thezerofire
Banned
is our team playing today?
Alright, my writeup on the displayed Forge features.
Lighting
This is a very significant improvement, and is a component of the Far Cry editor that has finally made it over to Halo. Forge Objects finally giving and receiving lighting has the following improvements:
- It looks natural and doesn't have that "fake" look
- Player navigation is significantly improved. While you may not notice it, on developer maps your brain uses the shadow directions to help orient yourself. So for example, a symmetrical FW map would be a lot more natural and navigable in the Halo 4 forge. As an other example, if you made maps in TS3 they also had that "all bright all the time look", but it let you set lighting per-tile. I used per-tile lighting to do tricks like a bridge casting a shadow on the tiles below it, and it gave that visual 'pop' to distinguish the map's areas from each other. So full shadows does help players visualize the space in 3D and orient themselves. This feature alone would have been a significant improvement.
What I find interesting is how inside maps will be pulled off. We saw UNLIT variants of pieces, so I wonder if these are special pieces that ignore lighting. Also, like Far Cry, I'd like there to be more explicit control over when the light baking is done. The demo we saw, it was done when you go from Forge -> Player mode, but I wonder how that's handled in a multiplayer session. (client side only?)
Locking, Duping, Highlighting
Holy shit this has been needed forever. In Halo 3 this was especially annoying since you could be holding one object and actually delete another behind it. I've been wanting locking in since Halo 3, and now it's finally there. This will cut down on "oh god I shouldn't have deleted/moved that by accident" scenarios significantly. An example of normal use: set up your base map, lock that bitch, then set up your weapons. Nice. I like the touch of it being on the dpad so you can quickly plop drop and lock pieces.
Duping I don't really have much use for since I have the FW menu etched into my brain, but for the general user this will make building repetitive things like bridges, etc easier. Especially stuff like spawns.
Highlighting is also a significant improvement, especially if you're dealing with a lot of intersecting geometry. Showing the names will also let people more easily discover what piece is what if they load up another user's map in Forge.
Player Trait Zones
This is fairly big. Big big big feature. We never got the ability in a later Forge DLC in Reach to place low-grav volumes, so stuff like Anchor 9 and Condemned's low grav spaces were only for developers to use. But it has more uses than space battles.
Mancannons/base elevators: you'll be able to make something closer to Bungie's semi-scripted mancannons by assinging specific traits to their throw area. No more need for daisy chaning mancannons across a ravine or up a shaft. Example: make an elevator on the back of your base, put a player trait volume inside it that lowers gravity, now you can just put a normal cannon at the bottom and push it all the way up. They also mentioned zones that have the option of having physics impulses, so you can do stuff like Sword Base / Epitaph 's cannons where you can't jump back down the lifts.
The BIG implication that I don't believe has been brought up at all about Player Trait zones: MAP SPECIFIC SETTINGS. Make your map, make a Player Trait Volume that encompasses the entire thing, then set up the traits. MLG map? 110% speed player trait and whatever damage changes they'll inevitably make, automatically there when you load up the map. Remaking a Goldeneye/Perfect Dark map? Turn off jumping for the map - automatically. SWAT map? Players automatically have SWAT settings. No need to hope players download the proper gametype. This is a HUGE feature that I expect to be used a lot. You'll still need gametypes for more advanced stuff like time/score limits and so on. But still.
A feature I would like to see if it's not too late: PTVs that only apply to a certain team. So you could cover an entire map with a Red Team PTV and a Blue Team PTV and Red gets certain traits (speedy, but no shields) while Blue gets certain traits (slow, but highly resistant) for some interesting gametypes and settings.
Magnets
I use the Coordinates system in Reach like it's a religion so I'm already fine with placement options. But this is pretty cool, and has a significant implication: a magnet-piece system works better when all the pieces are fairly symmetrical. The problem we had with quite a few pieces in Reach is they would have been really nice to cut down on object count, but they weren't truly symmetrical. One would think under a magnet system, symmetry would be the imperative so all pieces can properly magnet to each other. I also hope this means the shifting that occurs after saving has been fixed. Magnets won't do shit if your magnetized pieces will shift after you save, and you end up having to go back to coordinates anyway.
Forging space
Looks a bit small. I hope at least one of these places has a fairly large and flat area to make maps in. Forge World was distinctly lacking a space or a piece that was large and perfectly flat. The one we saw looked nice but it didn't seem big enough for BTB. For all complaints people have about FW, it's still unmatched in the sheer scope of maps you can make in it size-wise, even for smaller maps (like remakes of old ones), only FW has enough continual open space to make them in. Hopefully there's at least one of these locations with lots of vertical and horizontal space to construct maps in.
