Those are Game Variant settings, not Forge options. Change Vehicles to Map Default in the General settings section. Ordnance has it's own section.How do I make Ordnance drops and Vehicles show up on Flood? Can't seem to figure it out
This is the view from inside the Forerunner structure on Ravine
They're doing it via Forge variants, so you have to build off the latest MM variant. It's why I waited a bit to make a Complex Flood variant so I'd get the map escape blocked.
I wish they'd give us access to those invisible blocks..
So yeah, your map will remain the same whatever they do, unless they actually start including map changes via TU.
They wouldn't be drawn, just a physics objects, so I don't think they'd have a performance hit. They've been around since Halo 3, though. It's how they did Pit Stop and such.
I dunno, maybe nobody at Bungie or 343 has thought that we'd want to be able to use them ourselves. Just make them rendered as a holographic block while in Forge and not draw while in normal gameplay, like Hill Markers.
before
after
Think Again - omg railings please!
I'm going to do a couple of passes on Think Again to see if there are places I can improve the lighting. I don't have much budget to work with, but I can make some if I need to.
You shouldn't need to spend more. Just carefully select which pieces to lighten.
Will setting the spawn time to delay 2 secs interfere with initial spawns? Or does it count the coutdown/loadout time?
the latter.
So how is Halo 3 matchmaking?
Wasn't there supposed to be a MM update to prune the playlists and decrease search times?
Are all map packs still required?
(800 MS points for Mythic 2 is a crime)
I wanna give my brother my old xbox 360 and make use of the split license. I am setting it up now so I can't check on Halo 3.
I am hoping to use my live account's license for Reach/3 and their map packs.
Hopefully he will be able to use the xbox 360's system license for these same games/DLCs so that we can play together without buying 2 copies of everything.
This trick is still possible, right?
As an aside... I am out of state atm so I won't be able to run customs.
My tiny reviews from last week's maps:
Corvus - too big.
Think Again - omg railings please!
That other one - good but cramped corners.
Bigger reviews later... when I get back
So I went into Forge and oh boy is it tedious. I made the map in SketchUp in about 30-40 minutes. It took nearly 4 hours to make in Forge. If I could have a "group objects" tool, it would have been about an hour.
A blurry comparison, because Waypoint isn't operational or functional almost 4 weeks after launch.
Other pictures:
So I went into Forge and oh boy is it tedious. I made the map in SketchUp in about 30-40 minutes. It took nearly 4 hours to make in Forge. If I could have a "group objects" tool, it would have been about an hour.
A blurry comparison, because Waypoint isn't operational or functional almost 4 weeks after launch.
Other pictures:
That looks interesting Karl, looking forward to playing it today at customs in 50 minutes if it is in your fileshare. That is if people are down to play.
I have 8 maps right now which could use invisible 5x5 Flats for camera positions.
In other news. I figured out how to further manipulate the lighting/shadow system to brighten dark areas of maps. Setting certain objects to a delayed spawn of 2 seconds makes them avoid the "Generating Lighting, Please Wait" phase. The items spawn before gameplay starts, but after the shadows are generated. You only need to apply this technique to a few select pieces to brighten an area, or to pieces which were negatively affected by shadows.
My Grifball map Primordial is an early beneficiary of this trick. Only the floor and side walls are set to spawn late and the resulting radiance brightens the entire court. The pieces also regain their reflective look and do not flatten like they would if full shadows were applied.
Man, I still wish they had custom colors..or textures..or something for Forge pieces.. or maps with both Human and Forerunner pallets.
They have done a bit better with the team highlights for certain pieces. A good use of them, plus a few lights can make many maps stand out. I like using the Orange light a bit instead of the Red/Blue normally used.
As more and more people use Forge, I am sure more and more tricks will come out. Already I have seen plenty of maps that have a good use of shadow and lighting in them, plus some colour thrown in. Much better than the grey of Reach Forge.
343 could do way more with it but I just don't see them doing any meaningful TU's for Halo4's Forge.
On another note, are there any good remake maps out there? If so, where can I find them? I would love to try out a few.. maybe 343 will even push some into MM, or make their own.
Huh. I might redo my map on one of those. Right now I have 4 coliwalls floating in the sky to give a shadow to red side.I have 8 maps right now which could use invisible 5x5 Flats for camera positions.
