Does halo 4 Forge need to be a full-featured map editor?

Does Halo 4 Forge need to be a fully featured map editor, or should it just be an improvement on the old Forge?

Here’s a quick explanation of the poll choices:

Choice 1 is where the Forger literally has complete control over every thing. Weather, terrain, lighting, as well as being able to create objects (blocks, buildings, etc) from scratch.
Choice 2 is where you have the ability to alter the terrain and weather, but is essentially like the old Forge otherwise.
Choice 3 is where you have control over weather and terrain like in choice 2, but in the form of limited presets to choose from rather than direct editing.
Choice 4 is to take the old Forge system, and add a whole bunch of new features, though not necessarily anything as extensive as weather or terrain editing (although I have given voters the choice to vote for multiple choices, so you could vote for 3&4, for example)
Choice 5 is essentially the same as choice 4, only with a few minor tweaks, as oppossed to any extensive changes or features.
Choice 6 is to simply re-use Reach’s Forge as-is.

My personal choice is choice 4.

Personally, I’d rather have improvements (albeit quite a few of them) on the current Forge system (or something along the same lines) over a true map editor (click here and here to see my wishlist; it is a long post, though, so be warned).

For one thing, it means smaller file sizes. Forge maps are currently only around 100 kb or less, so they take up very little HDD space, and they’re very fast to download. This is because the map is simply a text file that stores nothing but the location & rotation of each item, and since each item is already pre-rendered on the disc, all it needs is a simple reference to it (where otherwise the map file would need to store the object’s mesh as well as the textures).

If the map file had to include information on terrain, weather, etc they’d probably be much higher (and thus less convenient to download). If on top of that the map editor were to use user-created objects, it would also need to store the mesh for each object (each and every polygon), as well as the textures. I’d personally hate to see Forge maps go from being 100kb to 100mb (or more). That being said, if there was a way to have customizeable terrain or weather & still have simple text files in the 100s of kb, it might be a neat idea (provided it was implemented in a way that didn’t make map creation an impossibly complicated procedure).

Also, a fully-featured map editor would add a huge learning curve to it. Now, I’m sure some of you are thinking, “But adding a steep learning curve would mean less crappy maps get put out” And most likely you would be right. However, personally I still think it should be accessible to anyone who wants to make a map, rather than be exclusive. If someone wants to make a map for fun, even though it’s terrible for playing on, I say let them. The people who want to avoid the crappy maps can always join an active online forging community (Forgehub, Xforgery, etc), so that they can download only the maps that look/sound good (since those communities usually require screenshots as well as detailed descriptions). Honestly, that’s the only way to go anyway, IMO (since 90% of the maps you can download while browsing in Reach suck big time).

Finally, I like having pre-made objects to work with. I’m pretty sure if I had to create everything completely from scratch, I’d have no idea where to begin (the “too much freedom” dilemna). At least with a palette of read-made objects I have some sort of starting place. Personally, I like the way Forge can be used to rapidly build maps; it’s like digital legos.

So, I think if any features like customizeable weather or terrain are added, they should be very simple & easy to use, as well as optional. What I mean by that is that there should be default settings, or perhaps presets you could choose, so that people who don’t want to mess around with those things can still create maps. This is mainly an issue with terrain, since if it started out with zero terrain and were forced to make it all from scratch, I think it would make map creation a little too complicated (at least for my taste), so I’d prefer that such a system either start out with a default terrain, or else have terrain presets to choose from.

Anyway, what are your opinions on this?

I think that being able to edit a map in complex and deep-depth would be cool and interesting to play with. However, I also think it is unreal for the tech behind the Xbox 360. For something like an editor such as the Creation Kit from Skyrim or from other games such as Crysis on PC, it would be almost impossible with the tech of the outdated Xbox 360. This is coming from someone who doesn’t really know much about computers and technology so feel free to correct me badly if I’m wrong.

Let’s just say, I think forge can innovate and move forward but at the same time it is limited to doing certain things. Now I may or may not know that you have said this in your post (I didn’t read all of it because it seemed very long and it’s early Friday for me) but I just think that the Xbox 360 is limited with the ability to have a map editor of a scale similar to games on a PC.

Aside from all of that tech stuff, I would like to be able to implement weather effects and have more real lighting and shading in terms of forging. What I mean by that second part of lighting and shading is that sometimes when I forge in Reach, moving around a rock or a wall on a certain point of the map will make it darker or brighter. For instance, the rock is all black and dark while the grass area and lighting is different than the rock I’m placing there. Something doesn’t look right with that picture, correct? Having that proper lighting or shading in forge would be nice.

