Forge needs more teleporters

Halo CE had a map with almost 29 two-way teleporters and now ten years later i can only have 12? I know I’m probably the only person in the world that liked Chiron, but i thought it was a fun map to play on when we weren’t being competitive. I tried in reach to recreate it and use it as inspiration for my own twisted and crazy chaos filled maps but there was only 12. Now with halo 4 i figured forge would have evolved a bit but it is pretty much stands as it was then, maybe less. Even if its just for my own amusement i still want recreate it for nostalgia’s sake since i know it will never again see the light of day. Is it really that big of a deal to add the option of turning the other 24 receivers and senders into two-ways? It doesn’t seem like asking for much seeing as how they’ve found room for all the other useless forge pieces. Honestly what use could there possibly be for 16 plasma pistols, 20 street cones, and 36 pallets on a map. Oh and lets not forget the 7 varieties of sand bags with 12 in each category. That’s 84 for those of you with out a calculator.

What map had 29 teleporters? The most I remember was 8

Chiron T34 the map i spent half of this post talking about. You need 29 two way teleporters to make it.

> Chiron T34 the map i spent half of this post talking about. You need 29 two way teleporters to make it.

That map literally made one of my buds puke from so much teleporting. I think the limit should but 20 but no higher. I agree that 12 is too few

> > Chiron T34 the map i spent half of this post talking about. You need 29 two way teleporters to make it.
>
> That map literally made one of my buds puke from so much teleporting. I think the limit should but 20 but no higher. I agree that 12 is too few

But a lot of people use teleporters for uses OTHER than teleporting. Teleporters in H3 had the unique effect of being a static object you could walk through. They never moved, you could walk through them, and they supported/held ANY object in forge. Many great maps were made using teleporters. Remember ODST HQ? The three flying elephants? Supported by inert teleporters.

> > > Chiron T34 the map i spent half of this post talking about. You need 29 two way teleporters to make it.
> >
> > That map literally made one of my buds puke from so much teleporting. I think the limit should but 20 but no higher. I agree that 12 is too few
>
> But a lot of people use teleporters for uses OTHER than teleporting. Teleporters in H3 had the unique effect of being a static object you could walk through. They never moved, you could walk through them, and they supported/held ANY object in forge. Many great maps were made using teleporters. Remember ODST HQ? The three flying elephants? Supported by inert teleporters.

I never knew about the flying elephants or ODST HQ. I remember the uses for teleporters in H3 because I did a lot of that too until I got mixed up in a clan. Bad mistake on my part. Such uses for teleporters died in reach and are still dead thanks to some of the tools bungie created. There are certain aesthetics only obtainable by teleporters due to their look which is why I think there should be more but not an ungodly amount. 20 sounds good to me.

Here, here! They should have let us use more teleporters!

> > > > Chiron T34 the map i spent half of this post talking about. You need 29 two way teleporters to make it.
> > >
> > > That map literally made one of my buds puke from so much teleporting. I think the limit should but 20 but no higher. I agree that 12 is too few
> >
> > But a lot of people use teleporters for uses OTHER than teleporting. Teleporters in H3 had the unique effect of being a static object you could walk through. They never moved, you could walk through them, and they supported/held ANY object in forge. Many great maps were made using teleporters. Remember ODST HQ? The three flying elephants? Supported by inert teleporters.
>
> I never knew about the flying elephants or ODST HQ. I remember the uses for teleporters in H3 because I did a lot of that too until I got mixed up in a clan. Bad mistake on my part. Such uses for teleporters died in reach and are still dead thanks to some of the tools bungie created. There are certain aesthetics only obtainable by teleporters due to their look which is why I think there should be more but not an ungodly amount. 20 sounds good to me.

The idea of forge is to create what my imagination sees. With a budget of 10,000 if i want to make a map that has 40 teleporters i should be able to. Im not saying maps like that should ever find their way into match making but the ability to create for my own amusement shouldn’t be stifled due to design oversights and 343’s laziness and lack of creativity. They just recycled Reach’s bland color schemes and boring construction pieces.
I’ll admit i could settle for 20 of each, its better than 12.

Chiron TL 34 was the best map in my mind in Halo CE, and I was deeply dissapointed when it wasn’t remade for Halo CE: Anniversary. 343 needs to greatly improve its forge if they want to be able to compete with previous Halo games.

And the limitations on teleporters isn’t the only thing that is troubling about 343’s forge:

  • Map sizes (Forge world to Impact)
  • Environments (True there are a couple more environments in Halo 4, but they just aren’t good enough and there isn’t much to play around with)
    -Flat areas (Forge world had the colloseum and the Quarry, Halo 4 has Erosions Grifball court)
    -Pieces (The pieces in Halo 4 forge are the same as Halo Reach. With the exception of pieces like the stone arch as they no longer exist at all)

So 343, if you’re reading this. IMPROVE FORGE!

p.s. Magnets were a good addition though

The way Chiron is laid out is actually really easy to recreate. Most rooms fit together like a puzzle, those teleporters can be replaced with shield doors because they essentially do the same thing. The rooms that can’t be cleanly connected need teleporters.

> Chiron TL 34 was the best map in my mind in Halo CE, and I was deeply dissapointed when it wasn’t remade for Halo CE: Anniversary. 343 needs to greatly improve its forge if they want to be able to compete with previous Halo games.
>
> And the limitations on teleporters isn’t the only thing that is troubling about 343’s forge:
> - Map sizes (Forge world to Impact)
> - Environments (True there are a couple more environments in Halo 4, but they just aren’t good enough and there isn’t much to play around with)
> -Flat areas (Forge world had the colloseum and the Quarry, Halo 4 has Erosions Grifball court)
> -Pieces (The pieces in Halo 4 forge are the same as Halo Reach. With the exception of pieces like the stone arch as they no longer exist at all)
>
> So 343, if you’re reading this. IMPROVE FORGE!
>
> p.s. Magnets were a good addition though

Death Island is one of my favorite maps ever, definitely the best Halo CE map.

Gotta love what seems like a dream.