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Everything posted by URBAN B0BCAT
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Ravine Map I made is loading impact instead
URBAN B0BCAT replied to Thunderfeet's topic in Forge Discussion
http://www.343industries.org/forum/topic/23123-map-deletedcorrupted-read-this-before-its-too-late/?do=findComment&comment=228451 I know that the link is hard to see, but it will take you to my posting about the same issues. I hope that it helps. -
I ran into the lighting crash last night in Forge. May or may not have been because I added two huge Colisseum Windows right towards the end of the build! There goes that idea.
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Map Deleted/Corrupted - Read this before it's too late...
URBAN B0BCAT replied to URBAN B0BCAT's topic in Forge Discussion
I tried to list a possible solution above in my comment. As far as avoiding the issue altogether is concerned though, I'm not exactly sure what caused it. It could have been related to how quickly I deleted the two files that I had in my share, followed by immediately uploading the new versions. That was the only factor in the scenario that seems like it could have caused the issue since perhaps the xbox confused the file's save information in the exchange. So maybe just taking it slow when adjusting File Share files will help. No, because I was only transferring files, not changing names and adjusting any text entry. Factually, it has to be bug related because the map picture associated to the file was wrong. I went into my "Impact" sub-category of maps and found a picture from "Ravine" in that list with the correct file name but wrong loaded map attached.- 6 replies
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- Corrupt File
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I'd be happy to jump into a map with you and go over some of the basics/advanced tips and tricks for making the map look clean. I'm no pro in Forge, nor do I claim to have the best designs, but I know how to make all of your lines nice and pretty so just hit me up online with an invite some time and we'll try to make it happen!
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Welcome Spades N AZ and Lil Dog to the staff.
URBAN B0BCAT replied to Absolute Dog's topic in Announcements
Congrats to you both. I don't know anything about "Lil", but I'm sure that he represents having been bestowed the honor and all. As far as the younger customs group is concerned, will there be any protocol based on cussing or behavior? I know that it isn't technically necessary due to the rating of the game itself, but I've been helping BaneHalo a bunch recently in the Forge and I know that he wants to join the customs night. He takes serious issue with foul language though. Is there a healthy space for him in the younger group? -
Area 51 - What Secrets does it Keep?
URBAN B0BCAT replied to GryffinGuy007's topic in General Discussion
Unless the UNSC is basing their command out of there, I dare not speculate. -
I'm new to the community here, but it's nice to see so many people pushing for the best essence possible across the forums. So far, I've had nothing but a great experience. The people that I've been in contact with have been receptive and willing to help as best as they can. I appreciate that immensely, considering how easy it can become to have a few select people that you gravitate towards, leaving the rest of the community as outsiders. I'm primarily here for the Forge, but I love the franchise and Halo lore as well, so please let me know if anyone ever needs anything. I'll be happy to help if I can, including jumping into games for Forge structure tips and tricks. Also, if anyone who produces Forge "How-Tos" needs some additional help or input, I'm eager to assist. Ultimately, haters are gonna hate. If that's the case, then don't give them the time of day on the threads because it only fuels the fire. If someone has something constructive to say or ask, I'm sure that the healthy members should be more that happy to oblige with feedback. Eventually, the members that just want to throw a stick in the spoke won't get the attention that they need and will find somewhere else to troll. Everyone just remember that we are all here because we LOVE something, and your neighbor likely won't be able to claim otherwise. So unless you're just trolling, frustration comes out of love, and should be reasoned with. I hope to become an important part of the support here, and I wish you all happy head shots! - Happy Forging =^..^=
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Gamertag: URBAN B0BCAT (With a zero) Host: Sure? But probably not on my first session. No friends. Would love to play tonight!
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What about owning multiple consoles? My folks live in the mountains and I plan on introducing them to a console so that they can stream interactive content. When I go to visit, I wouldn't be able to play my own games since it isn't my "Home" console? WTF?
