Forge 2.0 Ultimate forge edition idea's

So I was thinking Forge 2.0

Love to hear people’s thought’s.
I’m hoping they add in a similar terrain editing like Project Spark but a lot more complicated, every vehicle from every Halo game’s, less of those annoying ‘Boundary’ warning’s, make it more open world since you have 8 gig ram so use it.

So hopefully we’ll have a more open world forge world, not small like Forge Island.

Also I think the Magnet idea was good but I think they need to tweak the positioning a bit more since at time’s It felt slightly off sometime’s, loved a gamertag spray option. (Think of game’s like team fortress where you can spray custom on people’s maps but it was usually temp)

Also another thing increase the amount of stuff that I can use like the building block’s, the building’s, add more variety in tree’s.

Also for basic water I suggest something like in Crytek engine then we can build the terrain around the water anywhere we want, if we don’t want water then we tick off the water option. Plus maybe add smaller water section’s too as a option like waterfall’s or square water section’s for smaller area’s that are up top, this could also be used for changing the texture to look like lava or any other color like the green lava in H4.

Another thing I thought of…Add AI so people can make their own game-type’s like grunt bowling where people can throw ball’s at grunt’s for a strike. :wink:

Anyway that’s just a few thought’s off the top of my head so feel free to expand on them or throw some other idea’s down.

These are all great ideas to add into Halo XB1 forging. I think adding A.I. might be the hardest to accomplish, but would be well worth it.

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> This is great, but I don’t know if it’s even possible. I’ve always wanted to create a large battle with infantry, ground and air vehicles.

I’m sure it’s possibly or at least it should be a hell of a lot easier on the Xbox One, my pc isn’t as powerful as an Xbox One, I can develop similar thing’s so don’t see why they couldn’t.

Also be cool to make a gametype where we had to fight for objective’s with a scarab in the middle.lol

> > This is great, but I don’t know if it’s even possible. I’ve always wanted to create a large battle with infantry, ground and air vehicles.
>
> I’m sure it’s possibly or at least it should be a hell of a lot easier on the Xbox One, my pc isn’t as powerful as an Xbox One, I can develop similar thing’s so don’t see why they couldn’t.
>
> Also be cool to make a gametype where we had to fight for objective’s with a scarab in the middle.lol

Unfortunately, it’s not possible. In order to add an AI to a map, the AI must be coded to the map and programmed on what tasks to complete in game. It would be impossible to create a UI for this, and the coding itself is cumbersome and tedious.

343i could code the default Maps, but player built Forge Maps would not be usable thus defeating the purpose all together.

> > > This is great, but I don’t know if it’s even possible. I’ve always wanted to create a large battle with infantry, ground and air vehicles.
> >
> > I’m sure it’s possibly or at least it should be a hell of a lot easier on the Xbox One, my pc isn’t as powerful as an Xbox One, I can develop similar thing’s so don’t see why they couldn’t.
> >
> > Also be cool to make a gametype where we had to fight for objective’s with a scarab in the middle.lol
>
> Unfortunately, it’s not possible. In order to add an AI to a map, the AI must be coded to the map and programmed on what tasks to complete in game. It would be impossible to create a UI for this, and the coding itself is cumbersome and tedious.
>
> 343i could code the default Maps, but player built Forge Maps would not be usable thus defeating the purpose all together.

Actually it’s possible with the right coding. It’s like Udk I can test the map, then cook it but in the original game build of Unreal Development kit the player could spawn bot’s anywhere but the path finding couldn’t be too hard to setup.

As for the task’s well it be can pre-programmed using pre-existing command’s, the AI can easily be shifted to any map as long as you change the file name’s, making the minor change’s. As for UI well that’s down to including the 2d layer’s to look right, implementing a thought through graph chart to understand to place certain function’s, maybe include some sort of function setting in the AI character like a basic a dummy AI in tutorial’s where player’s can send command’s to attack/defense or force a command like in the Doom builder where a player can command a AI in-game to command a certain area, these feature’s can be easily producted in a modern engine, 20 year old engine, I know because I have done both.

As for the Forge editing it’s all down to the people who know their engine to implent the change’s since be impossible to know what to do make the implementation’s without knowing something about their coding system, etc… since anyone can make a UI but making the AI work without knowing the code is a problem (for all I know it could be using C++)

2.0? By my count this is Forge 4.0. Halo 3, Halo Reach, Halo 4, Halo Xbox One.

> 2.0? By my count this is Forge 4.0. Halo 3, Halo Reach, Halo 4, Halo Xbox One.

