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URBAN B0BCAT

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Everything posted by URBAN B0BCAT

  1. Congrats Red! Looks like I need to pay attention to your posts from now on. Keep holding it down sir.
  2. I'm pretty sick of missing customs night for the last couple weeks, but tonight is a dud as well. Too many outside obligations. DarkStar and I should have a map ready to test on Wednesday for a possible play next week though, so there's that. Shoot ya' soon kids!!!
  3. Thanks for the update 343i... It's always nice to be on the edge of this new information. Then I get to geek out and be the first to tell all of my gaming friends!
  4. Trivia master Spades... where is our next question?
  5. I'm sur ethat you know what you are talking about here, but when I was messing with the custom game settings for king of the hill the other day, it allowed me to turn teams off and set the counter to include everyone in the hill instead of just one person. We can take a quick look back at this later if you feel like it. Otherwise, keep getting your stop watch on!
  6. So the same night that "FileShare" comes up on Halo 4 the Xbox Live servers start screwing up? Coincidence?!!!!
  7. Cukaaaaw! New custom game headed your way kids! Should be finished with the build soon.

  8. Our good friends at THFE have already covered the issue with this linked video. It should give you a good idea of what to expect when you exceed lighting budget. It may not seem too important, but I've been only 7000/10000 into a build and have broken the lighting, which seems way too early. I suggest that you serious Forgers keep a link to this page handy since you'll start using more expensive pieces in order to save lighting budget instead. I'm already reworking an entire map. Happy Forging!!!
  9. Another great interview Drizzy! Thank you sir! These are a great way to give the new blood a sense of the leadership around here.
  10. I have a competitive map to rebuild and a race map to begin, why can't my life just be Forge and not also working to pay bills?!

    1. Absolute Dog

      Absolute Dog

      Many ask that very question! lol

    2. URBAN B0BCAT

      URBAN B0BCAT

      Right?! If only I knew pre-college that I should focus my efforts toward gaming and freelance. Such is life I guess.

  11. I think that you want to post on the Halo Waypoint official site forums.
  12. Since I'm new here, I can't look at this issue and see the current trend as compared to the "Golden Era". Has there been a bit of a paradigm shift since this thread went out? Have we made any progress as a community to reach back towards the light?
  13. Thank you Ducain for posting this video! I think that it will really help some of the early Forgers out there step up to the next level. I know that we would both agree that it's really important to have a clean map to showcase if you're taking your maps seriously. To offer a slight variation on Ducain's method, I wanted to explain how I achieve tight flush layers between pieces. Like Ducain, the method relies on quick tight taps of your height adjustment. Once you've set the location of the two pieces so that they overlap, clearly showing a height difference, you're ready to adjust and make the two perfectly flush. This way can help you when "Z Fighting" is present by giving you a height that is still close enough to not cause bumps in the action while still allowing one texture to take over the other. Like Ducain, I'll start with a somewhat drastic height bump and quick press of "A" in order to lock a piece into a height that is pretty close to where I want it to be. Since you've released the object at a particular height, the Forge treats that exact height as a new "Home" position for the piece. What this means is that if you bump the height up a little bit and then right back down, the piece recognizes the last release point and will slowly drift back into that exact position as it slows down. If you press too hard on the height adjustment, just a few bumper clicks can bring you back to that "Home" height again. From there, I begin fine tuning the "Home" height until it's right where I want it to be. I do so by taking advantage of Forge's slow drift as a piece approaches the "Home". You'll notice that as the piece nears the recently set height, it will slow down and drift into the position. That small window of time is the best opportunity to press "A" again and lock off the height into the correct position. Even if you are a little off once you release the piece, it should still be closer to the correct height than before, which is good progress. From there, you repeat the process until the two heights are prefectly flush or set to the desired position. If it's not initially intuitive for you, remember, if your height is just above where you want it to be, then lower the object below the desired height set piece and bring it back up towards its "Home" height. That way, the piece will experience the slow drift while crossing the plane of the proper height that you want to achieve. Releasing the object just as its texture appears above your other piece is an easy indicator that the heights are flush and you should quickly release the object. This method takes time to get used to, and relies on a soft touch. A pointer here would be to tap the outside edges of your controller bumpers so that you can have the most fine and minor adjustment possible. Often times, pressing the center of your bumper buttons forces a more drastic change in height, so stick to the outside edge. Since the height drift in the Forge is consistent, you'll train yourself to know when to release based on how far off the objects are from each other. Practice this one a little bit and you'll be setting tight flush pieces subconciously in no time. If anyone wants me to go over this method with them visually, shoot me a PM and we'll hop online some time soon so that I can show you. I'd be happy to help. That's what we're here for after all. Thanks again to Ducain for putting in the work for everyone! HAPPY FORGING!!!
  14. I spent the weekend hosting my future in-law mother, sister, and brother. In other words, Halo withdrawl!

