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Squally DaBeanz

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Everything posted by Squally DaBeanz

  1. THANK YOU! I am so SICK of people crying over forge world and taking anything they can and turning it into rumors and "proof" that it's coming back to Halo 4, especially when Halo4Follower is involved. The kid doesn't know what he's talking about. He's just whoring out false information and his own personal desires to get publicity. Forge World is DEAD people! Get over it and move on. Maybe if you'd all take the time to actually explore the three canvases we have now, you'd find that there are PLENTY of great areas to forge in and lots of potential for creativity.
  2. I knew magnets would be a problem from the beginning. In the Halo 4 multiplayer vidoc, when talking about them, they say "HAND PLACED MAGNETS". They didn't find the exact center on the pieces using the mesh of the objects or anything. They tried eyballing it and put the magnets where htey think they should go. Some points get the job done alright (not great, alright), but others are just awful
  3. This is a highly situational topic, since every map requires different approaches to balance and weapon choice. I would have to see your maps to give you some pointers based on where the initial spawns are on the map, what it's intended best gametype is, run times, symmetrical/asymmetrical, sightlines, player traffic, land marks, navigation, objective areas, elevation, risk/reward, etc.... it can be a lot to take in. Also, I've been developing a theory of what weapons affect what comes up in persoanl ordnance on each canvas and how to influence certain ordnance weapons to show up in certain maps to help with balance. Send me a message on XBL sometime and I can run you through the basics
  4. Precision editing was supposed to be in the game, but a bug overwrote the ID for the function since default sprint is on the same button.
  5. I have a whole map pack inspired by Gaurdian http://www.343industries.org/forum/topic/26320-defender-map-pack/
  6. DEFENDER MAP PACK The Defender Map Pack is my first map pack release, and features three small Lockout/Guardian style maps: Stigma, Atlas, and Warden, each playing differently for different gametypes. Stigma: "Lost dreams and faded memories influenced the construction of this strangely familiar observation platform. 4-8 Players" Gametypes: Slayer, Swat, KotH, Regicide Atlas: "Hanging just below the surface, this facility remains intact after years of neglect. 2-6 Players" Gametypes: Slayer, Swat, KotH, Regicide, Oddball Warden: "This comm relay provides clear signals amidst the surrounding debris. 4-8 Players" Gametypes: Slayer, Swat, KotH, Regicide, Oddball, CTF Fileshare: https://www.halowaypoint.com/en-us/players/squally%20dabeanz/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0 After building my map Stigma and seeing how popular it was becoming, I decided to carry on the theme of Lockout/Guardian style maps, and build one on each of the other two canvases (Erosion and Impact). Stigma was more of a general purpose competetive map, so I decided to make the other two a bit more specific in purposes. Atlas is catered toward 2V2s and small FFA gametypes, while Warden focuses more on tight teamwork with objective gametypes, especially CTF. That being said, Stigma is played best with slayer and KotH.
  7. Not true. The lighting is either intact, or broken. There are two stages of broken dynamic lighting though. Stage 1 is where the shadows only render within a certain radius of the player. Stage 2 is when there are no shadows at all. The green glow is something that naturally happens near the water on Erosion. There are still certain aspects of lighting that can't be changed, the green light being one. Remember how "shadows" worked on Reach? The entire piece would have a certain shading depending on where it was in the canvas, despite any other pieces around it. The same rules apply with a few areas in the Halo 4 canvases, the water on Erosion being one of them.
  8. The lighting hasn't been fixed. From your description, it sounds like you're forging on Erosion, which is the easiest map to pull off broken lighting. It's possible that they altered the stages of dynamic lighting to make everything look uniform when broken. Try switching back and forth between player mode and editing mode. If it doesn't give you the "generating lighting" message, then your lighting is still broken. If you do get the message, I don't know what to tell you. All I know is that fixing the broken lighting wasn't something that was put into the title update.
  9. It could be related to the servers being down right now. I remember in Reach I would have a description that worked, but when I lost connection to live and went back to the lobby, it would say "bad description". Try again when the servers are back up.
  10. I'm not directing the comment to you personally. I'm saying this for everyone that keeps whining about Forgeworld without putting any actual thought into it. It's a bunch of hollow wishes being made for no other reason than nostalgia, and it's getting really frustrating.
