it was suggested before, but an elastic vehicle repelling volume would be nice.
Bump the thread, here are the notes from the patch. Please continue to post bugs and what (use the master thread stickied for specific bugs) Forge: New and Updated Features: Bounding box preview when navigating through objects in palette menu "Delete all objects" button added to map properties (fire team leader only) "Reset map properties" button added to map properties (fire team leader only) New Objects: PROPS > TOYS Kill Ball GAMEPLAY > WEAPONS > UNSC Halo 2 Battle Rifle Grav Volumes (GAMEPLAY > GRAVITY VOLUMES) Grav Volumes; Visible & Invisible Added additional 16' ring permutations to match other ring systems; Ring: 16' [48x48x12; eighth] Ring: 16' [48x48x12; half] Ring: 16' [48x48x12; quarter] Ring: 16' [48x48x16; eighth] Ring: 16' [48x48x16; half] Ring: 16' [48x48x16; quarter] Ring: 16' [48x48x20; eighth] Ring: 16' [48x48x20; half] Ring: 16' [48x48x20; quarter] Ring: 16' [48x48x24; eighth] Ring: 16' [48x48x24; half] Ring: 16' [48x48x24; quarter] Ring: 16' [48x48x2; eighth] Ring: 16' [48x48x2; half] Ring: 16' [48x48x2; quarter] Ring: 16' [48x48x4; eighth] Ring: 16' [48x48x4; half] Ring: 16' [48x48x4; quarter] Ring: 16' [48x48x8; eighth] Ring: 16' [48x48x8; half] Ring: 16' [48x48x8; quarter] Ring: 16' [64x64x16; eighth] Ring: 16' [64x64x16; half] Ring: 16' [64x64x16; quarter] Ring: 16' [64x64x8; eighth] Ring: 16' [64x64x8; half] Ring: 16' [64x64x8; quarter] Ring: 16' [80x80x16; eighth] Ring: 16' [80x80x16; half] Ring: 16' [80x80x16; quarter] Ring: 16' [80x80x20; eighth] Ring: 16' [80x80x20; half] Ring: 16' [80x80x20; quarter] Ring: 16' [80x80x8; eighth] Ring: 16' [80x80x8; half] Ring: 16' [80x80x8; quarter] Ring: 16' [96x96x16; eighth] Ring: 16' [96x96x16; half] Ring: 16' [96x96x16; quarter] Ring: 16' [96x96x20; eighth] Ring: 16' [96x96x20; half] Ring: 16' [96x96x20; quarter] Ring: 16' [96x96x8; eighth] Ring: 16' [96x96x8; half] Ring: 16' [96x96x8; quarter] Forge grid system (PROPS > GRID >) Grid: 1x [10x10] Grid: 2x [20x20] Grid: 5x [50x50] Grid: 10x [100x100] Grid: 20x [200x200] New Props: PROPS > CRATES > Crate [5x8x5; UNSC; single] Crate [5x8x5; UNSC; covered] PROPS > MISC > Hazard Suit [5x4x11] Locker [3x2x7] Shelves [4x8x12] PROPS > CONSTRUCTIONS > CANISTERS > Canister [46x18x18; triple] PROPS > EXPLODING > Power Core [7x5x5] Forge Bug Fixes: General Stability updates to Forge Grouping two or more groups together now properly updates the budgets and works as intended Fixed various objects with missing descriptions (+ English strings in non-English languages) Fixed a crash caused by duplicating a group with a maxed out budget Fixed a crash caused by trying to delete scripts when none are in use. Fixed an issue where adding objects to groups did not reset the group count. Fixed an issue that capped scripts useable on an object at 7. Players can now use 8 scripts. Fixed crashes caused when working with groups that had objects that don't exist Fixed issue with setting fog to "None" doesn't actually result in no fog Forgers can no longer "weld" Mantises Fixed broken bullet collision for: Accent: Ceiling [32x80x16; corner; left] and Accent: Ceiling [32x80x16; corner; right] Resized Block [32x32x16] to be correct size Resized Block [64x64x48] to be correct size Fixed Cylinder [24x24x80; full] so collision model matches render model Fixed Cylinder [24x24x80; half] so collision model matches render model Fixed Cylinder [64x64x24; full] so collision model matches render model Centered text on Sign [armory; 2x10x8] Fixed incorrect physics behavior with the soccer ball Fixed some missing object/folder descriptions Forerunner [Pulse] sound object now attached to the correct sound Tweaks & Cleanup: Changed default physics of some objects from "Fixed" to "Phased" Cover: Solid [2x4x4.5] Cover: Solid [2x8x4.5] Cover: Solid [2x16x4.5] Cover: Solid [2x32x4.5] Cover: Jersey Barrier [3x4x4.5] Cover: Jersey Barrier [3x8x4.5] Cover: Jersey Barrier [3x16x4.5] Cover: Jersey Barrier [3x32x4.5] Cover: Street [4x4x4.5] Cover: Street [4x8x4.5] Cover: Street [4x16x4.5] Cover: Street [4x32x4.5] Cover: Street [8x8x4.5; corner] Cover: Tech [4x4x4.5] Cover: Tech [4x8x4.5] Cover: Tech [4x16x4.5] Cover: Tech [4x32x4.5] Sign [star; 1x3x3] Sign [cinema; 1x4x14] Sign [hotel; 1x16x4] Sign [green-cross; 2x8x8] Sign [armory; 2x10x8] Sign [exit; 2x10x8] Sign [robotics; 2x10x10] Billboard [1x128x64; golden warthog] Decal: Number [0; 4x6] Decal: Number [0; 8x12] Decal: Number [1; 4x6] Decal: Number [1; 8x12] Decal: Number [2; 4x6] Decal: Number [2; 8x12] Decal: Number [3; 4x6] Decal: Number [3; 8x12] Decal: Number [4; 4x6] Decal: Number [4; 8x12] Decal: Number [5; 4x6] Decal: Number [5; 8x12] Decal: Number [6; 4x6] Decal: Number [6; 8x12] Decal: Number [7; 4x6] Decal: Number [7; 8x12] Decal: Number [8; 4x6] Decal: Number [8; 8x12] Decal: Number [9; 4x6] Decal: Number [9; 8x12] Rearranged some extra structure object palettes STRUCTURES > ACCENTS > RAILINGS > moved to STRUCTURES > RAILINGS > STRUCTURES > ACCENTS > GLASS > moved to STRUCTURES > GLASS > STRUCTURES > ACCENTS > PLATFORMS > moved to STRUCTURES > PLATFORMS > STRUCTURES > ACCENTS > PISTONS > moved to STRUCTURES > SUPPORTS > PISTONS >
