So, Forge is stagnating. The greatest community tool Halo has seems to have been cast to the side for H4, and there hasn't been much discussion about it beyond basic complaints from most people. Not enough time, not knowing where to take it, not knowing what creators need, focus on other projects, not caring; whatever the reason was it doesn't matter.
I'm posting this to give some insight into where I would like to see Forge taken in the future, hopefully others will jump in and voice their thoughts to show 343 what they want, because why not help them and ourselves out, in getting what we need to foster the amazing creations the Halo community is known for? There's so much untapped potential here and I don't want to see it fade into the background
Forgeworld 2.0 as I envision it. A large island with some interesting scenery, with potential for all sorts of small areas around the shore, edge of the mountain, and the interior of the mountain to be made into useful areas; water and lava can be used to create hazards and interesting interactions with the environment.
For the actual toolset, I've compiled some things from the community's and my own wants, things that will make creating amazing things not only easily possible, but quicker, beautiful, and more accessible.
I encourage people to add to this and discuss things; let 343 know what you want so you can help Forge be all it can be. Hopefully they will listen if enough people weigh in.
I'm posting this to give some insight into where I would like to see Forge taken in the future, hopefully others will jump in and voice their thoughts to show 343 what they want, because why not help them and ourselves out, in getting what we need to foster the amazing creations the Halo community is known for? There's so much untapped potential here and I don't want to see it fade into the background
Forgeworld 2.0 as I envision it. A large island with some interesting scenery, with potential for all sorts of small areas around the shore, edge of the mountain, and the interior of the mountain to be made into useful areas; water and lava can be used to create hazards and interesting interactions with the environment.
For the actual toolset, I've compiled some things from the community's and my own wants, things that will make creating amazing things not only easily possible, but quicker, beautiful, and more accessible.
General
- No kill zones anywhere inside map geometry, only far into the distance
- Strict adherence to standard World Unit sizes for every single object in the forge palette
- Pivot points logically positioned on all objects
- Correctly align magnet points to eliminate gaps
- Magnet points on corners
- Individual item count limitations, and $ budget cost, based on the asset’s actual performance cost as opposed to arbitrarily pooling objects to share a common limit/cost
- Completely eliminate objects shifting their coordinates and rotation upon re-loading a map
- Simplify asset polycounts to reduce performance costs
- Design some assets around shared texture sheets to reduce resource costs and increase unity of design
- Grid mode that snaps objects to the 1/10th or full unit WU grid automatically without delving into a submenu
- Expand what settings are possible to package within Forge maps to ensure that creations are played as intended
- Bring back the Precision Editing mode
- Do not move the monitor/camera when selecting objects; how this is handled in H4 forge currently makes it impossible to precisely align large objects by hand
- Remove any first person ambient sound the the Monitor biped emits, to hear the ambiance as players will hear it in-game and because it's just annoying
Aesthetics
- Forerunner design palette
- Lighting similar to Haven: semi-bright lit areas, non pitch-black shadows; creamy highlights, dark blue blacks
- Metallic material on forerunner objects stays “alive” and interesting in shadowed areas, doesn’t become dull and monotonous
- Make use of shaders that apply detail textures to objects based on angle to further differentiate floors and ceilings from walls
Object Coloring
- “Short” variations of building blocks use the object color system to color nearly the entire object
- “Tall” and “flat” variations of building blocks, as well as the rest of the forge assets, use the object color system to color light strips, as in the current iteration, visually similar to the forerunner highlights used in H4’s Campaign, for visibility; setting the color to “neutral” disables the light entirely
Triggers, Switches, and Dynamic Objects
- System for activating specific systems, linked by “channels”
- Single use switch
- Multi use switch
- User definable trigger volume
- Object that acts as a switch when shot at/destroyed
- Activateable structures
-Doors
-Levers
-Spawning/De-spawning of objects
- Zanzibar/Last Resort ring + spinning fan?
-???
- Sound volumes: ambient sounds that the user can place fields of
Invisible Walls
- “Hard” and “soft” walls
- Multitude of size variants
- Visible in Forge with a transparent hologram shader
- Collision disabled on Monitors to not impede movement while forging
- Collision enabled for player mode in forge to allow testing
Lighting
- Allow the user to define light sources to use for coloring baked lighting/radiosity, assuming no in-game resource/performance cost
- Generate lighting from a start menu selection, not when switching from monitor to player mode
Building Blocks
- Retain current selection, add more if possible
- Add: 10x10, Flat, Short, and Tall; 5x5 Tall; 10x5 Flat; etc
- No large chamfered corners, no gaps, or extruding pieces; all simple shapes
- All follow a single design aesthetic
Buildings
- Source new buildings from old maps
- Design some original buildings
Natural
- Throw out the rocks that were retained from Reach
- Bigger range of rocks with flat and rounded surfaces, from as small as a 1x1 up to the size of a 10x10
- Trees, shrubs
- Flat and rolling variations of grass/dirt/rock textured objects using the procedural shader that assigns a texture based on angle
- Hollow tree trunks
- Chunks of bark that can be used as structure pieces
Doors, Windows, and Walls
- 3 sizes of door frames, 2, 5, and 10 WU lengths
- Flat planes of glass; no extruding frames. 2.5x5, 5x5, 5x10, 5x10 round, and more sizes. No highly occluding cloudy detail map, rather a faint forerunner design overlayed on the planes
Decorative
- Simplify the designs used for these, reduce their resource cost, standardize sizes to fit to the WU grid
- Railing to use the same visual style as the “Bridge” piece’s railing
- More interesting pieces: holograms, random props, assets similar to those included in the Dominion category
Inclines
- Standardize sizes to adhere to the WU grid
- Normalized 15/30/45/60 degree angles
Bridges and Platforms
- Add hard light bridges
- Hollow tubes
Scenery
- Take interesting assets from the campaign, as resource budget allows
I encourage people to add to this and discuss things; let 343 know what you want so you can help Forge be all it can be. Hopefully they will listen if enough people weigh in.