  15. Thanks for the updates Drizzy! This breakdown idea is pretty awesome considering how easy it is to miss current events across the many threads on the Forums. Keep up the great work sir!
  16. I went back into Halo 3 today in order to trace my Forge roots. Crazy how slow play feels without sprint!

  17. Let's keep this thing going.... Thank you Insignia for working so hard on everyone's signatures over time. I also noticed that Brony was putting in some work on the thread as well. Sorry if I missed anyone on there, but it's pretty amazing that you guys put in so much effort to cover 10+ pages of signature requests. I trust that it has helped hone your design skills along the way. Thank you also for inspiring me to spice up my own profile a little bit and add a signature. Keep up the amazing work!
  18. Fired up for all things Halo right now!

  19. Holy tons of signatures Batman!!! Keep up the good community work in here gentlemen. Way to keep the masses looking fresh!
  20. Since we played a custom race map last night that featured a king of the hill type scoring system, it got the "wheels turning" in my head to work out a solution to the gametype issue that is a current plague to the league. The obvious problem with the king of the hill lap tracking likely comes down to two issues. 1) A person could camp on the lap line and earn additional laps. 2) Once first place has crossed the finish line, effectively fulfilling the max "Hill Time", play ends and no other players have the ability to "Place" appropriately. I offer this suggestion as a potential solution knowing that I'm not seasoned in the gametype but hoping to support the cause. If this doesn't work out and it's best just to have a moderator, then so be it. No worries. Below though, is my thoughts on a solution. 1) All maps should impliment or be designed with a standard lap line that consists of a KoH box only large enough to count 1 second for each driver when crossing. Gravity zones should be doubled or tripled in order to ensure that no driver can camp on or back into the line. This may offer a lap line speed boost to the mongoose, which would be considered standard because it effects all racers invloved. The alternative to this would be an elevation drop where the KoH box lives so that no driver can physically get back into the box once they've crossed the line. The gravity zone idea seems the most easily implimented idea since it could be applied to current circuit maps. It may be necessary to impliment a combination of both ideas as a standard in order to make the system really work. 2) All maps should include a small pit area found somewhere just after the lap line where racers could pit in order of finish. If this is not possible for a current circuit map, then a solid area for all "Placed" racers to form a tight line to the side could work as well. All racers would "Pit" at one lap shy of the KoH second total. IE: 9 laps for a 10 second KoH win variant. This would allow all racers to fully finish in appropriate order without supervision. In the case of photo-finishes, any racers disputing their finishing place should line up side-by-side in the pit area to designate a placement contention. The ruling could then be finalized in the theater. I really hope that these suggestions can either influence or directly form a solution to the necessary moderator position issues during current races. Good luck working out a viable solution since 343 doesn't yet seem interested in offering up a solid gametype. Forge-on! UPDATE: I eagerly tried this out once I got home today. Easier said than done. Not sure why the gravity zone just slows a mongoose down instead of multiplying its speed. Regardless, I haven't given up yet and will be attempting to work out a system. Come find me if you're on tonight ORL peeps.
  21. I've never been a MLG competetive player, but I see a real value in that community. It's crazy to me that the series that made MLG popular is now being shunned. Competetive based Halo play is a bit more difficult to define in H4, but I don't think that it's impossible. With the right set of standard gametype rules for competition based play, there's no reason that a grassroots movement can't begin once again. MLG started small, and they may live to regret the decision with enough work and support of a new league. Make it happen MLG players... it is how you suppliment income after all.
  22. Ladies and Gentlemen, I've begun this thread because I couldn't find anything similar when looking through the forums. If this is already a section, then great! Someone please point me in the right direction. Otherwise, I hope that a moderator takes notice of this and feels that it is an important enough thread to "Pin" or keep as a priority topic. In an attempt to keep the spirit of this forum positive and productive for everyone invlolved, this should serve to play an important role. Please post any acknowledgements or appreciative comments below. It can be as simple as a quick, "Thank you such and such for helping me with that map problem that I was having." - or - "Such and such jumped off of the shoutbox with me to play some matchmaking, which was really cool of them to do. Thank you." I hope that everyone makes this an important section of the forum since there are people here that devote much of their time to helping others, sometimes to the detriment of their own sanity. An important place to start is here, "Thank you 343i for giving us all a place to bond and discuss with our own." I'd like to thank the members of this forum that have already helped shape my perception of map making and the way that I approach my builds. Whether through directly jumping into my maps and making helpful suggestions, or simply including me in the community right from the start, an important thanks goes out to the following members. I appreciate the support and guidance. Spades N AZ Squally DaBeanz DarkStar Rezix333 (Gamertag) Banehalo
  23. Thanks Squally! I took this scare as lesson and began saving multiple copies after Forge "Milestones" in the design. I now have 11 different versions of one map by saving the progression just in case.
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