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Halo Reach Forge |OT| - Create, Share & Kill

op_ivy

Fallen Xbot (cannot continue gaining levels in this class)
yeti dome: played crazy king, and i think it really worked for this. good stupid fun (KotH, not yeti-dome!)

Pork v2: i'll echo what timetokill said and add that some places also lack railing, and i found myself often sprinting up ramps, catching air with the speed at the top, then flying off the map entirely :p

Rigged: i didnt see any framerate issues. liked the map a fair bit, but it seems really tight on the outside. i think it could be a great map if everything was expanded a bit out there. i love the aesthetic.

Reliance: this was the large outdoor bomb game? seemed like a great map, but we didnt have enough players to properly test it. would love to try it 8v8 slayer with dmr starts. sorry i dont have more to add

Byzantine: this seemed like a really cool map. the layout made sense fairly quickly, but i also agree it needs some details/landmarks to really figure out where you are.

Mind The Gap.1: we played a 1 flag game with messed up seetings and quit after 1 capture, then played multiflag, which the map wasnt built for, so its really hard for me to judge how well it played. initially, everyone seemed to feel that the flag in the tubes was too easy to defend, and maybe it was, but i dont think the attacking team was using all routes to the flag area (and grabbing the rockets up top) until we played multiflag later on. i do want the flag somewhat easy to defend though, as once its nabbed, it seemed pretty easy to return it. its a balancing act.

couple questions for those that played; 1) were the filters distracting? i wanted it dark, but maybe its too dark. 2) were you able to jump the gap while carrying the flag? if you couldnt, then i definitely will need to either shorten the gap, or move the flag (maybe both).

Watershed: i also think this was a big improvement over the previous versions. seems like a great map, but i still really dont like the bases themselves. they are very claustrophobic, and running from the front entrance and through it, and winding up the ramps, was very tedious to get up top. not sure how you'd fix it, other then to revamp them entirely though, and if i'm the only one complaining, its probably not with fixing. :p

Aquamatic: i didnt notice any framerate issues, but i liked the layout and the looks of the map. seemed solid, but its hard to tell from the game we played with half of one team being AFK

Truss: plays really well in objectives. i overheard some talk about a soft kill zone activating that shouldnt, and a few other issues NOKYARD was talking about. please eloborate. i'd love to have this submitted to the cartographers.

...

if oppidum got played, please let me know how it went. i'm already rethinking the top level of the bases - i dont want players to have to jump to get to the ramps. curious what other suggestions and feedback you guys will have.

...

in general, great maps and i had a fun time. it was a bit tricky playing at times with no mic, the tv muted and a fussy baby :)
 

MrBig

Member
Yeti Dome - I love this for king. I'll give you the version with hills added when you want
Pork - You didn't add support for flag like you asked, so we played slayer. You also didn't add a safe zone or any kill zones so we kind of broke the game...
Rigged - Pretty map and it plays nicely. Panders to jetpacks a bit too much for my like though
Byzantine - Bit hard to get your baring on the map and see where you need to be going.
 

Raide

Member
Pork v2 was a mess around map, so I think I might have to scrap it unless I can figure out how to balance it. I think its a bit too big for 4v4. Even if I add more barriers etc, I still don't think it will work well.

Ho hum, time to make something new. :D
 

Gui_PT

Member
That Containment remake was really really good

"Guise, I need 7 people to boost kills on Grifball for the weekly. Any1 want to halp?"
 

MrBig

Member
Gui_PT said:
That Containment remake was really really good

Guise, I need 7 people to boost kills on Grifball for the weekly. Any1 want to halp?
Who were those guys? It's like playing with randoms who had there mics plugged in for once.
 

Gui_PT

Member
MrBig said:
Who were those guys? It's like playing with randoms who had there mics plugged in for once.


Dunno, but they were loud.

Btw Nokyard, what I meant Urk said wasn't bannable was to go into a playlist of 8 people with a party of 8. He said you could do that as long as there are no idlers.

Is that not correct? Not that I do that, but I'd like to know.
 

MrBig

Member
Gui_PT said:
Dunno, but they were loud.

Btw Nokyard, what I meant Urk said wasn't bannable was to go into a playlist of 8 people with a party of 8. He said you could do that as long as there are no idlers.

Is that not correct? Not that I do that, but I'd like to know.
Yes you can do that as long as everyone is actually at a controller and playing.
 

MrBig

Member
op_ivy said:
Truss: plays really well in objectives. i overheard some talk about a soft kill zone activating that shouldnt, and a few other issues NOKYARD was talking about. please eloborate. i'd love to have this submitted to the cartographers.

