NOTE: All these ideas assume that the game comes on two disks. This would allow for exponentially greater space for Campaign and Forge and Multiplayer.
Disk One:
Campaign (Big, and I mean BIG. 18+ hours at least)
campaign Matchmaking
Firefight
Firefight Matchmaking
Disk Two:
Multiplayer
Multiplayer Matchmaking
Forge
Forgeworld (upgraded; see below)
This setup would allow for a much better Forge, Campaign, and Multiplayer system. Also, it would be great if we could play both installed disks from just Disk One (and only Disk One).
The Next Forge should have:
-
Terrain Cubes (That’s 6 sides) (Small, Medium, Large, Extra Large (With different terrain geometry on each side (flat, wavy, hill, indented, etc.) There would be multiple cube textures (Grass, Sand, Mountain, etc)))
-
Different Forge Object Textures ((Each in its own category) Halo: CE, Halo 2 (ruins), Halo 2 (regular (forerunner)), Halo 3, Human, Covenant)
-
Open-able Doors using channels (alpha, bravo, Charlie, etc (this includes gates, such as on Zanzibar, Containment, Highground)Open-able doors which can either bet set to “normal” (which would make them automatically open for a player and close behind him/her), or set to a specific ‘channel’, like the teleporters (alpha, bravo, charlie, …, x-ray, yankee, zulu, etc.). If the door was set to a channel, you would then place a ‘panel’ and set it to the same channel. During a game, a player would go up to the panel and it would say “Press X to use Panel”. The door would then open.
The beauty of this is that you could place the door at one spot, and the panel wherever you want. Since both are linked through the channel setting, it wouldn’t matter where either was located. Also, by using the channel system, you can have multiple doors open with one switch, or multiple switches open one door.
You could even have a setting for the switch which would allow it to be used to open AND close doors, such as an option like:
SWITCH PROPERTIES: “Open”, “Close”, “Both”
You should be able to set it’s reuse time, or the time between uses:
REACTIVATION TIME: “Instant”, “Never”, “5 seconds”, “10 seconds”, “1 minute”, etc.
Include multiple “door” sizes: “Small” (like a door in any hallway), “Medium” (such as those gates on Zanzibar/Last resort), “Large” (Like those big base gates on Containment), “Extra Large” (Use your imagination).
Also, some sort of correlation between switches and teleporters would be cool, like on Relic: How you had to hit a switch to activate the teleporters.
-
Automatic Doors (Like in campaign; doors that open as you approach and close as you move away.)
-
Different Sky-Box options (Nighttime, Daytime, Sunset, Stormy, etc) This would replace lighting-effects.You could have multiple different Sky-box options:
Regular
Morning
Night
Evening
Stormy
et.
You would just select one while Forging your map and it would switch to it. The beauty of having the sky-box swap is that it’s just one less thing to constantly bog-down the server during gameplay. The lighting effects used currently are just filters, and can affect gameplay. We should at least have the option to Forge on different Forgeworlds with these different Sky-Boxes before we even start the game:
Forgeworld
Forgeworld (Night)
Forgeworld (Stormy)
Forgeworld (Sunset)
etc. -
Forgeable Water (Using ‘Objective’ area shape (cylinder, box) with water surface at top; anything inside the boundaries but below the surface will be ‘underwater’ (Option to have it ‘flow’ (fast for rapids (and waterfalls (when turned sideways)), slow for creeks and such, and an ‘ocean’ option; one default ‘flow’ direction only)))
-
FIX THE “EDIT COORDINATES” and “ROTATION SNAP”! (Sometimes objects don’t align, especially when flipped upside down. Also, what the heck is up with rotation snap?)
-
Mirrored Objects (This is A MUST! Either an option to mirror a selected object, or pre-mirrored objects)
-
More Window-like Objects that are more versatile. (Perhaps just window pane objects with no frame (small, medium, large))
-
At least 26 Different Teleporter Pairs, one pair for each channel (That’s 52 total teleporter placements. A little extreme, but it is definitely needed. Also, this could possibly have a correlation between this and the open-able doors system (Key a switch to activate a teleporter).)
