Jump to content

Some things I want changed


HiveTyrant36

Recommended Posts

Here are some posts I made on Forums.halowaypoint.com. Interested to know this community's thoughts.

 

 

"Many of you remember halo 3s forge. It was great. You could make fun gimmicky maps, with unique objectives, like knocking down barriers, and shoving crates out of the way, or even launching objects through man cannons to achieve various effects. While it wasn't as easy to make as the new forge mode in reach and 4, but it was much better.

 

Halo reach/4 forge is great. It makes things easy to build and gives you many options, different options, but many. However, there is only so much a forge map maker can do with the new objects. As a frequent forger, I don't want to only make pro type levels. I'll let the protards to that. (No disrespect to the pros ^_^ ) the new forges lack the creative means to make fun game modes, as well as good maps.

 

The phased/fixed/normal option is amazing, except it does do what it seems it should do. What it the point of making something normal, just to have it set after being affected by gravity for 2 seconds? Shouldn't normal be where the object moves when a player shoots it with a rocket launcher, or boosts into it with a wraith???

Normal is pointless now, it serves no purpose. It is the same as fixed. So what is the point?

343, make objects set to normal able to be affected by players in game.

 

The new scenery is great too. But again, lacks all ability to be used in a fun and wacky way. Why would I only want 8 total crates? Wouldn't I want open containers and large crates? Why is there a mass object pool limit? It makes sense for building blocks, but not something that was designed with a personal limit. Each object in the scenery section should have it's own count, or it is useless to even put them in the game.

 

These two things are a major kill joy for me. If they were fixed, I would be very very happy.

 

What do you guys think?

 

 

 

Tl;dr

Scenery objects need to have their own count limit, not in a pooled limit.

Objects set to normal orientation need to be affected by players physics in game."

 

 

 

 

 

 

 

 

 

 

 

 

 

 

"Back in the day, when Halo 3 was the best game in the world (IMO) there were a few game types called Omega Journey, Jenga Tower, and others I can't think of right now. These game types used open crates (I am ecstatic they put these back in, but you can't have very many) and various destructible objects, such as pallets, large ammo crates, and forklifts. These items would either move out of the way, or fall, and if they were still on the map after being "destroyed" they would eventually disappear.

 

It seems to me, in Halo 4, objects still do not behave like in Halo 3, as I think all the non phased objects should behave. This makes knocking down cement road blocks down with the sword very impossible and impractical, when so many of the best Halo 3 maps depended on the versatility.

 

What I want to know, is if it is possible to recreate Omega Journey in Halo 4, as it is impossible in reach. If it is not exactly replicable, are there any ideas you guys have to give me so I can work on the map?

 

The goal I am looking for is Omega Journey. This map fills all the requirements to be met. If this newer forge can't fill all the requirements to recreate Omega Journey, then I will not appreciate it as much.

 

 

 

 

 

TL;DR

I want to recreate Omega Journey in Halo 4. Possible? If not, what could I substitute?"

 

 

 

 

 

 

https://forums.halowaypoint.com/yaf_postst145073_Scenery-and-phased-fixed-normal-objects.aspx

 

 

https://forums.halowaypoint.com/yaf_postst137122_Omega-Journey--Jenga--etc.aspx

Link to comment
Share on other sites

Fixed = No physics/collision move it. In previous games it was labeled as "Unmovable" in the tags. Fixed will make any object not respond to physics or collision...aka hitting and moving it with stuff.

 

Phased = Means that you can just simply make it spawn or appear inside of other collidable objects. Because it is made to do so, any physic or collision responses don't move it. If it could recieve said collision or physics, it would be thrown out of the map, or take off like a rocket due to it recieving the collision response from the object it is phased into.

 

Normal = Means that any physics or collision response the object has, simply operates at it's default settings. Not all objects are designed to be moved, and some of them may have had theat aspect removed. While yes I agree that it can be frustrating, I'm sure they did for a reason. Again though, they could have simply increased the mass of the object, requiring more force to move soemthing.

 

Hopefully this helkps you understand what you were trying to point out a little better.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
×
×
  • Create New...