Halo The Master Chief Collection - Forge |OT| Building better worlds

NOKYARD

Member
I see people are still stuck in the performance efficiency mindset from previous games. Not knocking you, it's a hard habit to break considering the restrictions of the last console. With the MCC we can finally properly decorate our maps and add the visual flair and orientation clues which had to be stripped to get the frame rate performance within reason. I am not suggesting people go crazy with decoration but there is now so much more you can do to avoid the lego block look of maps without worrying about frame rate.

The map i'm working on had well over 200 glass pieces before i had to scale back due to frame rate loss. I will likely scale it back further but it's nice to know i have some performance headroom available if i decide to expand the map.
 

Raide

Member
I see people are still stuck in the performance efficiency mindset from previous games. Not knocking you, it's a hard habit to break considering the restrictions of the last console. With the MCC we can finally properly decorate our maps and add the visual flair and orientation clues which had to be stripped to get the frame rate performance within reason. I am not suggesting people go crazy with decoration but there is now so much more you can do to avoid the lego block look of maps without worrying about frame rate.

The map i'm working on had well over 200 glass pieces before i had to scale back due to frame rate loss. I will likely scale it back further but it's nice to know i have some performance headroom available if i decide to expand the map.

I tend to keep building and then zoom around the map to see if the performance drops. Hell, sometimes you just pick up a large objects and everything freaks out. I have changed a good few maps from how they started, just to see how well they run. I would much prefer a FPS counter that some random green and red bar.

Plus playtesting should show how good or bad things get.

I remember having to block off my POV sometimes in older Forge in order to help performance.
 

Sephzilla

Member
I've never really spent too much time in Forge so I don't think my map making skills are that great, but here's a work-in-progress I have going on. Geometry isn't finalized yet, but it's kind of a work in progress medium sized map. Tentatively named "Municipal"

I want to keep things open enough for a Warthog or Mongoose to squeeze through but I'm worried things are just a tad too open yet.

Code:
[img]http://i28.photobucket.com/albums/c208/SephirothDZX/municipal_zps9b23a3e0.jpg[/img]
 
I've never really spent too much time in Forge so I don't think my map making skills are that great, but here's a work-in-progress I have going on. Geometry isn't finalized yet, but it's kind of a work in progress medium sized map. Tentatively named "Municipal"

I want to keep things open enough for a Warthog or Mongoose to squeeze through but I'm worried things are just a tad too open yet.

Code:
[img]http://i28.photobucket.com/albums/c208/SephirothDZX/municipal_zps9b23a3e0.jpg[/img]

I'm getting Mario Kart battle vibes, for some reason.
 

zma1013

Member
I've never really spent too much time in Forge so I don't think my map making skills are that great, but here's a work-in-progress I have going on. Geometry isn't finalized yet, but it's kind of a work in progress medium sized map. Tentatively named "Municipal"

I want to keep things open enough for a Warthog or Mongoose to squeeze through but I'm worried things are just a tad too open yet.

Code:
[img]http://i28.photobucket.com/albums/c208/SephirothDZX/municipal_zps9b23a3e0.jpg[/img]

Looks like a shopping mall. Name it shopping mall.
 

hiphopcr

Member
I remade The Cage from Reach. Pic is fuzzy

gwCKX2X.jpg

Bro, tremendous work! Jetpacking around The Cage was the best! It's like a wilder version of Lockout
 
I got some cool map ideas, but I don't really know how to use Forge, and I really don't have the time to learn it ,as my playtime is limited. Any good Forgers out there wanna team up maybe? I can provide drawing of layouts and such.
 

Raide

Member
I got some cool map ideas, but I don't really know how to use Forge, and I really don't have the time to learn it ,as my playtime is limited. Any good Forgers out there wanna team up maybe? I can provide drawing of layouts and such.

Its actually easy to get use to. Its worth playing around just so you know what parts you can use, since you might have great ideas for a map that just won't be achievable with what Forge gives you.

Feel free to drop you ideas here and some of us can block out the map to see if it is viable or close to what you expected.
 
Its actually easy to get use to. Its worth playing around just so you know what parts you can use, since you might have great ideas for a map that just won't be achievable with what Forge gives you.

Feel free to drop you ideas here and some of us can block out the map to see if it is viable or close to what you expected.

Thanks. Might do that. Is there anygood guides out there on what you can an cant do?
 

metzger203

Junior Member
I'm working on something in H2A forge at the moment, and one of the obstacles I've encountered is creating a button-activated "missile launcher". Basically it's just a man cannon with a button next to it. When the button is pressed, a fusion coil should spawn just above the cannon and gravity should do the rest. I would like this to be a repeatable action, so every time the button is pressed another coil is spawned.

