We had the privilege of voicing our concerns directly to the designers and engineers behind forge. No software is ever perfect; a line always must be drawn so that something can be shipped. Otherwise, it would be a work in progress forever. With that said, the unfinished builds we used were miles ahead of any iteration of forge we've seen in the past, and that was in September. I have no outstanding concerns at this time.
I think its a little premature to advocate against anything before we see what they did with the feedback we provided. If there was not enough time or resources to address some of our concerns, we can collectively convey them again in the future. The team building forge wants nothing more than to deliver the best possible product and I think they've set a good foundation for that. Once forge is released ForgeHub will start conducting a series of polls for you to provide more information to their team. The tools will expand and grow over time and thankfully we get to help them steer that ship.
Josh Holmes knows what he's talking about. The pacing of the game is what matters, and that includes more than movement speed. There has been a serious over-compensation of map scaling since sprint became default.
Scaling up maps has been a fool's errand and is detrimental to gameplay. Maps should always be scaled so that sprinting is nothing more than a choice, not a necessity. I've been saying this ad naseum since Reach, when sprint was a bigger factor with a near 60% Delta, and now we've got sprint with a relatively insignificant Delta of ~15%. THERE IS NO NEED TO SCALE UP MAPS FOR SPRINT. end rant
To an extent I feel that is true, maps shouldnt be scaled up for sprint. However you really have to approach a design differently because of it. Cover has to be distributed with larger gaps to avoid chasing and make up for kill times vs travel time, Jumps have to be separated with larger gaps to control flow properly in some cases and you have to make sure that snags don't exsist. For example of snags, in guardian if you were to sprint off of top mid going to bottom gold you would very likely bump your head off of the ceiling/floor in between the doorwars. For jumps, if you had sprint on guardian you could easily jump from s2 to bottom blue, which is small but would change the way the map is played by a lot. For spacing of cover, imagine if you are in the pits sword hall and there is a sniper on the tower and you want to make your way to the oposite "training", with sprint this would get you past easily in 2-3 shots where withou it you would have to plan with your team to move out or make an engagement to escape. With sprint you don't have to worry as much about positioning because you can bail a lot easier avoiding the engagement altogether. Not that I am disagreeing with you but there are aspects you do have to think about if you have sprint.
I hope there are Halo 3 style crates that can be moved by meleeing or shooting them, very cool for minigames and infection. Can I get confirmation that these will return? And also, can I get them to not despawn as ridiculously fast as they would in Halo 4 and 2A?
It's unlikely that they would remove the feature of physics options when placing an object, especially due to the new and approved scripting system. And there are also barrels and stuff already placed in dev maps that have normal physics. I wouldn't worry about it.
Can we confirm that there will be physical pallets as well, so I can remake Pallet Parade from Halo 3? Who's the beast that made that ridiculous map?
I can't verify since things may have changed since mid September, but they stated that Normal Physics scenery objects which were moved will not respawn and will stay put for the entire game. I didn't see any Pallets but the scenery menu was no where near complete. Pallet parade will be a simple matter with the scripting options available
I like that. A barrel or crate should not respawn. It's more realistic if it just gets moved and stays there the rest of the game. It's not like back in the day pre-Foundry when we were building forts on the pit out of pallets & crates, lol. You new kids ain't bout that life!
If true in the final build, that's fantastic for Halo 3 type of games. Can't wait. I love the **** that could be moved back then.
I REALLY hope we can script Physics states. It would be cool to have your entire base explode and crumble to the ground in an Assault game by having it change it to Normal Physics upon scoring.
If they would have released Forge at launch I would not have finished the legendary solo campaign or hardly any MM so it kinda works out.