Not here dude, there are 2 Batman specific threads, keep it there.
But you don't understand! Everyone here cares about his opinion!
Not here dude, there are 2 Batman specific threads, keep it there.
So... did Over just complain about all the pieces looking too different? As if maps don't look similar as it is.
Focus Rifle is only on Powerhouse I believe, and I'm pretty sure Plasma Launcher is on Hemorrhage.what non-forge maps are the plasma launcher even on? same with the focus rifle?
what was the point in having all these weapons if your not even going to put them into matchmaking. i remember at a certain point only powerhouse had the grenade launcher
So... did Over just complain about all the pieces looking too different? As if maps don't look similar as it is.
So... did Over just complain about all the pieces looking too different? As if maps don't look similar as it is.
To add some more:
Focus Rifle, it is on Powerhouse, and a killer in close-range. If we count Invasion gametypes, it is on Boneyard too, in the last phase.Focus Rifle is only on Powerhouse I believe, and I'm pretty sure Plasma Launcher is on Hemorrhage.
Come on now, his post was actually really damn good. That's honestly all you took from it? Consistency in design, look and functioon across similar objects should exist, he proved it doesn't. Something as simple as that makes Forging unintuitive.
long post about forge with pics
HaloGAF's theme song
I know we've discussed this before in the thread, and obviously I agree.Then they go and remove it from the game.. I just don't understand some of the damn decisions these devs make! Why make a useful powerful useless/remove it? Goes back to that philosophy of nerfing the areas that worked to "balance" it out with weaker crap, instead of just buffing the weak shit. Why they felt it was necessary to nerf the Plasma Repeater from the Beta is beyond me.. etc
Also, the thing about switching weapons OMFG! I completely agree and I feel like no one understands why that kinda shit bothers people so much! My fingers/thought processing move so frikkin fast that it makes it frustrating to have to "slow down" in order to be successful in a game. Did you also find it annoying to switch to a Gravity Hammer/Sword in Halo 3 in tight situations because of how long it took to equip?
Holy Shit! Let me put the team on my back real quick.That thing was a BEAST. I don't get a lot of Exterminations, but I got one in the Reach Beta:
http://files2.bungie.org/dv/blueberry_exterm/
The grenades were even more nuketastic in the beta
Wrong thread.
Not here dude, there are 2 Batman specific threads, keep it there.
But you don't understand! Everyone here cares about his opinion!
oh come on halogaf. like OT stuff isnt posted here ALL THE TIME.
sorry for bellin guys good games...just wasn't into it as much after that last game.
what non-forge maps are the plasma launcher even on? same with the focus rifle?
what was the point in having all these weapons if your not even going to put them into matchmaking. i remember at a certain point only powerhouse had the grenade launcher
How would consistency in design NOT lead to things looking even more similar?
I agree the objects don't look similar. The pictures are right there. As valid as his post is, all I want to know is will making the pieces look more consistent really just add to the problem of samey, grey maps?
then you go and look at Sandbox
and everything looks consistent, all of those ramps, and blocks, and tunnels match up to eachother almost perfectly. also, most of the textures are very similar, so when they are all phased together the group of objects don't look like a bunch of random objects smacked together.
I disagree. I think it was just as bad in Halo 3 but it wasn't in the spotlight because people weren't building with a precise grid in the first place so you could really gauge the precision of the modular pieces.
Ah, the Brace, Large piece. Often used on maps but causes problem because of the tail-end. The tail-end is practically useless and it turns an extremely useful object into a decent one. Please just remove the tail.
Now hold on a sec, which part is the 'tail end'? Because that long bit has been extremely useful for creating flat surfaces (especially at the bottom of a map where nobody will see the 'overhang'). Without that, I'd run out of Building Blocks quickly (arguably a problem in itself).
well the ugly brown did still look like shit, but it was consistently ugly!
i did build a few maps in halo 3 with the phasing glitch. in my opinion all the pieces were very consistent in terms of theme and how everything fit together.
what's worse? it's consistent but ugly. or its pretty but inconsistent.
I'm not talking about the flat part. I want the "overhang" - as you called it - removed. The flat part is really useful but the tail can be unnecessarily annoying.Now hold on a sec, which part is the 'tail end'? Because that long bit has been extremely useful for creating flat surfaces (especially at the bottom of a map where nobody will see the 'overhang'). Without that, I'd run out of Building Blocks quickly (arguably a problem in itself).