One thing I noticed is the regular fusion coils do not actually seem to react to the man cannons, but the Lockout fusion coils under "Map Gadgets" do. So now my launcher works, but I'm having trouble with the scripting. I have the spawn channel for the coil set to 2, and the broadcast channel for the switch set to 2. I've also set the spawn time for the coil to 1 and "Place at start" is set to "no".

Right now the problem is the coil just keeps spawning and launching endlessly, from the very beginning of the match, regardless of the switch. With "Place at start" set to "no", the coil should not appear until the button is pressed, right? Am I missing something here?
 
So I was getting some framerate issues on my map whenever I had the Infected Sword out, thought it was just because I was using too many terrain objects (I was, but that was quickly fixed). I cleaned up my map a bit and then checked again. Still got a drop to about 45-50 fps at the base and back room while holding it. I figured it was because of the glow caused by the sword, so I had the idea to test it with the other glowing objects. Overshield was fine in those problem spots, Oddball was fine in those spots (the glow on that one even has an animation), and, surprisingly, the combination of the two was also fine. So then I thought to check the regular Energy Sword. It was also fine, both with and without the overshield effect.

This might not be good for Infection if the Infected Sword's glow effect has a significantly more costly effect on the engine. I guess it would probably be a good idea to use the regular sword if possible for maps and gametypes in the future.

Edit: Suppose I should post something other than engine oddities in this thread.
It's based on an old Sandbox map I made in 2009. I've been trying to make it work for years out of spite after some guy that my friend was following around because he "knew a Bungie employee" told me it was trash. I mean, the original was, but when a guy whose claim to fame was really just "Achronos replied to me once" tells me something I made was bad, it kinda motivates me to make that thing work right.

It used to have a Banshee at the Landing Pad, but I replaced it with a Gauss Hog in this iteration. I know, Gauss Hogs are super OP, but H2A's are really frail (one plasma grenade kills it) and the map is small enough to where it's incredibly easy to destroy it or board it before it makes a flag run or someone gets a Killing Frenzy. Really not much different than a Rocket Launcher in usefulness, but if it turns out to be worse I'll probably just replace it with a regular Hog or a Rocket Launcher.
 
I was fiddling with a map a couple days ago for about an hour as a experiment to see how long it would take to make a half-decent map. After playing on it a bit I actually started to like it and tweaked it a bit, balanced it, added to it, etc. It's not exactly pretty, but it's actually pretty fun. It's not exactly "done", as it's currently only built for Slayer, but it is playable. Name (currently) is "Sumthing I Threw Together" (harhar). Subject to change, of course. Built for 2-8. Here's a bird's eye view of the map:
Code:
[IMG]http://i.imgur.com/3tsMh1G.jpg[/IMG]
[IMG]http://i.imgur.com/ZKG19YY.jpg[/IMG]
And here is a link to a walkthrough of it. link
 
Are there any crazy minigame maps out there already? Had so much fun with these in Halo 3 and Reach. Just took a look at ForgeHub.com but the new layout confused me a bit...
 

Raide

Member
Anyone have any tips for the Infection mode? Thinking about making a map but wondering if I should focus on certain things to make it play well.
 

jem0208

Member
Anyone have any tips for the Infection mode? Thinking about making a map but wondering if I should focus on certain things to make it play well.

My biggest tip: Make sure you don't have any dead ends where people can just camp with a shotgun. Nothing is more boring than playing as the Zombie and trying to kill 3 guys with shotguns at the end of a corridor.

I tend to make sure there are at least two routes in to a room. Having a dropdown from the roof can also be quite exciting.


I also find quite claustrophobic maps are the best if you want a tense game and they are my favourite generally.
 

Raide

Member
My biggest tip: Make sure you don't have any dead ends where people can just camp with a shotgun. Nothing is more boring than playing as the Zombie and trying to kill 3 guys with shotguns at the end of a corridor.

I tend to make sure there are at least two routes in to a room. Having a dropdown from the roof can also be quite exciting.


I also find quite claustrophobic maps are the best if you want a tense game and they are my favourite generally.

any thoughts about large open maps? i am guessing plenty of zombie cover is the best idea?
 

jem0208

Member
any thoughts about large open maps? i am guessing plenty of zombie cover is the best idea?
Yeah, assuming you're giving the zombies swords and the humans some mid range weapons lots of cover is needed, also helps the zombies sneak up on the survivors.

I have found that if you limit the survivors to close range weapons a mix between visibility and close quarters claustrophobic areas can be awesome. One of the best maps I made on Halo 3 was a little base situated in the middle of Sandbox which had a bunch of maze like corridors and was really quite fun to play in as both humans and zombies. However the surrounding area was wide open and the humans could watch the zombies closing in. Was really cool when you were down to the last man standing and you were watching 10+ zombies bearing down on you.