Budget
The Budget seems to be a $1,000,000 now, although that won't mean much since you can't really directly compare each game's budgets with each other. However, I hope they have some method to call out in the UI that when you hit certain budget points, your map may no longer be performant. For example, in Reach, you have lots of budget in FW but you should only never use more than 5,000$ for 'regular' maps, and a bit less if you want it in matchmaking. Halo 3 prevented you from ever really making a map that would threaten 4-split. The bar in Reach for performance was Asylum, but this was never called out in the UI or by 343/Bungie in anyway besides a sideways mention on a forum. The players should be able to make super insane maps if they want. But they should also get an indication of how their map will perform. Basically, "if you want to make a map, stop here. Beyond this, here be tygers". A suggestion I would have: use that remaining budget bar on the UI and color code it for remaining budget levels. If I'm to assume that 500,000$ is the rough equivalent of $5,000 in Reach, then make the bar red once you cross that point.
A feature I would like to see if it's not too late: PTVs that only apply to a certain team. So you could cover an entire map with a Red Team PTV and a Blue Team PTV and Red gets certain traits (speedy, but no shields) while Blue gets certain traits (slow, but highly resistant) for some interesting gametypes and settings.
is our team playing today?
Frankie's fucking dying
I'm available for another...~5 hours.is our team playing today?
not looking likely. i'm getting a bit frustrated.
Frankie's fucking dying
Someone explain to me what those stacked buildings in the sky are supposed to be, never could wrap my mind around it.
Someone explain to me what those stacked buildings in the sky are supposed to be, never could wrap my mind around it.
No Forge maps in competitive playlists period. EVER. If you want it in wacky ones like Action Sack or a Community Playlist - that's fine.
Just keep that crap out of Slayer and Infinity Slayer.
Is there a stream for this? Or is that the Vivaciousjazzy thing?
Someone explain to me what those stacked buildings in the sky are supposed to be, never could wrap my mind around it.
Who can't play?
Oh well...
its the rtx stream
Is there a stream for this? Or is that the Vivaciousjazzy thing?
I think it's supposed to be like Deus Ex: Human Revolution's stacked city, but that game pulled it off in plausible fashion. The Halo 2 demo city always looked like it was about to collapse.
I faced a mic'd team of 4 in CTF MLG on the Pit while down a person, and I didn't rage. I am proud.
you're adapting
For btb guys: vehicles seemed stronger, I put 2 sniper rounds into a ghost and it didn't seem to affect it at all. I did talk to a dev about it and they said it was still being tweaked so they might not be as strong, but they should be stronger than reach vehicles. Also, the hog is lower to the ground and is harder to flip. The ghost has an actual boost meter in the top left of the screen. Hardlight shield can be run over and splattered. Plasma pistol still stuns vehicles.
Spartan laser takes longer to charge than in reach. The rockets move really slow and the blast radius seems smaller than reach.
Speed boost is really fast and if you have it, sprint isn't worth using because speed boost is faster than sprint
Okay guys, team computron is down 2 guys. team joncha is all present. how should we proceed:
Right now, I can sub in for mastrbiggy, and deputymoonman can sub in for fuchsdh.
What should we do?
Okay guys, team computron is down 2 guys. team joncha is all present. how should we proceed:
Right now, I can sub in for mastrbiggy, and deputymoonman can sub in for fuchsdh.
What should we do?
Fuck human theme. Hate, hate, hate the aesthetic.
The Canyon, for everyone who's curious
Dat beard.It looks like the very hairy guy next to Frankie stole all of his hair.
No Fuck YouDepends on what "human theme" is to you.i joke im just bitter you abused me
shitload of varying human themes[img][/QUOTE]
Bahahahaha
Okay, here's our solution:
Thee Henery is asked to sub in for computron's team.
I won't play at all, neither will Deputy Moonman.
Gentleman's rules will be used, 3v3
Alright, my writeup on the displayed Forge features.
Lighting
This is a very significant improvement, and is a component of the Far Cry editor that has finally made it over to Halo. Forge Objects finally giving and receiving lighting has the following improvements:
- It looks natural and doesn't have that "fake" look
- Player navigation is significantly improved. While you may not notice it, on developer maps your brain uses the shadow directions to help orient yourself. So for example, a symmetrical FW map would be a lot more natural and navigable in the Halo 4 forge. As an other example, if you made maps in TS3 they also had that "all bright all the time look", but it let you set lighting per-tile. I used per-tile lighting to do tricks like a bridge casting a shadow on the tiles below it, and it gave that visual 'pop' to distinguish the map's areas from each other. So full shadows does help players visualize the space in 3D and orient themselves. This feature alone would have been a significant improvement.
What I find interesting is how inside maps will be pulled off. We saw UNLIT variants of pieces, so I wonder if these are special pieces that ignore lighting. Also, like Far Cry, I'd like there to be more explicit control over when the light baking is done. The demo we saw, it was done when you go from Forge -> Player mode, but I wonder how that's handled in a multiplayer session. (client side only?)