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This may not pertain to everyone, but I thought it important to share in case someone else runs into the same nightmare. I wrapped up spawn zones on a H4 map last night and felt that it was time to update my File Share. With only two maps in my file share, I deleted both in order to upload their new versions. Once I entered into my map browser in custom games, I found that a map that was created on Outpost had been replaced by the map I had made on Ravine. This was really strange considering that the map still had the correct name, but when selected it displayed the picture from Ravine along with the wrong map's info. MY HARD WORK WAS GONE!!!! Fortunately, I went back into my File Browser and still had recent activity on the correct map in my Local History. From there, I uploaded the map to my File Share. I then did a Map Variant search by gamertag, putting in my own name, and was able to download the map from myself, to myself. All is well now, but I wanted to put the info out there in case someone runs into the same issue. I hope that it's not too late for you and that your map is still available in your short term Local History. Otherwise, it may just be gone forever. - Happy Forging =^..^=
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This may not pertain to everyone, but I thought it important to share in case someone else runs into the same nightmare. I wrapped up spawn zones on a H4 map last night and felt that it was time to update my File Share. With only two maps in my file share, I deleted both in order to upload their new versions. Once I entered into my map browser in custom games, I found that a map that was created on Outpost had been replaced by the map I had made on Ravine. This was really strange considering that the map still had the correct name, but when selected it displayed the picture from Ravine along with the wrong map's info. MY HARD WORK WAS GONE!!!! Fortunately, I went back into my File Browser and still had recent activity on the correct map in my Local History. From there, I uploaded the map to my File Share. I then did a Map Variant search by gamertag, putting in my own name, and was able to download the map from myself, to myself. All is well now, but I wanted to put the info out there in case someone runs into the same issue. I hope that it's not too late for you and that your map is still available in your short term Local History. Otherwise, it may just be gone forever. - Happy Forging =^..^=
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It looks like a lot of people are looking for specific answers to the creative aspects to map creation. I don't think that's what Psychoduck or any serious Forger considers "Tips and Tricks". The above comment was right about cover. Be original, and if you can't, find a map that used a cool idea and try to impliment it yourself. Solid Forging comes from a combination of trial and error to see what fits or matches your theme, along with studying the success of other maps in particular areas. Once you have a grasp on those or find some piece that just rocks your socks for a particular use, it will become a successful part of your Forging arsenal. If you are having trouble getting started, consider the general idea of what you are trying to achieve. Once you've narrowed down the size and intent of your map, then consider a memorable feature from another map that you've played to base your idea around. For instance: I set out to create a small 2-8 player map that had particualr areas of interest like "Lockout" had. Accordingly, the first feature I put in was an upper open platform that contributed to several lead-in areas for teams to meet in battle. From there, the rest develops organically more often than not. "Tips and Tricks" are more along the lines of: - I need to make the height of two objects match, but their magnets don't line up. What's the best way to manipulate height so that everything lines up perfectly? - or - - I've merged two like pieces together, but I can't get them to both show their visual lines without one taking over the other. Is there a way to show both while intersecting evenly?
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I agree that Forge World was a slice of amazing, which allowed for crazy amounts of gametype/map making possibilities. There are three main factors that conributed to Forge World's success that are important to remember when offering the community and new take on Forge World. Please take these into consideration for future Forge maps 343. 1) - Size This is probably the most basic of the three factors, but likely the most important. I'm inclined to think that the Forge community will be able to make some nice leaps forward with the new tools offered in Halo 4. But without a very large space to play in, the game types and epic scale of long range battle suffers. I'm not saying that we don't have maps large enough for BTB already, but for further expirimental gametypes, we need more space. After all, community involvement and novel idea creation should be an important base to the progression of the Halo series and the way that it impliments multi-player. Halo 4/5 could include a gametype reliant upon team travel over long range and survival of choke-points. Spartan-Ops represents half of that equation, but without a team against team dynamic, it will never succeed the way a War Games variant could. Imagine how amazing that gametype could be! 2) - Landscape Variety Forge World found success through multiple gametypes and layouts because of a focus on offering areas that fulfilled basic layout needs. If you needed a large area of flat land, you could use the cliff above the large Forerunner room. Interior flat land for arena maps was found in the Forerunner room. Cliff walls were all over the place for maps that emerged from rock face. There was a spire island made for medium sized maps and had a nice upper center point, but could be used to circle the nautral space without sight lines. Obviously the large center island stood alone as an isolated place for creating big team maps with no way out. Lastly, the valley, which works for obvious reasons, gave another take on BTB space that locked the player in. Since the space between these areas needed filler, we were given a multitude of other sweet nooks, crannies, and caves to play with. In the end, all layout types could be accomplished without the use of too much initial budget for basic shape. 