  11. It's not part of the map pack. Details on the map packs have been set in stone for MONTHS, even before Halo 4 was released. Honestly, this picture looks like Apex from Spartan Ops. That, or it's just a generic picture of Requiem or some concept art. Pictures like that have been used in marketing in the past, doesn't mean it's in the game somehow. People need to stop whining. Forgeworld is too much for the Xbox to handle with the Halo 4 graphics engine. Get over it. The current maps are plenty big enough. HOWEVER, adding in some NEW environments would be a nice change. I posted a thread about it here: http://www.343industries.org/forum/topic/25935-new-environments-the-easy-way/
  12. I just had my capture card running while I was playing, and it has the ability to take screenshots. I basically just cleared the area, then drove around on the Warthog looking for good shots of the environment XD
  13. By now I'm sure everybody and their mothers know that some people are dissapointed with Halo 4's Forge (crazy, I know). I for one am ok with the way things are now... BUT I wouldn't mind seeing some new Forge environments. No, this doesn't mean I want Forge World back. It can't be done with the current graphics. Notice that word I said. NEW. I'm sure if 343i put their heads down and created some new spaces to Forge in, then the Forging community as a whole would flip out and start pumping out even more amazing maps (Yes, they exist. Just go look for them). Here's the problem though: Do they have time to do this? With how much they have to do right now with making a massive title update, constant matchmaking changes, creating and testing the map packs, possibly creating another season of Spartan Ops, and getting started on the next Halo title for the next Xbox console, do they have time to stop and make some new Forge maps? Well, maybe they don't have to make entirely new maps. I mentioned Spartan Ops. It has been a great way to add value and replayablility to Halo 4, but it got a little stale during the first half. 343i was kind enough to take a break from the weekly releases, and create some amazing new places for us to play in. Not only that, they made them interesting, expansive, and layered enough that the replayability is much higher than the old maps. So here's my proposal: Why not use some areas of Spartan Ops as a basis for new Forge canvases? A perfect example being the wide open area on Apex that was opened up to us in the final episode of season one. Seriously, look at this place! It's beautiful! What Forger in their right mind WOULDN'T want to Forge here? All 343i needs to do is cover the Forerunner structures with some cliffs, remove the Pelicans, and get rid of some of the smaller rock structures scattered through out the map, and BOOM! New Forge canvas! There are some other areas in Spartan Ops that have similar potential, like the Warrens. I don't know about all of you, but I would greatly appreciate having some new areas to Forge in. I mean, why not? It happened in Halo 3 and Reach. Just look at Foundry, Sandbox, Tempest, etc. If future maps in the Majestic and Castle packs dont fulfill a similar purpose as Foundry and Tempest (fully playable maps with lots of Forge potential), then I'd say this is the next best thing. So, what are your thoughts on this?
  14. 1- You have three large maps designed specifically for Forge. They may not be perfect, but they get the job done. There are plenty of creative maps out there that utilize the canvases beautifully, you just need to know where to look. And if you dont like the tunnels on Impact, then don't use them. They're not the only pieces available. Also, Forge World is impossible to create with Halo 4's graphics engine. The Xbox would explode. 2- The wait can be annoying, but it's needed. Rendering the lighting mid-construction lets you know you haven't broken the dynamic lighting yet. You WANT to see the lighting being rendered, it means your map is looking how it's supposed to. It's just the way things work. Besides, some people want to see where the shadows are while building their map so they can make the most out of the shadows. 3- This seems to be more of a personal preference than anything. I for one like the new looks of the blocks (for the most part). They could have done better with the unnecessary polygons to help framerate, but it's not that big of a deal. And again, if you don't like the tunnels, then don't use them. Most forgers frown on "tube maps" anyway. 4- The shifting pieces is to prevent certain modding in the game. Besides, the shift is usually so minor that no one will notice while playing the map. If it still bugs you, there are ways to limit the shifting.
  15. Impossible. Forge World can't be done on the Halo 4 engine without making the Xbox explode. This could just be a picture they made. They've made plenty of other Requiem themed pictures for marketing that weren't maps or anything in the game, so why not do some more now? People need to get over Forge World, it's getting really irritating.