...

if oppidum got played, please let me know how it went. i'm already rethinking the top level of the bases - i dont want players to have to jump to get to the ramps. curious what other suggestions and feedback you guys will have.
Oppidum was greatly improved, I like how it played now, but at that point I was kind of burnt out and messing around with the jet pack so I can't give you any good criticisms.

Red base, bottom right grav lift: you hit a soft kill zone on your way up to the second level. It would cause any objectives taken through there to reset.
 
op_ivy said:
Byzantine: This seemed like a really cool map. the layout made sense fairly quickly, but i also agree it needs some details/landmarks to really figure out where you are.

In general, great maps and i had a fun time. it was a bit tricky playing at times with no mic, the tv muted and a fussy baby :)

Glad you guys had fun on it without me ;)

I'm going to take that one guys suggestion (Didn't catch his name) and add different color indicators to each area. Also, are there any objective modes you guys want me to set Byzantine up for?
 

MrBig

Member
SomeOneInaHat said:
Glad you guys had fun on it without me ;)

I'm going to take that one guys suggestion (Didn't catch his name) and add different color indicators to each area. Also, are there any objective modes you guys want me to set Byzantine up for?
That was me. Ball and crazy king would work. Maybe even 3 plots.
 

NOKYARD

Member
Gui_PT said:
Btw Nokyard, what I meant Urk said wasn't bannable was to go into a playlist of 8 people with a party of 8. He said you could do that as long as there are no idlers.

Is that not correct? Not that I do that, but I'd like to know.
Grifball playlist stat padding is a bannable offence within the Grifball league. A few seasons ago playoffs were disrupted when one of the teams was banned for abusing randoms in the DXP playlist. I wasn't telling the kid to not do it, just explaining why i wouldn't be joining him.
 

Gui_PT

Member
NOKYARD said:
Grifball playlist stat padding is a bannable offence within the Grifball league. A few seasons ago playoffs were disrupted when one of the teams was banned for abusing randoms in the DXP playlist. I wasn't telling the kid to not do it, just explaining why i wouldn't be joining him.


I wouldn't join him either, even if it wasn't bannable. Just wanted to know what you meant by that, didn't know about that before you said it.
 

MrBig

Member
Nokyard I'm working on another way into the center structure of Watershed and I need your help with that one way shield lift you had described before, I couldn't get it working.
 

Untracked

Member
MrBig said:
It was pretty much a matchmaking experience playing with all those insane people that randomly joined us but yes it was good. Laser needs to go. I'll put up the film in a bit
Sweet, you did great work there! I'll get the film when it's up :D
 

Gui_PT

Member
Untracked said:
Did Containment play ok?
Did the Splazer dominate?


I think spawns need to be changed a bit. And for CTF the return time for flags needs to be longer.

Other than that I thought it was great.
 

MrBig

Member
vhfive said:
Did you guys get to Reactor?
Yep, we got through everything. Anyone who wants their film request it and I'll put it up. I can only do one at a time though so I'm waiting on untracked to get Containment.

We also played Byzantine, Containment, Kingdom, Watershed, and Truss second times during Gaf customs.
 

op_ivy

Fallen Xbot (cannot continue gaining levels in this class)
MrBig said:
Yep, we got through everything. Anyone who wants their film request it and I'll put it up. I can only do one at a time though so I'm waiting on untracked to get Containment.

We also played Byzantine, Containment, Kingdom, Watershed, and Truss second times during Gaf customs.

i'd love to see the gaf customs truss match. how was it received?

also, the oppidum round from earlier today i'm missing.
 

MrBig

Member
I was hardly paying attention to any in-game chatter and no one said much post-game. In the film you will see me being embarrassingly trounced by the TJs and then getting them with a pro-pipe double kill.

e: ugh, forgot to save films after the first couple games, can someone who still has them take care of that? They got overrun by other games.
 

vhfive

Member
MrBig said:
Yep, we got through everything. Anyone who wants their film request it and I'll put it up. I can only do one at a time though so I'm waiting on untracked to get Containment.

We also played Byzantine, Containment, Kingdom, Watershed, and Truss second times during Gaf customs.
thanks no need to rush (as long as you have it saved). I won't be around an xbox until monday afternoon anyways.
 

Havok

Member
Hey ForgeGAF, after a pretty long hiatus from forging, I finally got to a decent point on a new map.

Rock Garden

Rather than forging a complete landscape as a skeleton, I chose a fairly overlooked area of Forge World, a medium sized overhang above the canyon's caves and decided to work within those confines. Emergent design!

It's set up for 4v4 (although 6v6 might be all right) with most gametypes, symmetric and asymmetric alike, but designed for One (emphasis)/Two/Neutral Flag and Bomb games, with Slayer secondary. No Juggernaut, Infection, Invasion, or Race.