3) - Visual Tone Forge World had a clear theme of daytime grassy fields and mountainous terrain with a large side of ocean. The visual beauty and bright tone made it a suitable place to spend countless hours creating maps. I don't expect a tonal copy for a "Forge World" type map in Halo 4, but please pay close attention to making it a space that Forgers want to spend their time in. Currently, the three Forge maps available in Halo 4 offer some pretty cool visual variety, which I really appreciate. However, when I consider starting a new map right now, I always tend to lean towards Ravine, essentially backing away from the other two because they feel a bit dreary over time. Clearly, the visuals in those other maps make for maps that look really interesting while playing competetively, but the time it takes to get a map ready can be draining when you feel like you're Forging in a dark space. I guess what I'm trying to say, in a very long-winded way, is to give us something bright and open with imortant basic landscape features since we already have a space theme and a cavernous map. The winter idea sounds nice, although not entirely novel. The best course of design might be to offer something heavily forerunner influenced that fuses with a bright exterior. Think "Forerunner Wasteland" and all of the above bullet points are achievable within the thematic confines of Halo 4's universe. It would also please the "Sandbox" lovers out there. At the end of the day, I love the Forge and the things that have been accomplished so far. So THANK YOU! As a consensus of Forgers though, that love and support the longevity of your game, the above points are considered standard and basic since the bar has already been set. As always, we want to push the boundaries of what the Forge can offer Halo, but we need a larger space to do it in. Thank You. =^..^=
- 18 replies
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- Halo Reach
- Halo: Reach
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The Forge in Halo 4 has been improved over previous version as far as build speed and magnets are concerned. The lack of a "Forge World" is somewhat sad though. I don't think that it is necessary to offer another Forge World to please the masses since the variety of locations is nice for Forging in Halo 4. What should be implimented in future Forge maps is clear though; the ability to Forge in all areas of the provided map. For instance, why can't I make use of the backside cliff walls on "Ravine"? Other than that, here are a few other bullet point suggestions. - Offer the ability to make use of knee high water in a future Forge map. I know that many Forgers out there enjoy implimenting water into their maps based on asthetics alone. (Minor importance for now) - Halo 5 Forge should include a batch selection tool for moving a linked grouping of objects. This is one of the greatest features offered in the "Skate" map creator because you can spend serious time developing a particular feature and then transfer all of its parts together to a best location. It's easy to spend a healthy amount of time working on a particular base or section of cover only to find that it would all work a bit better a couple feet to the left or right for sight lines. - I agree that an undo button/option would be fantastic! Even an "Abort Move" button to use once you grab and move the wrong piece would be great. I know that the "Lock" mechanism is included to assist with the issue, but an actual undo is invaluable. Perhaps each piece could even maintain a "Last Location" memory that could be accessed through the menu in order to return it to its previous location if it has been moved. This would be particularly handy if you've Forged yourself out of an area of the map and are required to move one of your pieces in order to add a necessary element within that space. (Ex: Fine tuning grav lifts below created floors with no magnetic snapping.) - PLEASE... Offer us "Mirrored" set pieces in the pallet. I don't know the details, but this seems extremely doable considering that no new pieces or textures would have to be added. Instead, an object could be visually "Flipped". For example, if I want to use the "Staircase" on a symmetrical map, I can't recreate an exact duplicate side since the steps would always be dedicated to the left of the object. This is true of some "Rooms" and many other pieces as well. - This is a small suggestion considering that this feature was just added, but for Halo 5, this should certainly be implimented. Gravity Volume areas should be adjustable in size and shape like other zones offered in Halo. Additionally, the ability to designate whether or not the area affects players and/or just objects would be amazing. There seems to be so many Forgers out there already creating lifts and doors on their maps making creative use of these Gravity Volumes. The ability to more easily control your moving objects without affecting player movement would be great for lifts where a player must rely on riding the object as opposed to entering the lift space and simply jumping. (Ex: Ivory Tower lift re-creation) - Lastly, but directly related to the last suggestion. Can we somehow impliment "Plot Points" for pieces/objects in conjunction with a "Designate as Button" feature. For example, it would be nice to create a set piece that looks/acts as an active button that, when activated will move the associative piece(s) from a desgnated "A" plotpoint to "B" plotpoint. This would open up a world of gametype possibilities where the use of a unlockable door or elevator is necessary for progression or offensive attack. (How amazing would it be to have to fight your way into a base in order to activate the main hanger door to further access your objective?!!) Overall, the Forge has had some really nice improvements, but the full potential and freedom of the system lies within many of the suggestions stated above. While there will always be something more that the people want, I beleive that these tools will set up all Forgers with the basic tools necessary to go above and beyond. Thank you for the tools that we already have, and I look forward to seeing the next steps evolve. Until then, happy Forging!
