Everyone here talking about story and the Mark VI armor returning, but I’m extremely interested what this new engine will do to Forge and Custom Games. Halo 5’s Forge was easily the best feature of the game’s multiplayer just from the sheer volume of community ideas it realized, and the Customs Browser that was added later only sweetened the deal.
If the engine demo is indicative of what in-game visuals will look like, then Halo Infinite is a SIGNIFICANT upgrade from Halo 5. Imagine what that kind of visual fidelity could do for the forge community on top of everything we’ve already gotten in H5.
Thoughts and ideas? Right now I’m thinking customizable terrain itself, being able to raise hills and carve pits from the ground itself rather than having to build a surface out of pre-fab pieces that leave discontinuities.
Honestly I think we can expect an increase in the amount of forge objects per map as well as affects and lighting. We may also see bigger forge canvass’ and if we are lucky possibly an increase in the limit of players per match (but thats more of a Server Thing.)
The innovations of forge game to game have been truly incredible and under-appreciated by the gaming community as a whole. My guess is this trend continues, especially with a new engine that’s theoretically able to handle even more.
I think they need to make Forge more simple. Back in Halo 3 and Reach it was map building for dummies. That was it’s charm though. Halo 5’s Forge was just so overboard that they may as well let us import custom made maps with our own textures and models at this point.
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> I think they need to make Forge more simple. Back in Halo 3 and Reach it was map building for dummies. That was it’s charm though. Halo 5’s Forge was just so overboard that they may as well let us import custom made maps with our own textures and models at this point.
Halo 3’s Forge was anything but simple. To produce content with any semblance of polish require you to exploit glitches to get around the in-editor physics. I think the original concept was to be able to mess with a map while people were playing, but then they realized people wanted to created full-fledged maps their own way.
Don’t get me wrong, I did a lot of Forging in Halo 3. Then a ton in Reach. But for all of Halo 5’s missteps, the new Forge is pretty damn good.
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> > 2533274819030629;7:
> > I think they need to make Forge more simple. Back in Halo 3 and Reach it was map building for dummies. That was it’s charm though. Halo 5’s Forge was just so overboard that they may as well let us import custom made maps with our own textures and models at this point.
>
> Halo 3’s Forge was anything but simple. To produce content with any semblance of polish require you to exploit glitches to get around the in-editor physics. I think the original concept was to be able to mess with a map while people were playing, but then they realized people wanted to created full-fledged maps their own way.
>
> Don’t get me wrong, I did a lot of Forging in Halo 3. Then a ton in Reach. But for all of Halo 5’s missteps, the new Forge is pretty damn good.
I never said Halo 5’s Forge was bad, quite the opposite. It was just over complicated. Halo 3’s Forge was never really planned to be used the way it was, yet it produced much more memorable maps and game types.
Something they could do since they have a dedicated Forge team is have forge be built in parallel with the rest of the game. What I mean is, as assets are made (sounds, 3D structures, character models, etc.) for the campaign the forge team can curate the ones that could be used and add it to its mode. For example, Halo 5 had a nice custom vehicle, the Mammoth, which may not been easy to port over to Forge but could be for Halo: Infinite.
I think Halo: Infinite is shooting for a grand campaign with large open-world battles, and that will require a variety of vehicles (that’s another topic though). Those vehicles could all be potentially added to forge if the Forge team started early. There’s a lot of possibility hear, and with the growth in community, the forge team may have had some influence on the creation of this new engine as well. One thing that is requested is also the inclusion of AI which, to me, would be the final piece of the puzzle for a near perfect forge.
The only unknown is how much they have to redo from scratch because of this new engine. Halo 5’s forge was great, but it might not carry over easily if at all. That to me will be the determining factor in what the forge will be like at launch for this game. If all the work from Halo 5 carries over, then all of the above I mentioned could be likely to happen, but if not, then we may have to lower expectations beyond what Halo 5’s forge has now.
To go with your customizable terrain hopes, having the ability to place water would be amazing, possibly as large blocks of water and maybe thin sheets for maps that are having performance issues. Having to use prefabricated maps with water in them (Tidal) results in the water always being forced to the bottom layers of a map. Such a small thing could make a huge difference.
Another Idea I have had for quite a while that I think may be possible to be implemented into this forge with the SlipSpace Engine is to have TV screens connected to forger-placed cameras. Forgers could place a monitor on a map and link it to camera where they could create monitoring rooms or even have a screen display a canvas that the forger created. It might be a bit much to ask for the ability to upload images to forge to display on these screens but it would be a cool idea
Oh my land forge textures might look dope. I mean they already look good for forge in H5 but they could go crazy in slipspace maybe… If the consoles could handle it that is. They could at least look crazy good on PC.
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> Oh my land forge textures might look dope. I mean they already look good for forge in H5 but they could go crazy in slipspace maybe… If the consoles could handle it that is. They could at least look crazy good on PC.
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> Everyone here talking about story and the Mark VI armor returning, but I’m extremely interested what this new engine will do to Forge and Custom Games. Halo 5’s Forge was easily the best feature of the game’s multiplayer just from the sheer volume of community ideas it realized, and the Customs Browser that was added later only sweetened the deal.
>
> If the engine demo is indicative of what in-game visuals will look like, then Halo Infinite is a SIGNIFICANT upgrade from Halo 5. Imagine what that kind of visual fidelity could do for the forge community on top of everything we’ve already gotten in H5.
>
> Thoughts and ideas? Right now I’m thinking customizable terrain itself, being able to raise hills and carve pits from the ground itself rather than having to build a surface out of pre-fab pieces that leave discontinuities.
I’d have to disagree, Halo 5’s forge was the only Forge I’ve ever felt put off from making content for, when Reach came out I was making stuff all the time.
I’m not saying it’s all bad since I like what I’ve seen people do with the programming side but the Forge in H5 for me personally wasn’t fun to use.
If we get Halo Infinity forge they need to find a way to make it more user friendly for both casual/professional designers, the sad part is I have less trouble understanding UE4 than I do with H5’s forge since felt the general design was confusing. I kind of feel like it had some great features but it wasn’t well executed.
In terms of forging I want it to be like Reach. Halo 5’s forge is extremely well liked and I can agree that it is the best forge, but it was just too complex for me to use on controller. I want forge to be the kind of thing where literally anyone can have an idea for a map in their heads and have the tools to have it come to life instead of watching an hour long tutorial online about how to place a block.