FireFight - Forgefight

After thinking about how firefight could be improved in another thread an idea came up, I’ve had this idea many times and I think it could have some potential. I’m likely going to get similar responses however because my ideal firefight is somewhat close to limited, and we all know how limited limited is in farming credits.

I’m not sure which map it is, but in forge world the large island in between hemmorage and the island close to the cliffside. The one I am talking about has tunnels going through it, and the cave leading to hemmorage connects to it. If a firefight holdout could take place there, maybe add an FX to make it darker, make using the night vision ACTUALLY necessary, I think it would make for a great gametype.

Other options could feature a firefight versus. Because of the size of the island, enemies spawning on all sides, with small amount of cover could make for frantic encounters.

Or take this idea and use it for Invasion/Invasion Slayer.

Adding maps to firefight would spice things up alot, I would love it if boneyard could be used for firefight arcade. Boneyard, boardwalk, there are alot of multiplayer maps that could be great. If the beginning of Long Night of Solace was used for firefight - in campaign unlimited spirits can show up just outside the launch facility, maybe add in some nice FX, or increased difficulty. Start with the mythic skull on, and at the end of the round, mythic stays on and another is added, so by the end of the set you are dealing with enemies with mythic, catch, tough luck, cloud, make all enemies at the end all hero ranked to mimic the thunderstorm skull, since tstorm can’t be added in firefight.

I was always thinking about that happening too… But it’s impossible because of spawn controlling of the AI’s :frowning:

> I was always thinking about that happening too… But it’s impossible because of spawn controlling of the AI’s :frowning:

False. Create “Spawn zone” and “Phantom Drop points”.

Solved.

> > I was always thinking about that happening too… But it’s impossible because of spawn controlling of the AI’s :frowning:
>
> False. Create “Spawn zone” and “Phantom Drop points”.
>
> Solved.

I think Forge FF would be the biggest pain to customize…:confused:

But being able to do it with moving drop ships and spawns would be awesome.

Adding Forge Maps to Firefight is a massive long shot, the AI isn’t programmed to avoid the forge placed walls/objects, meaning they would just walk forward into them.

Such a rework is to late for Reach, Halo 4, maybe.

> Adding Forge Maps to Firefight is a massive long shot, the AI isn’t programmed to avoid the forge placed walls/objects, meaning they would just walk forward into them.
>
> Such a rework is to late for Reach, Halo 4, maybe.

Would be simple. Just change the AI settings to move around the hitbox of a placed object.

Creating an instant spawn point for AI, and possibly droppod points could be simple enough, but I think you’re underestimating the work that would go into making a phantom drop point. You’d have to program a flight path for the phantom to go through for that to happen.

Another issue with making forge maps for firefight would be AI waypoints. Throwing random geometry into the level could seriously hamper the AIs ability to navigate the map. I suspect that’s the major reason we didn’t see it done in Reach.

My dream game is called Halo: Reach CUSTOM EDITION!

As a part of it is where you can make your own firefight maps! Disc Two (which is the map editor) is where you will be using your computer to create the environment and the level design and on Disc 1 (which the game)you will use forge to add warhogs, wepons, objects and place the spawn points for ai and players!

> > Adding Forge Maps to Firefight is a massive long shot, the AI isn’t programmed to avoid the forge placed walls/objects, meaning they would just walk forward into them.
> >
> > Such a rework is to late for Reach, Halo 4, maybe.
>
> Would be simple. Just change the AI settings to move around the hitbox of a placed object.

It sounds easy, but even I can tell and I don’t code, it won’t be that simple, if it was, then it would have been shipped with the game, adding it with a Title Update would require big code changes.

It would be more complex than just adding spawn points. You have to literally program everything that they do.

> Creating an instant spawn point for AI, and possibly droppod points could be simple enough, but I think you’re underestimating the work that would go into making a phantom drop point. You’d have to program a flight path for the phantom to go through for that to happen.
>
> Another issue with making forge maps for firefight would be AI waypoints. Throwing random geometry into the level could seriously hamper the AIs ability to navigate the map. I suspect that’s the major reason we didn’t see it done in Reach.

What this guy said.

We’ve seen this stuff done in Custom Edition on PC because the entire engine is available for people to screw around with. Also, because it’s PC, and it’s far more engineered for customization than the consoles.

I’d love ForgeFight, but there’s simply too much difficulty in making that stuff than people think there is.

As an example to Rawrgasms idea to have the AI avoid forge objects:

This could probably be done, the Reach AI is pretty effective at finding a route around obstructions, the major problem however comes when the forge objects become the major geometry of the level itself. Consider many of the forge built maps we use in multiplayer: Many of them are entirely composed of forge objects. This is a real problem for the AI because they haven’t been programmed to treat forge objects like static terrain. They don’t ‘see’ (for lack of a better word) a forge platform as something they can plot a course across.

Regular static terrain (the floor, walls, anything that is a physical part of the level) is easy for the AI to interact with because it’s unchanging, and the developers have built invisible direction nodes into the best ways to get around the level to help direct the AI. Small, movable objects like crates, vehicles,and other random pieces of scenery, are easy enough for the AI to avoid (or just as commonly enter an animation to clear the object from their intended path), but using forge objects as critical pieces of the level which must be navigated (without the assistance of directing nodes to tell the AI the general direction they should be following) would likely result in the AI becoming very lost very quickly.

I hope that helps illustrate the problem for everyone, I’ve done a bit of coding myself on various projects here and there but I immerse myself quite a bit in learning how games are developed. Trust me when I say it’s far simpler said than done, even for things that seem like they’d be no trouble at all.