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- Forge
- Halo: Reach
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Things that would make Forge better.
URBAN B0BCAT replied to SuperStuJack's topic in Forge Discussion
The Forge in Halo 4 has been improved over previous version as far as build speed and magnets are concerned. The lack of a "Forge World" is somewhat sad though. I don't think that it is necessary to offer another Forge World to please the masses since the variety of locations is nice for Forging in Halo 4. What should be implimented in future Forge maps is clear though; the ability to Forge in all areas of the provided map. For instance, why can't I make use of the backside cliff walls on "Ravine"? Other than that, here are a few other bullet point suggestions. - Offer the ability to make use of knee high water in a future Forge map. I know that many Forgers out there enjoy implimenting water into their maps based on asthetics alone. (Minor importance for now) - Halo 5 Forge should include a batch selection tool for moving a linked grouping of objects. This is one of the greatest features offered in the "Skate" map creator because you can spend serious time developing a particular feature and then transfer all of its parts together to a best location. It's easy to spend a healthy amount of time working on a particular base or section of cover only to find that it would all work a bit better a couple feet to the left or right for sight lines. - I agree that an undo button/option would be fantastic! Even an "Abort Move" button to use once you grab and move the wrong piece would be great. I know that the "Lock" mechanism is included to assist with the issue, but an actual undo is invaluable. Perhaps each piece could even maintain a "Last Location" memory that could be accessed through the menu in order to return it to its previous location if it has been moved. This would be particularly handy if you've Forged yourself out of an area of the map and are required to move one of your pieces in order to add a necessary element within that space. (Ex: Fine tuning grav lifts below created floors with no magnetic snapping.) - PLEASE... Offer us "Mirrored" set pieces in the pallet. I don't know the details, but this seems extremely doable considering that no new pieces or textures would have to be added. Instead, an object could be visually "Flipped". For example, if I want to use the "Staircase" on a symmetrical map, I can't recreate an exact duplicate side since the steps would always be dedicated to the left of the object. This is true of some "Rooms" and many other pieces as well. - This is a small suggestion considering that this feature was just added, but for Halo 5, this should certainly be implimented. Gravity Volume areas should be adjustable in size and shape like other zones offered in Halo. Additionally, the ability to designate whether or not the area affects players and/or just objects would be amazing. There seems to be so many Forgers out there already creating lifts and doors on their maps making creative use of these Gravity Volumes. The ability to more easily control your moving objects without affecting player movement would be great for lifts where a player must rely on riding the object as opposed to entering the lift space and simply jumping. (Ex: Ivory Tower lift re-creation) - Lastly, but directly related to the last suggestion. Can we somehow impliment "Plot Points" for pieces/objects in conjunction with a "Designate as Button" feature. For example, it would be nice to create a set piece that looks/acts as an active button that, when activated will move the associative piece(s) from a desgnated "A" plotpoint to "B" plotpoint. This would open up a world of gametype possibilities where the use of a unlockable door or elevator is necessary for progression or offensive attack. (How amazing would it be to have to fight your way into a base in order to activate the main hanger door to further access your objective?!!) Overall, the Forge has had some really nice improvements, but the full potential and freedom of the system lies within many of the suggestions stated above. While there will always be something more that the people want, I beleive that these tools will set up all Forgers with the basic tools necessary to go above and beyond. Thank you for the tools that we already have, and I look forward to seeing the next steps evolve. Until then, happy Forging!