There are snipers in the top level of each base, with shotguns in front of the bases. The central tower has an MG turret that can suppress each base, with a sword spawning in an alcove below it that can be grenaded down (see: Zanzibar in Halo 2). Each base has a teleporter nearby that goes down to the lower bridge area, which houses a rocket launcher and mancannons that launch the player up close to each base. Directly above the teleporter exit, between the two rock arches is a Concussion Rifle.

242vjph.jpg


If you have some spare time, I'd really appreciate some feedback. I generally can't make Customs night, but I can try to find an exception one of these weeks.

Previously: Phaeton, Cliffside, Freefire.
 

Striker

Member
op_ivy said:
Reliance: this was the large outdoor bomb game? seemed like a great map, but we didnt have enough players to properly test it. would love to try it 8v8 slayer with dmr starts. sorry i dont have more to add
Thanks for the quick impressions. I'm not so sure BTB would be too good on it, especially since there will be DMR starts. There would not be much map movement, and it would deem rather cluttered. I think a 6v6 playlist would fit nicely, though it works well for 4v4 too.

I am most curious how the Warthog now plays into the fold since it has been added.
 

Raide

Member
Pork has been murdered, time to work on another map.

reach_14816221_Full.jpg


Basic spawns and weapons in, only set for Slayer until I can sort out what other gametypes might actually work. 4v4 I think, since more than that could get a little cramped.

Sheol Slayer WIP Here in my File Share if anyone fancies downloading to have a jog around and give me some feedback. Hoping to get something sorted before next weeks Customs. :D

Cheers all!
 

op_ivy

Fallen Xbot (cannot continue gaining levels in this class)
MrBig said:
e: ugh, forgot to save films after the first couple games, can someone who still has them take care of that? They got overrun by other games.

shit, anyone?

i can put up requests up to aquamatic. my file share is limited or i'd do them all.

...

also, rebuilding truss in a new location and on a 90 degree angle. already looks loads better, and i've made a few smallish tweaks. hope to post it and screens tonight.
 
I'll probably have an updated version of Deluge ready for you guys next week. All I need to do is change some of the spawns and add in some railings, so it should be ready. :)
 

NOKYARD

Member
Last month i stopped development on Enforcer Factory due to an issue with the lifts to the upper walkway. The problem was that it utilized a 2 lift system where a vehicle grav lift shot you up to a mancannon. If a player was holding their thumbstick forward they would miss the second lift and die a horrible death. I fixed the problem by using a newly discovered elevator trick. Now the lower vehicle grav lift shoots the player up to a magnetic elevator, which gently places them into the upper walkway.

Here's the tutorial,

and, in case you missed it from the other thread, Elite Moonwalk & Halo Reach Side Scroller show interesting implementations of this technique.


New lift on Enforcer Factory by NOKYARD, on Flickr
 

NOKYARD

Member
-Yeti said:
Dude, that's bonkers! I'm totally ripping that idea for one of my maps.
SpecterCody (Empire/Rigged) showed it to me. Not sure where he found it, and i couldn't locate any info on the technique at ForgeHUB.

ncsuDuncan said:
That elevator looks great. I want to try out that map sometime, I like the overall look and open-ness.
We will be doing another test of Enforcer Factory on Saturday.
 
NOKYARD said:
SpecterCody (Empire/Rigged) showed it to me. Not sure where he found it, and i couldn't locate any info on the technique at ForgeHUB.

We will be doing another test of Enforcer Factory on Saturday.
Yeah, that's something I've never seen before, awesome. Between this and jump-pads, I'm amazed at what some people are able to come up with.
 

Raide

Member
squidhands said:
Yeah, that's something I've never seen before, awesome. Between this and jump-pads, I'm amazed at what some people are able to come up with.

That is really cool.

I was watching one of Greenskulls Forge things and noticed he had a map that spawned in objects at certain times. I am trying to built that into one of my news maps and have it spawns stuff so players can access new parts of a map and weapons. Not sure if it will actually work. :D
 

MrBig

Member
Nokyard you are taking care of customs this week, yes?


Here's the newest version of watershed with the new pathway into top mid using the technique Nok showed. Along with a few other changes, including re-arranging the bottom mid areas (because the overlapping glass was causing framrate issues) and adding concussion rifles. I'm a bit worried about how they will be used on this kind of map so they may be cut after playtesting.
http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=14922861&player=Mr Kwatz

I'm about to go to test 4 player split screen and hoping it doesn't explode.

e: Eh, couldn't get batteries for the 4th controller but 3 dipped into the 20s :(
Oh well.

I saved each .revision of the map, so whenever I'm done I can do a progression thingy
 
Hey MrBig I forgot to thank you for making a KOTH variant of Yeti Dome. I would love to work on it a bit myself.. If I could ever find a minute to work on it. :(
 
I have absolutely no skill when it comes to this stuff but I remember saying I'd come back several months post release and to see what the skilled forge community was up to, and what you all thought about FORGE WORLD now. Wasn't sure if I should ask this here or the community thread but I wanted to hear from actual users so I started here. Is it everything you thought it would be?

