I use my age strategically, otherwise I deny, deny, deny. You can tell people if you like, nobody's going to believe you anyway. They gawk every time I say my age. Doesn't hurt that I play video games, watch cartoons, play with my RC toys and hop on ledges as I walk past them. Also I'm also adorably bald in that younger, somewhat athletic, sort of way. Just don't make me use my dad voice, (I'm not one, but I come well equipped) neither one of us will be happy about it.
Hey Roadkill630, I was wondering to myself if it might be beneficial to update the list with maps people plan to remake. Like adding an "In Progress" and "Completed" part to the list. This might enable people to use it as a resource to collaborate and not split playtesting resources and such. For example I know fame28 plans on making Narrows and MultiLockOn with Lockout.
Thats a good idea, if people still plan on making maps from this list, every comment after this one (and the one before) will be taken into account.
So, I'm brand new here. Forging for the first time, and I'm insane. So I'm remaking Boarding Action from Halo:CE. I'm going to call it Gangplank, It's not even a shell, but I'd love help, and ideas, and what have you. Played Halo since CE (it came out when I was in HS) and Forge in Halo 5 has enough interesting tools that seem worth it. I'm trying to currently build to the CE scale to see how it plays, and then modify from there. I've been using the MCC layout to divine rough measurements, but I'd love any help you guys can offer.
Hello and welcome! I've been working on a map inspired by Halo: CE's Infinity and have run into a challenge that you may face recreating Boarding Action in terms of aesthetic pieces. Keeping in mind I'm not doing an exact recreation, I started with the main base you'd find at both ends of the map Infinity and I just finished most of the structure itself. The main platform has been hollowed out to have an interior with multiple entrances including one from the upper part of the platform to the lower, the sniper nest/Banshee spawn has one large ramp that goes through the center of the tall structure instead of two small ramps on the side, and the top portion of the structure is recreated albeit smaller and simpler in shape. Despite my best to reduce the number of pieces used while maintain the basic look of the base, just one base takes up roughly 38% of the Lightmap budget! This is without any additional lights or cover pieces in place yet. If I remember correctly, Boarding Action took place between two UNSC ships or a docking area of one UNSC ship. If you planned to fill out the back to make it look like a ship you're going to fill up your lightmap budget really fast. I'd recommend changing the side/back of the ships into something else, like maybe a building that has been split in half from being glassed right down the center leaving a cliff drop in the middle? Something like that will let you keep the visual integrity without devouring your budget.
I have a real soft spot for Bungie's abstract map designs from Halo CE So I have a Hang Em High recreation currently in the works. It wont be a 1:1 recreation obviously; I've taken a few creative liberties to ensure the new movement mechanics don't interfere too heavily with the jumps and platforms in the map. So far i've managed to map out a majority of blue base and several bridges that extend across the map. My biggest challenge however is coming up with a clever name that is reminiscent of the original, but different enough to make it clear that this map is not an exact replica of the former. I've currently named it "Hoedown" but i'm thinking of scrapping that title in favor of a better one.
The Halo 2 recreation of Hang En High was called "Tombstone" I think to play on the idea that a fictional character was hung then buried. If you want to keep with the motif you can name it having to do something with resurrection maybe? I'm looking forward to your map as I too have a love for Halo: CE maps, despite their quality.
Cool! Construct is an awesome map and your recreation looks like it is loyally recreating the original. Too bad there isn't a Flamethrower to throw on the map.
Weekly update! Maps added this week were: Anemic - A Bloodgulch Re-imagining by HOMEBOUND11 Floodgate - A Damnation remake by MidnightHinata Tracen - Another Damnation remake by Azazel the fox Lookout - A very dark and large lockout remake Garden - The first halo 5 forge map, and a guardian re-imagining... although not a great one initially, the updates the creator made to this map have helped it. That's a lot for the first week of forge, and i hope to see a lot more in the months to come!
Alongside Hang em High I also have a Derelict recreation in the works. I'm hoping to make full use of fx and give the map a sort of "haunted ship" atmosphere to make things more interesting. So far I've noticed that the thruster mechanic has somewhat transformed the map's dynamic completely. For those unfamiliar, Derelict is a fairly small arena map featured in Halo CE. The original map features two levels. The second level can only be accessed by teleporters placed around map's perimeter. However in Halo 5, it's possible to pull a few trick jumps with the thruster pack and reach the second level. Normally i'm dubious about allowing the newer mechanics impact the flow of classic maps, however I think this new dynamic might add an extra layer of strategy.
Does anyone have any tips on the best way to match the scaling of Halo 5 to past Halo's? Would it be best to get Halo 3 on another TV, take note of how many steps it takes me to get from Point A to Point B, and then recreate it in Halo 5?
What is the block under the platform? In the original construct picture they are lit up (yellow) it looks like you found an object quite similar. Just wondering what kind it is.
Late to the Remake party but I'm just about done with my Boarding Action remix. Calling it Broadside Action. Soon as I learn how to post I will share.
I'm currently about halfway through a remake of Backwash that I'm calling "Deluge." I doubt it was ever one of the most popular Halo maps, but when I saw the new forge features I knew i had to do it. I'll probably make a thread for it soon.
Thanks for the welcome! Boarding Action is exactly that! I've run into similar issues so far. I'm on the second iteration (which is less faithful) after blocking out the original level. Now it's taking into account the change in games since CE, and allowed me to create a bigger landing bay with the other levels designed around the central level. I used (and suggest everyone consider using) the level load screen from MCC to create my original mockup.. Also took a bunch of reference screen shots. I'm drawn to the verticality of the map (5 levels!), but I'm also running into lightmap budget issues. I'm at 40% complete and already at 60% for lightmap usage. I'm super glad that that's a soft budget and that every BTB forge is at 140% and higher. I'd love for you guys to check it out, and for someone with more experience than me (just about everyone) to just critique what I'm up to, and give me some tips regarding workflow, and because I'm at... 40 or so hours with a lot of questions/issues. I'll be away till the 28th or so. If you want to see what I've done so far, the GT is Seicross, and all the levels should be there.[/QUOTE]
I just posted a remake I did of Death Island called Reaper's Hollow if you guys wanna check it out: http://www.forgehub.com/maps/reapers-hollow.1015/ I always love looking at remakes of the old maps translated into each new game's play style. Great thread!