@Doju I'm happy to see these additions to the Forge but, rings aside, I'm surprised there wasn't a little more added. Thanks god for the bug fixes. We'll have to put them to the test. Maybe someday I will feel safe enough not to have 30 incremental saves of the same map.
It would be really useful to be able to set the transparency of primitive shapes, for instance Curved Glass. Also being able to set a path for scripted objects to follow, similar to the cinematic cameras, for instance, if I wanted an object to round a corner or something. I feel it would be less buggy with set path options than our current system of scripts. Trait zones, Object options to only allow things to be used by one team, ex: a weapon that you can't pick up unless you meet certain requirements. The ability to change the flag carrier weapon, and put the flag on your back like we used to have in speed flag.
I want to just take a moment to appreciate how amazing Halo 5's Forge is. I've been looking back at old Halo 3 maps and Reach maps, even Halo 4 maps. I so greatly appreciate the item variety and the ability to change object color. It makes this absolutely amazing.
These are not super critical, but sure would be nice: • When changing the colors of an object, in addition to being able to scroll through them with d-pad, it would be nice to be able to press 'A' and pull up a grid or palette of all the colors and select one from there. Current method is very slow and cumbersome. • Implement a similar feature as mentioned above for other menu options, such as named locations. • Create a 'Blue Basement' named location. Currently only 'Red Basement' exists. • A mirror option that works similar to the symmetry modifier in 3DS Max, where any objects on one side of the plane will be mirrored to the other side. Include the option to set whether symmetrical or asymmetrical, mirror plane location and rotation, and any other options that seem nice.
Not sure if it has already been mentioned, but "broken" primatives... aka primative chunks. This would help tremendously in trying to create environments that have a dilapidated feel... Mostly cylinders and blocks. Glass too and maybe some props in poor condition.
The terrain texture underwater on Alpine should be replaced with something more grass green. Forgers are unable to effectively use the water in combination with terrain in this area because of the poor quality of the terrain textures here. Because of this, maps that would like to incorporate water features are being built on separate canvases such as Parallax like the recreation of Valhalla below: We also need a section of survivable water to forge in. We have requested this feature since the end of Halo Reach's life cycle and have been denied in every Halo title since. How will I ever remake SEWERS?
Another thing I've been thinking about is the ability to weld trait zones to weapons or armor abilities.
Yeah, they don't work in custom games. This is a bug that they are aware of. Have you tried to make the Mantis float in forge mode? If that works then I'm sure the update in Feb will allow us to make some cool Gundam style game types;P
I think it has to do with how Halo 5 handles water. If you've played around on that Elite homeworld map for a bit you may have noticed that they don't even have an effect for being under water.
I was trying it in forge mode and I am actually kind of trolling because your ability to control the mantis in a grav volume is very limited.
Yup. In fact, I think I remember reading a tweet from Tom French saying that the reason the water kills you on Alpine is because that's the point where if you crouch, you'll "see" under the water. Take that with a grain of salt because I may be remembering incorrectly, but if that's really the reason, then that's very disappointing.
Ability to label object color to 'TEAM' (attacker / defender). This allows us to color coordinate our spaces while using round based side switching game modes in the future.