Forge Idea (yes, very long)

Discussion in 'Halo and Forge Discussion' started by AH90, Aug 30, 2008.

  1. AH90

    AH90 Ancient
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    I think Forge needs a small update. Don't you think it can get pretty difficult and frustrating sometimes to twist and turn and rotate and place an object just right or line it up with another?
    Would it be possible to make an addition that would allow us to rotate an object exactly 30, 45, or 90 degrees in any direction with the push of a button? I was thinking that we could use the D-Pad to do this since the only it has is "Up" to change forms.
    My thought: while holding RT, like when we normally rotate, using the D-Pad will rotate that object an exact 15, 45, 90, or however many degrees. This would make forge much easier, less annoying, and more people would utilize this insane opportunity.
    Either 15 or 45 degrees would be ideal; and both can make a full circle. With 45 degrees, you have eight possible turns and it allows for 90, 180, and 270 degree positions, which are very important. With 15 degrees, you have everything 45 offers, but also two more positions per every 90 degrees. However, 15 degree turns may take too long to rotate around to 330 or 345 degrees. Rotating once extra would be annoying without being able to move back; so you'd have go all the way around again. Altough forging already takes very long and people may not mind since they already have this addition.

    Holding RT is already how we spin objects with both joysticks, right? I suggest that pressing any direction on the D-Pad while holding RT would allow exact rotations in that direction. This would still allow for custom rotation as it is now with both joysticks.

    Overhead, an object can be spun left and right, and up and down. From the side it can move left and right, and up and down, but this would be the same as one of the rotations from the overhead perspective. Even there are six possible movements, we can make it three since each one has an opposite. With each rotation moving to the right, you can always get to the same position as any leftward movement, just it takes more clicks.
    Now view a single box. "Left" could tilt the object over it's right from a side view (the side facing you stays, but rotates right). "Right" could tilt the object over itself from the top from the same perspective (the side facing you tilts upward, but does not rotate). Again from the same perspective, "Down" could rotate the object right (the side facing you rotates right).
    Grab something and work through the motions to get a better visualization if you're having trouble.
    With this way of doing it, we can keep "Up" as it is. Which direction controls with movement doesn't matter. I just chose what I saw to be easiest.

    If someone custom rotates an object, using the exact rotations should reset the object to orignal position. Then, exact rotations should begin after the first click. If that person wanted a custom rotation, then he/she can custom rotate the object all the way through. Someone who did custom rotate and wants exact rotations would not be able to get the object in it's original state without deleting and starting over.

    --------------------

    One other not-so-needed thing to throw out there though... Can we have an "Undo" option? I hate when I press "Y" to delete the object I'm holding, but since my cursor is pointing at something else at that moment, the other thing goes away and I must do that one again, too.
    With that, of course it brings out the thought of "Redo". However, this could get interesting. Having these would allow a player to compare having an object there and not there. This would make decision-making easier.
    This also gave me one more related thought right, but it's probably way too complicated and not worth it. Just tell me if I should say it anyway. - Nevermind, can't work.

    Since we're pretty much out of buttons to use, I was thinking a start option would be best to do this, if even possible at all. That way your object in-hand can stay as is and you can bring back the other with ease.
    As for how it works...
    If you put down an object for the first time, "Undo" will delete it. "Redo" will put it back how you had it.
    If you place an object, then grab and reposition it and place it, then "Undo" will move and position the object back to its prior position. "Redo" would then place it back to the newer position.
    "Undo" would work backwards in a "timeline" of what you last, and "Redo" would move forward. Think of your "Back" and "Forward" options on your internet browser.

    Scenario: I place a single [1]. A place a double open box [2]. I place a bridge [3]. I grab the single box and move it farther left and spin it some [4]. I place a cannon, man [5]. I grab the double open box and move it on top of the single box [6]. I place a Shotgun [7].
    (A) With placing a Shotgun as my last action, hitting "Undo" will remove the the shotgun. Hitting "Redo" would then put it back where it was.
    (B) Using "Undo" three times would take away the shotgun, put the double open box back in the first position, and remove the cannon, man. Using "Redo" once would place the cannon, man back in the original position. Using "Redo" again would put the double open box back in its second position. Using "Redo" a third time would place the shotgun down.
    (C) Using "Undo" five times would undo each action from [7] to [3]. Only actions [1] and [2] would be as they were. So only the single box and the double open box would be and they would in their original positions. Using "Redo" would repeat actions [3] to [7] as you did.
    (D)One catch though, if you "Undo", then place an object, there will be no "Redo" to bring back what you had done before that placement. If you do actions [1] through [7] and use "Undo" twice, you will be back at action [5], while [6] and [7] are gone. Placing a new object or rotating/moving another will create a new action [6] - meaning the old ones are gone.
    (E) So using "Undo" four times will remove the shotgun, place the double open box back in its prior position, remove the cannon, man, and place the single box back in its prior position. Now I place a fence wall [4]. "Redo" will have no effect because there is no newer action. "Undo" will romve the fence wall. "Redo" will replace it. "Undo" twice will remove the fence wall and remove the bridge. "Redo" once will replace the bridge. "Redo" a second time will replace the fence wall. "Redo" will have no more effect.

    "Redo" and "Undo" might as well be disabled when they have no effect.

    Also, only party leader should be able to use "Undo" and "Redo" options. That way there will only be one "timeline". This also means that the leader can control undoing and redoing every object placed instead each player having to do it individually with their own "timelines". And who knows what should happen if a player quits and who should inherit what and what the order should be, etc.? That person would be completely lost on what the order had become.


    [Please also post comments in the Bungie.net Thread if you are able to do so. It's the only way to get this anywhere; posting here won't do anything.]
     
    #1 AH90, Aug 30, 2008
    Last edited: Aug 30, 2008
  2. HPssauce

    HPssauce Ancient
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    ......what can i say - sounds like a plan, but really your talking to the wrong people for requests for new forge editor ideas :p
     
  3. AH90

    AH90 Ancient
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    Bungie needs player input. Redirecting people to the thread in the Bungie forums shows that there is interest. Then, they can give us feedback.
     
  4. Markkus

    Markkus Ancient
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    Yeah, we cant change how the Forge works. You need to ask Bungie, your forge input.
     
  5. GD27 BlueDevil

    GD27 BlueDevil Ancient
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    Tou should post this in the optimatch forums. Shiska is answering questions there regularely (since the new Podcast came out) because of all the cofusion about the September MM update and the new custom forged map playlist.

    I am sure him and a lot of people from Bunige will like this idea. I completely agree with you in the fact that forge needs some adjustmants.
     
  6. AH90

    AH90 Ancient
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    Alright, I'll post it again, but in the Optimatch Forum this time. I'll edit the original post to link to the new thread rather than the old.
    We'll need people to post in it to keep it alive.
     
  7. soccerholic1816

    soccerholic1816 Ancient
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    Another feature that would help immensely: locking an object so it doesn't move when you hit it against another object. I just hate it when you have to place an object in a tight fit, but every time you try the other objects knock it around.
     
  8. drak

    drak Ancient
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    look.....my suggestion that quickly fixes MOST of your problems:

    the B button: its unused, yet very powerful....it could be an undo button, or used as a checklist, such as enabling snapping, enabling no collide (easy interlocking) enabling unlimited budget glitch, or even ultimate one......that would be awesome
     
    Dizfunky likes this.

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