Other things too… but too tired to type. Anyways, like some of your ideas. I know this post isn’t helpful but… yeah. Good night. Or Good Morning.

Starting completely from scratch would take much too long to create forge maps, I’d say that Maybe just having new customization items would be the way to go, plus weather effects and SPFX items.

> I think that being able to edit a map in complex and deep-depth would be cool and interesting to play with. However, I also think it is unreal for the tech behind the Xbox 360. For something like an editor such as the Creation Kit from Skyrim or from other games such as Crysis on PC, it would be almost impossible with the tech of the outdated Xbox 360. This is coming from someone who doesn’t really know much about computers and technology so feel free to correct me badly if I’m wrong.

I would agree with this, but then I don’t know a lot about the issues involved either. I do keep hearing about Far Cry’s level editor as something to emulate, but I’ve never played that game, so I can’t make any sort of comparison.

> Good night. Or Good Morning.

Yeah, that’s an odd one for me too. Is it night or morning? Technically, it’s still 11:30 pm Thursday for me, but I also have work in an hour and a half. I work a graveyard shift, so it can get a little weird thinking of it as Friday morning rather than Thursday night. And when I get home at 10:00 am and go to bed, I’m not sure whether to say good night or good morning.

Just improve Forge and make the time of day effects more realistic, plus, weather effects?

The only things I ask for are…

  1. Weather choices.
  2. Terrain/elevation modifications.

#1 is obvious. With #2 I want to be able to “grab” the ground and raise or lower it to create hills, valleys, washouts, rivers, cliffs, etc… That’s it. I’m cool with the rest of the forge. Just those two additions and I’ll be as happy as a pig in -Yoink-.

Personally I disagree, 343 has already shown amazing talent with the graphics and the ability to actually have these amazing graphics with this old console we have. I hope to see alot of improvements and hopefully AI so more unique modes can come out of this. If all this requires Campaign on one disk and “Infinity” Multiplayer on the 2nd I’m all up for it.

I would be very happy if it was like the Trials Evolution editor, you can do almost anything with it.

Here’s the abbreviated list of what I want in the next Forge (condensed from the post I linked to in my OP). Some of these I personally consider necessary, others are just cool ideas.

Necessary:

-Stable rotation (no rotation glitches, no weird angles when 90 degrees pitch is used)
-Stable save/load (no random overwriting of other maps)
-Undo
-More/better options for accurate placement (better coordinate nudge accuracy; more options for free-hand placement in both speed & accuracy, including a toggle for slow hand nudging)
-Diagonal movement/nudging, where you simply set an angle for the path of movement, and nudge it along that angle
-The ability to temporarily lock a specific object from editing (no more accidental floor deletions), and possibly to even lock certain values apart from the others (eg, to lock depth apart from height & width)
-No changes affected until the forger intends to make a change (ie, no movement or rotation, even with snaps turned on, just because it’s simply grabbed), and similarly, simply entering the coordinate menu should not cancel out a hand-nudge automatically
-Group select & manipulation
-Copy and paste ((between files should be allowed as well, but only if source & destination both belong to the player to discourage map stealing)
-More variation in Forge objects, especially size, shape and texture (texture skins would be cool)
-More standardization between pieces (eg, 2x2 flat and 5x5 flat should have identical thickness; flat should mean the same thing wherever used)
-More compatability between pieces in general (no odd gaps or misalignments when joining two dishes, for example)
-Better framerate, with no z-fighting or discoing (ie, no lag, flickering textures, or blinking objects), with either no glass or the option to disable glass; framerate optimization tools for the Forger
-Find and highlight, especially to help find small or obscured objects
-Ability to view multiple boundaries/shapes at once(eg, easier to coordinate various kill or safe zone boundaries)
-Less open space required for editing (so editing in tight spaces is easier)
-Control over where to look while rotating (eg, so you can focus on an edge of a coliseum wall instead of the entire wall every time)
-A way to keep track of total objects on the map, as well as total number of each object; also a complete list of every object currently on the map, with the ability to select any particular from directly the list to edit
-At least one truly empty canvas with nothing but a skybox (mainly for spaceships and self-contained buildings needing no terrain); “spacebox” for spaceship maps
-More organized local file browsing, allowing the player to group similar Forge maps together in user-created folders & subfolders for quicker/easier file browsing
-Better methods for offline file sharing, where you can copy maps to a flash drive from within the game

Cool:

