21" to 23" is a nice size.Can anyone recommend me a good monitor - I really need to upgrade - I have been using this default Dell monitor for a while now - I think its 17 inches lol.
Whats generally a nice size for gaming? I actually dont want to get something too big as its going to be my PC monitor and I dont want to have something huge taking up too much space.
But it could work? We're not sure what this version of forge can handle before dropping frame rate?1) Requires all surfaces to be flat.
2) Requies all surfaces to be Forge objects, impacting budget/frame rate.
I really hope performance issues are hammered out with this version of Forge. I'm not seeing a lot of really good, flat, open spaces for people to really get creative with. Having to work with or around existing geometry is a huge problem with creating even small and midsize maps, and pretty much killed the possibility of BTB Forge maps that didn't chug. Hell, Kynan mentions how the bottom of the Impact building would make a good 1v1 map because it's small and circular and has a lower level, but there's a giant damn rock in the way that every map there would have to contend with. I dunno. Performance is pretty much the make or break thing for me at this point.
But it could work? We're not sure what this version of forge can handle before dropping frame rate?
Its only 10 maps?Human:
Adrift
Longbow
Exile
Complex
Abandon
Forerunner:
Haven
Solace
Ragnarok
Meltdown
Guessing it's forerunner to balance it out as 5 UNSC, and 5 forerunner
Yeah. I have to Catch a flight later that day so I'm hoping I'll still be able to get the package before I leave.Perhaps the map packs are themed?
#CovieWinterWonderland
#FloodMapPackThatTotallyWontHaveMapLikeIsolationOrBackwash
Beaten by Hydranockz. Bawls.
Would prefer to pick it up at Midnight I'm guessing?
Its only 10 maps?
Can anyone recommend me a good monitor - I really need to upgrade - I have been using this default Dell monitor for a while now - I think its 17 inches lol.
Whats generally a nice size for gaming? I actually dont want to get something too big as its going to be my PC monitor and I dont want to have something huge taking up too much space.
Its only 10 maps?
Did Reach had more wirhout DLC?
Yup.
But don't worry, they've already got planned DLC; in about a year we should be golden, especially considering the stellar track record of DLC being incorporated into Matchmaking
Its only 10 maps?
Did Reach had more wirhout DLC?
Oof. Could always buy a normal edition copy on the day if things came to shove.*Yeah. I have to Catch a flight later that day so I'm hoping I'll still be able to get the package before I leave.
It's not only a problem with performance. If the only big flat objects look the same as the rest of the palette it will end up looking really bland and it will make it harder to orientate yourself.But it could work? We're not sure what this version of forge can handle before dropping frame rate?
Haven't we still got a 'biggest map ever' or some shit yet to come?
I just imagine a dude involuntarily breaking into a spasm of WOOOOHs while driving and it puts the most hilarious image in my head. Reminds me a bit of the ghost blowjob comic strip.Random story:
I was driving yesterday on the interstate to get into the city for class, and on my right was a truck. I noticed a sticker on the side of his back windows and it was the Noble team icon.
I immediately said aloud in my car to myself, "That guy is BAD ASS!", and followed that up with at least 7 Ric Flair WOOOOOOOOOOH's...
I have a problem. ; ;
Huh I see what you means its really unfortunate. I haven't seen all the forge maps yet. But I'm surprised they wouldn't add a space for this. :/It's not only a problem with performance. If the only big flat objects look the same as the rest of the palette it will end up looking really bland and it will make it harder to orientate yourself.
I think the IGN one is the biggest.
I'm fairly certain that NO ONE asked for fixed, undulating terrain when begging for a better Forge. All we really need is a flat space with a pretty skybox that can help differentiate sides. It's all about the pieces and how we use them to make interesting spaces, not how we can adapt our symmetrical design to some rolling terrain or a big base on the edge of an asteroid.I certainly didn't see a large, open, flat area on any of the forge environments.
Why are there ANY permanent structures on any of these maps? My mind is blown; people who love to forge don't like to build shit off existing structures, this was proven back in Halo 3 once Sandbox arrived and we didn't have to adapt around Foundry's un-deletable wall and that damnable crane. Making a map like Facing Worlds would have been perfect, if only you could delete the useless building.Continuing on the UT theme, Impact would be perfect for a Facing Worlds remake. I just wish that structure wasn't permanent, because otherwise you'd put bases on either side of the stepping stones.
I watched the Gamespot video on mute during a meeting. So I had to look away now and then. But what I saw really bummed me out.
All I want in a Forge map is a big open space to build a map on. Basically a space like this:
Only about 3x the size. Toss in some rounded terrain objects to add hills, and bam. The perfect Forge space.