In other news. I figured out how to further manipulate the lighting/shadow system to brighten dark areas of maps. Setting certain objects to a delayed spawn of 2 seconds makes them avoid the "Generating Lighting, Please Wait" phase. The items spawn before gameplay starts, but after the shadows are generated. You only need to apply this technique to a few select pieces to brighten an area, or to pieces which were negatively affected by shadows.
My Grifball map Primordial is an early beneficiary of this trick. Only the floor and side walls are set to spawn late and the resulting radiance brightens the entire court. The pieces also regain their reflective look and do not flatten like they would if full shadows were applied.
Heh. I just finished it up about 20 minutes ago. I'm using a different set of custom game settings for my map(I'll retrofit it to the standard MM experience sometime later too), so the best way to play it is using the gametype Karl Slayer in my File Share if you get around to testing it another day. Right now my biggest focus for the map is on spawning. I have around 40 respawn points down in this version, because I don't want to add any questionable points yet. This is nothing near Buoyancy, which had over 200 spots for safe, non-questionable spawns and a max size of 6v6.That looks interesting Karl, looking forward to playing it today at customs in 50 minutes if it is in your fileshare. That is if people are down to play.
Yeah, the highlights are definitely better, I just wish there was a little more.. whether we could ass a weathered filter to some pieces giving them a bit of grit, grime or maybe some overgrown look.. or the ability to paint some pieces so they aren't cream white, rust or silver/grey.. or at least the option to have all those colors and textures on one map so the whole thing wasn't stuck in one uniform color.
More natural pieces would be nice too, like trees.. or something large and flat that could be used as ground, etc.
Huh. I might redo my map on one of those. Right now I have 4 coliwalls floating in the sky to give a shadow to red side.
Heh. I just finished it up about 20 minutes ago. I'm using a different set of custom game settings for my map(I'll retrofit it to the standard MM experience sometime later too), so the best way to play it is using the gametype Karl Slayer in my File Share if you get around to testing it another day. Right now my biggest focus for the map is on spawning. I have around 40 respawn points down in this version, because I don't want to add any questionable points yet. This is nothing near Buoyancy, which had over 200 spots for safe, non-questionable spawns and a max size of 6v6.
If I can't have terrain editing, I definitely want this. I used a bunch of coliwalls for the floors and the sides. The result is that you can't tell the sides apart very well unless you shadow the ground or something.
Well, i did it. I built a Grifball map for live broadcast games on Twitch.TV where the camera is fully mobile on the playing field and is able to closely follow the action. There may be limited uses for the technique on other broadcast maps.
I can't detail how it was accomplished until after the broadcast on Wednesday night.
I never really understand forge secrets being sat on for any reason but I guess I'll check it out
Resonance
A small, 4-way symmetrical map set up for slayer only (at this point). Apologies for the terrible off-screen photos.
map overhead
Looks a lot better, op_ivy. Very nice, if it's on your fileshare I may download it tonight and give it a spin.
Well, i did it. I built a Grifball map for live broadcast games on Twitch.TV where the camera is fully mobile on the playing field and is able to closely follow the action. There may be limited uses for the technique on other broadcast maps.
I can't detail how it was accomplished until after the broadcast on Wednesday night.
Although limited, i suppose it could be used for simple maps like The Pit.A Wraith under the floor. Clever use of camera positioning. It's a bit disappointing that it can only be used on flat maps though.
SpaceJam Screens said:
Corvus Screenshots said:
Railings where exactly?
Try 20 seconds. The first 10 second countdown for the game announcement and loadout selection counts. You actually spawn into the game at the 11 second mark.Having a lot of trouble.
I meed to make a trait zone time specific.
I have one spawn at start with specific traits, then another on a second channel spawn at ten seconds and not at start.
Issue is no matter what I do the damn trait zones seem to spawn at start only, no matter what I do.
So I went into Forge and oh boy is it tedious. I made the map in SketchUp in about 30-40 minutes. It took nearly 4 hours to make in Forge. If I could have a "group objects" tool, it would have been about an hour.
A blurry comparison, because Waypoint isn't operational or functional almost 4 weeks after launch.
Other pictures: