Really dislike how hard it is to see through the glass objects from the side the sun shines on.
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.
Man, haven't forged in forever...looking forward to making maps again.![]()
[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.
lol, is this a good or bad thing?
lol, is this a good or bad thing?
Good :lol the architecture / color palette is reminding me of Block Fort in space. I can just picture gungeese driving around on it.
Someone remake Jenga ty in advance.
Is Tower of Power and Troy possible in H2A?
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 remade The Cage from Reach. Pic is fuzzy
![]()
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.
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.
[IMG]http://i.imgur.com/3tsMh1G.jpg[/IMG]
[IMG]http://i.imgur.com/ZKG19YY.jpg[/IMG]
Bro, tremendous work! Jetpacking around The Cage was the best! It's like a wilder version of Lockout
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...
Have they even said anything about file sharing?You are not going to find much custom content until they get File Shares working.
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...
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.
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.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...
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.
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.
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.
![]()
Been working on putting together a forge guide for remakes over the past few weeks,
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:
![]()
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.
Capture card + theater mode.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:
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.