As I've previously stated I have zero Forge skills, but if anyone ever needs a guinea pig I'd be happy to help out. I play a lot of REACH at all times so let me know if you need help. UR BUS IS SHORT is my GTag.
 

MrBig

Member
Mizzou Gaming said:
I have absolutely no skill when it comes to this stuff but I remember saying I'd come back several months post release and to see what the skilled forge community was up to, and what you all thought about FORGE WORLD now. Wasn't sure if I should ask this here or the community thread but I wanted to hear from actual users so I started here. Is it everything you thought it would be?

As I've previously stated I have zero Forge skills, but if anyone ever needs a guinea pig I'd be happy to help out. I play a lot of REACH at all times so let me know if you need help. UR BUS IS SHORT is my GTag.
It's what I expected, but not what I wanted. There's only so much you can do without creating you own geometry to give uniqueness and creativity to your own maps. We play forgegaf customs at 3pm EST everysaturday if you want to see what we have created thus far. But just like the jump lifts recently posted, there's still new techniques to be squeezed out of it.

also
Hey, could you maybe ask if some people could write up their impressions about Abyssus? I'd really appreciate some feedback. (Wish I could post on NeoGAF already)
 

Havok

Member
Mizzou Gaming said:
I have absolutely no skill when it comes to this stuff but I remember saying I'd come back several months post release and to see what the skilled forge community was up to, and what you all thought about FORGE WORLD now. Wasn't sure if I should ask this here or the community thread but I wanted to hear from actual users so I started here. Is it everything you thought it would be?

As I've previously stated I have zero Forge skills, but if anyone ever needs a guinea pig I'd be happy to help out. I play a lot of REACH at all times so let me know if you need help. UR BUS IS SHORT is my GTag.
While better than Halo 3 by a long shot, it leaves a lot to be desired when you're trying to get things just right. Items are grouped very oddly in some cases, which leaves you with a giant excess of crap you don't want to place while you're scrounging for other categories, rather than it just being a flat object limit. Other things are just a pain, like rotating things on a Z-axis while trying to maintain parallelism with surrounding objects, or placing large bounding areas like spawn zones when you can't see anywhere near the edges of the box as it expands. Object density framerate problems with LOD objects not properly loading in and causing framerate problems prevents true creative freedom with a lot of stuff. Having said that, it serves its purpose well enough, and even after taking a long break from forging, it's relatively easy to get back into the groove of things once you have a good design in your head. And it really is amazing to see what people are able to do when they put a ton of time into something, like all of NOKYARD's super polished maps and devices.

The real problem is the lack of a pipeline for content after it's been created. The community cartographers thing is a good start, but there needs to be a good, quick system for receiving feedback on content to begin the iteration process. I, unfortunately, don't have enough friends online at any given time who would even want to test maps and give decent feedback, and unfortunately Forge Customs come at a busy time in the week for me, so with the number of maps those guys have to get through, it's a lot to ask to add more on to the workload. Since Frank has mentioned that Forge is an integral part of the Halo experience, hopefully some of these issues are ironed out for whatever their next Halo project is.
 

Retro

Member
Interestingly enough, I need an elevator-like function for a map I'm working on now. That'll come in handy since I'm running low on block objects. Thanks Noky.

Oh, about that new map. Basically I've been wanting to build something that's vehicle-enabled but isn't vehicle dominated, allowing infantry to weave in and out of vehicle traffic. Something like Rat's Nest, but not quite so large.

I was also inspired by The Silent Cartographer from Halo:CE.

vvCWM.jpg


Very rough, but there's basically a large "U" shape of land just below the water level on which to drive, surrounded by rocks to keep people from skidding off. There's mongeese parked at the various spawn locations (South Dock, near the 'generators', and at the north and southeast corners).

Going towards the center of the island, there's lots of open, hilly territory (the light gray areas) leading to the central fortification. The fort itself has three levels ("Again with the three levels on top of each other, man?"); a lower 'warehouse' level accessible via the red arrows, the middle 'control' level (entry points in blue) and then a catwalk above that.

I'd have photos of the WIP, but I let my XBL Subscription lapse and haven't seen the point in renewing it lately. Like Moonpool (which I've made some tweaks to also based on feedback), this is just the first version, however, and I will probably start from scratch again on a second version after we test this one out.

Whenever I get around to renewing my sub.
 
Just found out my BTB map Odyssey was submitted to Cartographers...it was news to me! It's basically a better Paradiso, but it's nice to see it was submitted. :)
 
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