Did I miss this spot? From what I did see, I couldn't find a single place I wanted to make a map. What I want to do is build an understanding of Halo 4's combat sandbox. Then I want to look at the Forge objects. And then sit down with a pencil and pad of graph paper, dream up a map, and build it. That's what I did with Halo 3's Forge, and I built a number of maps that played pretty well and that I was quite proud of.
.
I poured dozens of hours into these maps, and loved doing so, despite the crude tool set, because I could build what I wanted to build, limited only by the object budget. I didn't see anywhere on any of the three Forge maps shown on the Gamespot video that's just a blank slate. They were all very detailed, undulating, busy spaces like Forge World (except for the Grifball court).
Please tell me I missed it. Or that's it's not shown yet.
It's not flat though, and doesn't seem that big. Honestly even something like the Quarry on Forge World where Asylum is build isn't flat enough. I guess 343 wants the Forge maps to look 'realistic' so they make add a bunch of hills but that only hinders Forgers in creating maps.
Problem with this is that it requires more objects which is more taxing on the engine and if there's no flat natural terrain Forge pieces it will make the map look really bland like in Reach where it's just gray on gray.
Hypertrooper destroying german game show moderators and a interview with Frankie: GameOne: Halo 4 press event recap
Only the interview with Frankie @ 12:39 is in english, everything else is in german, but the interview is quite long (10 minutes).
And yeah, there are some spoilers, for those who are curious.
Which?
Last map revealed (leaked).
These maps are tiny.
21" to 23" is a nice size.
I love my HP 2310m, but it looks like they don't make 'em anymore.
Last map revealed (leaked).
The IGN Map that was leaked was map #9 out of 10 correct?
Where was it leaked?
The IGN Map that was leaked was map #9 out of 10 correct?
Looks pretty sweet.
PS: Member status!
So the last map isn't known still right?
I don't necessarily agree. I think the scale when floating above them in monitor mode is very misleading. I hope I'm wrong, but the moonbase doors on Impact look like tiny crouch spaces from above.
No... and no.Didn't Shishka make Paradiso? And doesn't Shishka work at 343 now? lol
Wow. See... this is the part I have real trouble with. I remember folks, in Reach's early days, lamenting how they had no way to handle back-to-back encounters with a DMR they way they did with Halo 2's BR - they'd be too low on health to handle the second (or third) enemy. This implies an ability to dominate, as an individual, that went away between Halo 2 and Reach.Look at how team strategy has evolved. It started in Halo 1 as an incredibly dynamic thing, where teams would prioritze powerups and choose how to allocate their resources and move around maps. Individual players would each be working on a different objective and playing off their teammates.
Halo 2 moved to a static-setup from of strategy, where an initial coordinated rush was followed by attempting to hold a ceratin power position. Individual players who struck out on their own would find they couldn't realisitically take on more than one enemy at a time, and quickly found that sticking to one area with teammates was the best way to succeed.
Halo 3, team strategy resembled Halo 2's, but more like a swarm of zerglings, where success primarily came from having more players shooting at the same thing.
Don't you guys think Erosion's rusty pieces will look a bit out of place inside that coliseum looking zone?
V VYou can create a smooth surface in the air can't you? Build it above the map?
1) Requires all surfaces to be flat.
2) Requies all surfaces to be Forge objects, impacting budget/frame rate.
I'm not even sure if there is enough room for a floating map like uncaged or lockout.
I'm not even sure if there is enough room for a floating map like uncaged or lockout.
What really gets me is that all these permanent structures seem half-assed in implementation. They could have created three more fixed, matchmaking-ready maps in those spots, while offering the rest of the space up for forging on each of the maps. Instead we get partial, non-deletable items that hamper any ability to forge an original creation in its place.I don't necessarily agree. I think the scale when floating above them in monitor mode is very misleading. I hope I'm wrong, but the moonbase doors on Impact look like tiny crouch spaces from above.
I just remembered that one clip of man cannon from the forerunner forge area I guess the maps are big enough for floating maps. I am gong to miss the scale of Forge World and the flat area from Sandbox.
What really gets me is that all these permanent structures are half-assed in implementation. They could have just created three more fixed, matchmaking-ready maps, while offering the rest of the space up for forging on each of the maps. Instead we get partial, non-deletable items that hamper any ability to forge an original creation in its place.
I'm sure "performance issue" is the logical quick response, but I just don't understand the logic behind what I'm seeing so far.
Just give us Sandbox but then give us Snowbox, Spacebox and GrassBox. Cannto take that much more work to have an open area. They do all this fancy terrain modelling and that is not what Forgers just want. Save yourself the time and put that time into making more objects or features that Forgers want.
So no Covenant maps, eh? Just greys and browns?
Don't you guys think Erosion's rusty pieces will look a bit out of place inside that coliseum looking zone?