Locking, Duping, Highlighting
Holy shit this has been needed forever. In Halo 3 this was especially annoying since you could be holding one object and actually delete another behind it. I've been wanting locking in since Halo 3, and now it's finally there. This will cut down on "oh god I shouldn't have deleted/moved that by accident" scenarios significantly. An example of normal use: set up your base map, lock that bitch, then set up your weapons. Nice. I like the touch of it being on the dpad so you can quickly plop drop and lock pieces.
Duping I don't really have much use for since I have the FW menu etched into my brain, but for the general user this will make building repetitive things like bridges, etc easier. Especially stuff like spawns.
Highlighting is also a significant improvement, especially if you're dealing with a lot of intersecting geometry. Showing the names will also let people more easily discover what piece is what if they load up another user's map in Forge.
Player Trait Zones
This is fairly big. Big big big feature. We never got the ability in a later Forge DLC in Reach to place low-grav volumes, so stuff like Anchor 9 and Condemned's low grav spaces were only for developers to use. But it has more uses than space battles.
Mancannons/base elevators: you'll be able to make something closer to Bungie's semi-scripted mancannons by assinging specific traits to their throw area. No more need for daisy chaning mancannons across a ravine or up a shaft. Example: make an elevator on the back of your base, put a player trait volume inside it that lowers gravity, now you can just put a normal cannon at the bottom and push it all the way up. They also mentioned zones that have the option of having physics impulses, so you can do stuff like Sword Base / Epitaph 's cannons where you can't jump back down the lifts.
The BIG implication that I don't believe has been brought up at all about Player Trait zones: MAP SPECIFIC SETTINGS. Make your map, make a Player Trait Volume that encompasses the entire thing, then set up the traits. MLG map? 110% speed player trait and whatever damage changes they'll inevitably make, automatically there when you load up the map. Remaking a Goldeneye/Perfect Dark map? Turn off jumping for the map - automatically. SWAT map? Players automatically have SWAT settings. No need to hope players download the proper gametype. This is a HUGE feature that I expect to be used a lot. You'll still need gametypes for more advanced stuff like time/score limits and so on. But still.
A feature I would like to see if it's not too late: PTVs that only apply to a certain team. So you could cover an entire map with a Red Team PTV and a Blue Team PTV and Red gets certain traits (speedy, but no shields) while Blue gets certain traits (slow, but highly resistant) for some interesting gametypes and settings.
Magnets
I use the Coordinates system in Reach like it's a religion so I'm already fine with placement options. But this is pretty cool, and has a significant implication: a magnet-piece system works better when all the pieces are fairly symmetrical. The problem we had with quite a few pieces in Reach is they would have been really nice to cut down on object count, but they weren't truly symmetrical. One would think under a magnet system, symmetry would be the imperative so all pieces can properly magnet to each other. I also hope this means the shifting that occurs after saving has been fixed. Magnets won't do shit if your magnetized pieces will shift after you save, and you end up having to go back to coordinates anyway.
Forging space
Looks a bit small. I hope at least one of these places has a fairly large and flat area to make maps in. Forge World was distinctly lacking a space or a piece that was large and perfectly flat. The one we saw looked nice but it didn't seem big enough for BTB. For all complaints people have about FW, it's still unmatched in the sheer scope of maps you can make in it size-wise, even for smaller maps (like remakes of old ones), only FW has enough continual open space to make them in. Hopefully there's at least one of these locations with lots of vertical and horizontal space to construct maps in.
Budget
The Budget seems to be a $1,000,000 now, although that won't mean much since you can't really directly compare each game's budgets with each other. However, I hope they have some method to call out in the UI that when you hit certain budget points, your map may no longer be performant. For example, in Reach, you have lots of budget in FW but you should only never use more than 5,000$ for 'regular' maps, and a bit less if you want it in matchmaking. Halo 3 prevented you from ever really making a map that would threaten 4-split. The bar in Reach for performance was Asylum, but this was never called out in the UI or by 343/Bungie in anyway besides a sideways mention on a forum. The players should be able to make super insane maps if they want. But they should also get an indication of how their map will perform. Basically, "if you want to make a map, stop here. Beyond this, here be tygers". A suggestion I would have: use that remaining budget bar on the UI and color code it for remaining budget levels. If I'm to assume that 500,000$ is the rough equivalent of $5,000 in Reach, then make the bar red once you cross that point.
I wish 343 would try to go back to the Halo 2 E3 demo human look. I really loved that artstyle back then and still do.
Bahahhahahhahah.
Halo4ArmorEffects: Confirmed
I didn't hear much Halo stuff. At one point Frankie was asked if it's true that you can both lower weapons and drop them completely, as was said yesterday, and he was a little ambiguous about dropping them. Didn't deny it, though.Ah, looks like I tuned in to the end of the panel with Frankie. Anything interesting or fun shared?