Well to be fair I thougt Halo 3 was Forge 1, Halo reach was 2.0, Halo 4 well was like 1.5 or 2.5 but never felt like a full built since it felt broken since it took away ton’s of the features that were in Reach,3 so suspect Halo 5 or w/e it’s called would have Forge 3.0 or if we do count 3 as a broken build then yes the new one would probably be classed as 4.0

> > > > This is great, but I don’t know if it’s even possible. I’ve always wanted to create a large battle with infantry, ground and air vehicles.
> > >
> > > I’m sure it’s possibly or at least it should be a hell of a lot easier on the Xbox One, my pc isn’t as powerful as an Xbox One, I can develop similar thing’s so don’t see why they couldn’t.
> > >
> > > Also be cool to make a gametype where we had to fight for objective’s with a scarab in the middle.lol
> >
> > Unfortunately, it’s not possible. In order to add an AI to a map, the AI must be coded to the map and programmed on what tasks to complete in game. It would be impossible to create a UI for this, and the coding itself is cumbersome and tedious.
> >
> > 343i could code the default Maps, but player built Forge Maps would not be usable thus defeating the purpose all together.
>
> Actually it’s possible with the right coding. It’s like Udk I can test the map, then cook it but in the original game build of Unreal Development kit the player could spawn bot’s anywhere but the path finding couldn’t be too hard to setup.
>
> As for the task’s well it be can pre-programmed using pre-existing command’s, the AI can easily be shifted to any map as long as you change the file name’s, making the minor change’s. As for UI well that’s down to including the 2d layer’s to look right, implementing a thought through graph chart to understand to place certain function’s, maybe include some sort of function setting in the AI character like a basic a dummy AI in tutorial’s where player’s can send command’s to attack/defense or force a command like in the Doom builder where a player can command a AI in-game to command a certain area, these feature’s can be easily producted in a modern engine, 20 year old engine, I know because I have done both.
>
> As for the Forge editing it’s all down to the people who know their engine to implent the change’s since be impossible to know what to do make the implementation’s without knowing something about their coding system, etc… since anyone can make a UI but making the AI work without knowing the code is a problem (for all I know it could be using C++)

I’d think the only way to implement AI-pathfinding is through NAV-Meshing, but that would still be quite cumbersome for the average Forger.

I also have experience with level/map design, so perhaps 343 could NAV-mesh each individual Forge object instead of the player having to NAV-mesh their entire map. That would be the most logical solution.

But once you’ve NAV-meshed your map, getting the AI to have the correct behavior is extremely difficult, even with a rather easy language such as C++. The AI would have to understand all of the strategic pathways on the Map, it would be hard to have a general code that will tell which paths the AI must prioritize to engage the player when the possibilities for the Map’s structure is endless. Implementing these features is certainly possible, but there is a large chance of loose ends or glitches that may not be fixable.

Also, Halo has had a reputation of having terrible friendly AIs. Would someone really enjoy having a bot-based match with disfunctional allies? Would it be enjoyable to have the driver of your Warthog constantly drive you into walls? It could be a detrimental experience that may result in total failure.

Maybe with the Kinect 2.0, you can command friendly AIs to do specific tasks such as picking up a weapon or entering a vehicle. And the Kinect could even be used to partially code the AI’s themselves. Instead of having to scroll through a long GUI and then typing in strings of code, you could just say them. It’s a good thing that the Kinect is no longer a gimmick, but available to all users.

For you talking about AI, Far Cry 3’s Map Editor would like a word with you…

Need interactive environments.

Ie ) Gates and Light Bridges.

Gates like the one from Halo 3 High Ground. With a switch to open and close.

Also light bridges that you can activate or de-activate would be awesome as well.

Also the blue walls that you can’t shoot through but can run through. If these could have switches to enable and disable would be cool as well.

An elevator would also be cool with switch. And different sizes for spartan and vehicles.

I have been asking for this since Halo 3 Forge.

> > Halo 4 well was like 1.5 or 2.5 but never felt like a full built since it felt broken since it took away ton’s of the features that were in Reach
>
> Besides the Precision Editing and maybe the unimportant Monitor zoom scope, what else did they take away?

> > > Halo 4 well was like 1.5 or 2.5 but never felt like a full built since it felt broken since it took away ton’s of the features that were in Reach
> >
> > Besides the Precision Editing and maybe the unimportant Monitor zoom scope, what else did they take away?
>
> Monitor zoom scope was pretty important IMO, without zoom it’s hard to tell whether blocks are aligned without going in/out of player mode and looking for bumps, which is slow, especially now that we need to go through the whole lighting thing now.
>
> The new H4 forge camera is very glitchy and it oftentimes throws you across the map.
> Selecting large objects makes you move far away from the object itself (in conjunction with no zoom, this is an issue).
>
> Some of the objects are snapped to the grid off center (2x2 ramp, 1x2 block, 4x4 corner, etc etc).
>
> Textures are much noisier than they were in Reach and framerate is much easier to get (especially on Erosion/Impact). Hence a lot of hate for Forge in Matchmaking.
>
> If you join somebody else’s forge game, colors often don’t load properly (some objects colored, others plain) and objects are rotated to various degrees as well (this is very noticeable when you use Wall coliseums, Brace Larges, etc).
>
> Saving while another person is in your forge game will cause all objects to save in rotated form. Coforging maps with other forgers is now much more difficult.
>
> We don’t have water with depth/footsteps (ex Reach’s sandbar). This was nice when maps had a Camo powerup on the map and you could hear the opponent splashing / see their footsteps on the sand underwater.
>
> On that note, we have no Custom Powerup in forge anymore. We are also missing the Camo and Overshield powerups in ball form and are forced to use Ordnances with waypoints.
>
> That enough of a list for you?

If we could have a option to change the weather of the map (would also change the lighting), that would be totally worth it because it would fit in with the gamemode. Fighting against the flood (AI-Spawned and user controlled) in a darkened environment would be scary. Just think of it as a change of paint.

I would love the option to add AI NPCs in Forge and great mini-campaign missions.

Plus this would possibly allow us to create FireFight maps.