  16. Stigma By Squally DaBeanz This map began with my desire to build a good Lockout/Guardian style map, since I had failed to do so in Reach. I had built a similarly styled map in the middle of the Ravine before this, but I wasn't satisfied (even though it was a decent map). So, I took the time to compile a list of what made some classic maps such as Lockout, Guardian, and Ascension so memorable and fun to play. Things like the Shotgun drop down on both Guardian and Lockout, the rocket spawn on Ascension, open areas in the middle, towers looking toward the center, and lots of flanking routes (to name a few). I threw these, along with some of my own ideas (like a low lying man cannon that shot players THROUGH the map), into a mixing pot, kept the things that would work well in a single map and threw out the things that wouldn't. What I ended up with was a list of aspects and simple ideas I wanted to incorporate in a single map. Then, I started building... Last Updated: 9-23-13 Supported Gametypes: Slayer, Regicide, KotH, SWAT Best Gametypes: Slayer, Regicide, KotH Intended Team Size: 2V2, 4V4 Link: https://www.halowayp...le&startIndex=0 Screenshots: Top Mid Blue Tower Blue Street/ Blue Lift Red Tower Red Plat/ Red Lift Bottom Mid Top Gold Bottom Green Bottom Hall/ Stairwell Callouts Video Walkthrough: Meet Your Maker Runner Up (Old Version): "Lost dreams and faded memories influenced the construction of this strangely familiar observation platform. 4-8 Players" Stigma is a multileveled Guardian/Lockout style map mounted against the cliffs of Ravine. It features two towers that act as bases for both Red and Blue team, a central platform, and a two leveled hallway that wraps around a quarter of the central platform. This is by far the most effort I've ever put into a map, and it shows. I hope you all enjoy playing on it as much as I have enjoyed building, testing, and refining it
  17. Sounds like they're letting their greed guide them, which is ironic since a move like this is definitely going to kill their sales and total income from the gaming industry... Microsoft, please don't make a stupid mistake. Gaming is supposed to be fun and social. Overpriced games that can't be passed around friends, returned, sold back, or bought cheaper by another person... All on a console that REQUIRES internet connection, even if there isn't any available... Anyone else sticking to their 360?
  18. When they say open world, they mean a single massive map like Skyrim, only it's gonna look and play even better. Mass Effect (while a truely amazing game) was divided into small levels and missions accessed by a "central hub".
  19. Again, I'm saying if they WERE to bring her back. I'm not saying they will, cuz I doubt they will.
  20. If they WERE to bring her back, what I could see happening is the UNSC making another Cortana model from Halsey's brain. However, remember when she touched Chief's chest at the end before she stepped away and the ship collapsed? Maybe some memory or personality fragment is still inside Chief's suit, and will merge with the new AI, slowly turning the "new Cortana" back into what she was before (except for the whole rampancy thing XD). Of course, this is all speculation, and is dependant on if 343 even decided to do something like this.
  21. Aside from fixed and improved tools (fine edit, better magnets, etc) the biggest thing that I want to see that's still in the realm of possibility is a forge DLC with more canvases, like a desert or snow one. And the interesting thing that can be done with a snow canvas is have snow texture mapping on the objects, just like they do with grass on the rocks on Ravine.
  22. The only possible DLC I could see that's practical is new forge environments. I doubt it'll happen seeing as they've already laid out all their plans for DLC, but I'd love to see a snow canvas to forge on. They could even have the objects have snow on them once placed using the same texture mapping that they have in use with the rocks on Ravine.
  23. Something to note about that video though. Funny as it may be, I still take offense to it. They're making it out like ALL of the problems with forge were deliberately planned out to be things the community doesn't want, which simply isn't true. Sure, we may not all agree with some of the creative approaches and decisions they made (holes in the pieces, no Falcon, etc) but I think people are over reacting. The new forge is an overall improvement, even with it's flaws. Sure there were some screw ups like fine editing not making it (which was a button mapping bug that wasn't discovered), but at least we have forge and the community is making the most of it.
  24. That depends. Did you use magnets to align the pieces or freehand it? I've found the best way to prevent the shifting is to use coordinates ONLY. Locking also helps a lot, so it's good that you're doing that. Another thing I have to ask: Are you co-forging this map? That's a MAJOR reason for objects shifting. If you start up a forge game with more than one person in the lobby, the pieces will be horribly out of place. It has something to do with host connections. Hope this helps!
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