-Changeable texture skins for objects; might allow DLC that would expand the toolbox and add different texture sets or themes
-Spawnable bots, mainly campaign enemies (for firefight-like maps, or “mini campaign levels” using some sort of objective-based gametype like Invasion)
-Special zones, where different options/player traits could take effect (like lower gravity)
-Rapid map testing, that would allow Forgers to change game modes & settings on the fly in Forge, as well as the ability to simulate an actual custom game without leaving Forge.
-More control over merging, with the ability to somehow hide or delete whatever part of an object you don’t want (would mean less cluttered interiors)
-Impassable shield doors (maybe give shield doors an impassable option)
-Team-based teleporters
-Multiple advanded tags (eg, so in Invasion something could be both gated and phased to appear in one phase and dissapear in another)
-Despawn tag, available universally (would let you delete an object after a certain amount of time or after some condition is met)
-Ability to set parent/child relationships between teleporter nodes (would allow for a parent to lead to a random child, but all child nodes point back to the parent).
-Destructible environments/objects; eg could be used to create some sort of tower defense mini-game, where the team who destroys/topples the other tower wins

God that would be so awesome.

I have never been one to create good maps, but I would love those that can to have as much freedom and access as possible. They should just go all out and allow mouse and keyboard support JUST FOR USE IN FORGE. Let people really be able to get in there and tweak things in detail. Most big PC shooters eventually release with full map development tools. What would hold a console back?

I’d like a full terrain editor similar to what they have in Far Cry 2.

However, I’d be okay with just having two or three Forge World-style maps with different themes.

Forge should stay the same pretty much (weapons, spawns, props, etc.) on the game itself. However, there should be a computer program similar to the Unreal Editing Kit (but less complex) where you can edit the geography of the map and it’s textures.

It will be two things, Forge and the Halo Geography program for PC.

> Forge should stay the same pretty much (weapons, spawns, props, etc.) on the game itself. However, there should be a computer program similar to the Unreal Editing Kit (but less complex) where you can edit the geography of the map and it’s textures.
>
> It will be two things, Forge and the Halo Geography program for PC.

UDK isn’t TOO complex.
But I think forge should stay the same way it is now. But with a few more options.
Such as plant and scenery. Logs, trees, bushes, etc.
Adding in too much like terrain editing, weather, and time of day would be too complex and eat up memory and load times.

I’d rather have them focus more on making more objects for us to use, allow us to color the objects(Not just the lights), and make a bigger overall budget first before we go into adding fluff.

It would be cool, but I want the necessities first. I want better ways for orientation, more geometry to use all, and just use more stuff altogether. Making them spend time on “weather” doesn’t add anything to the map itself.

was forge confirmed in halo 4?

> was forge confirmed in halo 4?

Yup. not sure his exact words but I believe it was Frankie that said they aren’t releasing details but when they do, we won’t be disappointed.

I second the notion to provide some sort of PC-based Forge tool. Even if Forge stays pretty much the same (which is what I personally want, basically; the same Forge, but more stable & streamlined, and with more variety for objects), I think a PC-based tool could still be developed, and would be awesome. As others have suggested, the PC-based tool would allow you to create Forge maps on your computer using mouse & keyboard, and it should be linked directly to your 343 profile (at least, should have the option to do that) so you could upload your maps to your fileshare from within the tool. You would also of course be able to save maps to your PC HDD, and preferably have some way to transfer them straight to your Xbox well (should be an offline way to do that; maybe a flash drive).

However, I would want it to have variable graphics settings. This would allow forgers to create maps more quickly using low-res previews if wanted, but it would also allow it to run on computers that aren’t top of the line. I’d prefer if I could run it on my laptop with a 1.8 ghz dual core processor, integrated video card (I think it’s like 64 mb dedicated, plus another 500 mb or so shared memory, or something like that) & 2 gb ram, rather than needing a quad-core computer with 8 gbs of ram and a 1gb video card or something.

All we ‘need’ is an improved version of Reach’s Forge. Give us multiple Forge Worlds, and don’t make any of them as bland and boring as the insult of an aesthetic style we were given in Reach. Give each object multiple skins, and let us add stuff like ivy and cracks to walls, and hundreds of different grasses and shrubs to the floor, and piping and lighting to buildings. The only thing that needs improving from Reach’s Forge is the visuals.

Obviously a full-blown terrain editor wouldn’t be frowned upon, but it’s a luxury, not a flaw that needs correcting.

Every multiplayer game does, but that would mean less people would buy DLC so you’re not going to see it on console games anymore.

http://halo.xbox.com/Forums/yaf_postst75490_Infinity-Forge-Theory--7-points-to-consider-edited.aspx

My theory on forge and why it ties into MP and Halo 4 canonicaly.