Also if you got caught out in the open as a human you were really vulnerable which was quite exciting. I think I had it set up so the zombies were very fast moving so as a human you had to be very careful.

I've actually got a really good idea for a zombie map now. May have to do some planning...
 

Overdoziz

Banned
How have we gone four games without being able to set a static spawn time for weapons and power-ups without jumping through hoops?
 

Raide

Member
Yeah, assuming you're giving the zombies swords and the humans some mid range weapons lots of cover is needed, also helps the zombies sneak up on the survivors.

I have found that if you limit the survivors to close range weapons a mix between visibility and close quarters claustrophobic areas can be awesome. One of the best maps I made on Halo 3 was a little base situated in the middle of Sandbox which had a bunch of maze like corridors and was really quite fun to play in as both humans and zombies. However the surrounding area was wide open and the humans could watch the zombies closing in. Was really cool when you were down to the last man standing and you were watching 10+ zombies bearing down on you.

Also if you got caught out in the open as a human you were really vulnerable which was quite exciting. I think I had it set up so the zombies were very fast moving so as a human you had to be very careful.

I've actually got a really good idea for a zombie map now. May have to do some planning...

Thanks for the info. I am working on a large Infection map, so I am still working on the layout for it and making sure it is actually fun to play.
 

metzger203

Junior Member
Originally built by an American university, this OTEC research platform was converted into a base of operations for the Militaires Sans Frontiers in 1974.
I had originally laid out 5-6 additional struts but unfortunately I hit the object limit so the whole project had to be scaled back. Still, I think it came out good. Not 100% finished but pretty close.
 

JDHarbs

Member
Been working on putting together a forge guide for remakes over the past few weeks, and I've got one of the maps finalized and thought I should get some feedback before I start the rest. Not going to do this for 100+ maps and then realize I did something wrong. So here's a preview of Battle Creek from Halo CE. Background is a simple screencap of the loading screen.

Each square on the grid is equivalent to 1 forge unit in H2A. Center dot represents coordinates (0,0) for your starting point.

15886790861_60b193e650_o.png
 

nillapuddin

Member
Originally built by an American university, this OTEC research platform was converted into a base of operations for the Militaires Sans Frontiers in 1974.

I had originally laid out 5-6 additional struts but unfortunately I hit the object limit so the whole project had to be scaled back. Still, I think it came out good. Not 100% finished but pretty close.

Aww yiss.

Been working on putting together a forge guide for remakes over the past few weeks, and I've got one of the maps finalized and thought I should get some feedback before I start the rest. Not going to do this for 100+ maps and then realize I did something wrong. So here's a preview of Battle Creek from Halo CE. Background is a simple screencap of the loading screen.

Each square on the grid is equivalent to 1 forge unit in H2A. Center dot represents coordinates (0,0) for your starting point.

15886790861_60b193e650_o.png

Atta boy!
 

Computron

Member
is there anyway I can get 1080p freecam screens from MCC onto my computer? I can use some photogrammetry software to make 3d scans of maps in that case:

I was testing out some SFM and 3D Photogrametry/Scanning software packages.

I had a bunch of high-res screenshots of Ascension lying around, free of any annoying lens distortion that would need to be corrected, so I used 'em and got a 3d point cloud reconstruction of Ascension:

knRL625.png


This one took 85 screenshots (The image plane for each screenshot is shown as a blue rectangle if you haven't guessed yet.)

This might be nice for online/in-browser Forge Map previewing since the mesh that is generated from this can be uploaded to a WebGL 3D previewing site like sketchfab:



(Click to view in 3D on your browser or phone)


Note: This is with relatively few photos and the fastest processing settings. The results can resolve with much higher quality given more attention and processing time. I didn't bother to cut
out false points like the fog surrounding some of the meshes. It's still decent results for essentially no work, just take screenshots, mark points of interest and have it process a mesh.​


You can even annotate places of interest like I have in the model above. (click the floaty numbers or use the bottom right navigation arrows to flip through all of them) Things like weapon spawns with descriptions of timers would be a natural fit.
 

Welfare

Member
So is anyone that uses multiple grass planes noticing that when you save a map and then re-enter it, the grass planes are moved around? I haven't checked if they do it after the update, but it gets tiring having to reposition them, and them not even being flat.
 

Computron

Member
So is anyone that uses multiple grass planes noticing that when you save a map and then re-enter it, the grass planes are moved around? I haven't checked if they do it after the update, but it gets tiring having to reposition them, and them not even being flat.

quantization. low file size restrictions strike again. what is this, the 4th game with this issue?
 
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