2 Things Forge Desperately Needs

  1. A no sun option for Parallax (or all 3 maps) so you can make a dark map and not have it look/render weird. Have the option to have a pitch black map and the only light available are lights you add manually.

  2. Water boxes. up to 256x256x4 of water. Just a simple box with a water texture, no hitbox, and noise when you walk through it like normal water.

Anyone else agree?

PS: Also need to fix the 2 most noticeable bugs:

  1. Fix the damn respawn glitch. When you have no spawns how you can’t spawn into your forge map.
  2. Fix the precision movement glitch. When you have your movement speed set to normal but whenever you move stuff you move at precision speed. Very annoying.
  1. …maybe.
  2. “How to Forge underwater in Halo 5 Guardians!”

Glitches:

  1. You forge, you FIRST lay down a block or floor away from where you want to build the map, and move your initial spawns to to said block. This a whole NEW Forge, you preserve and move 2 initial and respawns, it takes TWO minutes, no excuses!
  2. Ok, that can get annoying.

Uhh what forge really needs is: AI enemies

> 2535428857202975;3:
> Uhh what forge really needs is: AI enemies

Exactly, this guy knows what forge needs

More dead bodies.

> 2533274799557323;2:
> 1) …maybe.
> 2) “How to Forge underwater in Halo 5 Guardians!”
>
> Glitches:
>
> 1) You forge, you FIRST lay down a block or floor away from where you want to build the map, and move your initial spawns to to said block. This a whole NEW Forge, you preserve and move 2 initial and respawns, it takes TWO minutes, no excuses!
> 2) Ok, that can get annoying.

  1. Why not? It only makes sense and wouldn’t be hard to do. Currently a lot of people that want a dark map have to resort to cheap tricks.

  2. Not what I want. I mean just wading through water. Only way I can do that currently is invisible barriers right above the kill line on Alpine.

Glitches:

  1. I know that but it’s still annoying when you might forget or whatever. And earlier I did have 3 respawn points on Tyrant and even a couple initial spawns but when I died it wouldn’t respawn me.

> 2535428857202975;3:
> Uhh what forge really needs is: AI enemies

They actually mentioned that recently. Not in Halo 5, but as “something to consider for future titles”.

The waters boxes is something I agree on. I thought about it a while back and they would only need to make like 3 sizes and perhaps throw in some variants.

I agree with your list but I feel that trait zones, more simple primitives, texture options for wall/floors rather than just primitives, and trigger volumes/pressure plates are needed.

YES

i think we need “CTRL+Z” in forge…

> 2533274910962836;11:
> i think we need “CTRL+Z” in forge…

This^
The amount of times I have accidentally -Yoinked!- things up and had to revert to a previous save is abysmal.

@OP, the other things are nice as well, especially the Parallax thing. I really feel that one. Maybe then we’d see more nighttime maps that are actually pulled off well rather than just boxed in giant rooms.

Wouldn’t say no to water boxes myself for sure.

> 2535428857202975;3:
> Uhh what forge really needs is: AI enemies

That’s not going to happen for a very, very, very long time. Programming AI under set circumstances, such as Campaign or Firefight, is a challenge in and of itself. Attempting to program them to perform in a certain manner in an infinite number of circumstances? I don’t even think that’s possible at this point in time. And even if they did, having to design a way that a player could somehow control the movements and actions of an AI would just end up over-complicating the already-complex and somewhat glitchy Forge we have in Halo 5. Can you imagine how buggy and glitchy it might become if AI coding was added? shudders

They should make it so you can turn objects casting shadows on/off, at least so you can set the object to do so to avoid needing lights for bigger indoor maps.

That would be nice.

They should add watrr, lava and maybe some bubbling tar or green infection goo stuff

> 2533274820807179;9:
> I agree with your list but I feel that trait zones, more simple primitives, texture options for wall/floors rather than just primitives, and trigger volumes/pressure plates are needed.

With the addition of fields of grass, I imagine it’s on the way. Water and grass aren’t that technically different in a video game; a looping animation, some art, usually non-colliding, etc.

round/spiral stairs/ramps
more interior design pieces, chairs, tables, cabinets etc
water volumes
flowers
hedges
fences