The point wasn't that they pieces themselves have different textures or shaders or whatnot, but that the actually geometry did not consistently fit any logical grid system or metric.
You constantly have forge pieces with little gaps and height differences in between them which have to be manually fixed or cleverly hidden by potentially going off the grid. This wouldn't be a problem if the geometry was consistent. Instead we have to spend time and forge budget fixing shit up for things to look and play smoothly.
i lol everytime
Reach be trolling us with this glitchI actually love this glitch Happened me on Breakneck just the night before last. It happens to me pretty rarely but it makes me laugh everytime.
Long Forge post.
oh come on halogaf. like OT stuff isnt posted here ALL THE TIME.
I'm not talking about the flat part. I want the "overhang" - as you called it - removed. The flat part is really useful but the tail can be unnecessarily annoying.
That thing was a BEAST. I don't get a lot of Exterminations, but I got one in the Reach Beta:
http://files2.bungie.org/dv/blueberry_exterm/
oh come on halogaf. like OT stuff isnt posted here ALL THE TIME.
I will repeat. It has very little to do with the way the pieces look. It has to do with the actual geometry. as in the shape and metrics.
Its hard to explain to people who have never used 3d software and a modular workflow.
I haven't seen DKR, and I've avoided both GAF threads on the subject, so I don't need some stooge like zoojoo spoiling it accidentally. I already got spoiled on Pridmordium in here last week...
i was talking about the actual geometry, as well as the theme. i'm not saying halo 3's forge pieces are amazing in terms of consistency. but it's certainly better than what we have in reach.
To me (since I've seen the film) it wasn't necessarily that the post itself was OT or that I might read spoilers, it was more the warning that he was going to be back in a couple of hours to tell us about something no one will care to read about here. It's a case by case basis here. People with track records of good, substantial, informative, discussion starting posts (even if OT) are usually welcome here... But all we typically see from him is huge multi-quote posts with "lol, [insert name] pls, some random HaloGaf joke he saw while lurking, FUUUUU--, or [something]fu" one after the other.oh come on halogaf. like OT stuff isnt posted here ALL THE TIME.
This post is...premium quality. More like this please.
Is anyone streaming?Halo.
gt: JeLyK
Every forge map in Halo 3 was bumpy to move around on even if you phased them together. Also you would at least get a bunch of z-fighting if you did, from the inevitable overlap.
No one built on a precise grid, because there was no way to snap to it.
I don't see how you can say they were more consistent without any precise grid or measurement system, especially when the pieces themselves were rough cut stone blocks rather than precise forerunner metal.
I have a strong suspicion that is why they picked that art style, to mask the imprecision of forge with dilapidated old stone structures.
Rose tinted glasses if you ask me.
Am I the only one who thinks these will be a disaster?The player trait zones
I agree. Possibly one of the most well thought-out and reasoned posts from any member in a longggg time.
How hydra can go after it is beyond me.
Is anyone streaming?
Halo 3's Forge was utter trash compared to Halo: Reach's, and I imagine that Halo 4's will stomp Reach's flat. Sure, it won't be Crysis 3, but it should be fantastically easier to make maps we're making now, and making better maps than we're making now.
Going back to the previous version will be a sensation of "how did I make maps with this?"
But the issues with piece size are definitely valid, and I hope are addressed. I'd like to get the same basic types of pieces for every theme we end up with, that all have the same "depth" and integer dimensions. If they fixed all the Reach pieces, that'd be a solid foundation.
The player trait zones, snapping and baked lighting are all going to help phenomenally (especially the latter) with making maps that feel much better and less same-y, even if you still had the Reach FW pieces.
Not sure what Crysis 3 has to do with this. Are they getting a map maker on consoles?
I think I remember a limit of 8 player trait zones, which is pretty restrictive considering the shapes we are limited to.
I wish we had modular assets with vertex snapping, a mirror modifier, and level of undo/redo. The human pallete textures/shaders on top of fixed Reach style geomtry would do fine.
Am I the only one who thinks these will be a disaster?
Yeah the demo showed alpha, beta, gamma, delta I believe.i think there are only 4 trait zones. might be mistaken