What would you rather see in Halo 5; one giant Forge World like in Halo: Reach or multiple midsize forge maps like in Halo 4? I’d like to to see a new bigger and better Forge World but either way is fine.
Multiple maps with multiple canvases.
Halo 4’s maps offered White on Ravine and Impact and a horrible shade of Brown on Erosion.
The main flaws with Halo 4’s maps was not only the plain canvases (which essentially copied Halo: Reach’s items), but the maps themselves were too small or too limiting. The water near the bottom of Erosion is a solid example, you can’t get close to it without a Return to the Battlefield message.
Space, Desert, Forest, Woodlands, etc. Those are the type of Forge spaces we should be getting with less restrictions like Halo 4.
Forge Island was a good attempt, but once again - no new items and textures were essentially the same on items.
Reach Forge World…Reach Forge World…did I also mention Reach Forge World?
Forge World. Hated switching between the few Forge maps in Halo 4. It was just tedious. Forge World with multiple environments on it would work better then anything though.
> Multiple maps with multiple canvases.
>
> Halo 4’s maps offered White on Ravine and Impact and a horrible shade of Brown on Erosion.
>
> The main flaws with Halo 4’s maps was not only the plain canvases (which essentially copied Halo: Reach’s items), but the maps themselves were too small or too limiting. The water near the bottom of Erosion is a solid example, you can’t get close to it without a Return to the Battlefield message.
>
> Space, Desert, Forest, Woodlands, etc. Those are the type of Forge spaces we should be getting with less restrictions like Halo 4.
>
> Forge Island was a good attempt, but once again - no new items and textures were essentially the same on items.
I’m kinda glad that they didn’t change the forge itself up too much from Halo: Reach because its forge was close to perfection and I think more stuff would’ve just been a little too overwhelming for someone like me who doesn’t forge too often.
Let’s also not forget about Sandbox and Foundry from Halo 3.
> > Multiple maps with multiple canvases.
> >
> > Halo 4’s maps offered White on Ravine and Impact and a horrible shade of Brown on Erosion.
> >
> > The main flaws with Halo 4’s maps was not only the plain canvases (which essentially copied Halo: Reach’s items), but the maps themselves were too small or too limiting. The water near the bottom of Erosion is a solid example, you can’t get close to it without a Return to the Battlefield message.
> >
> > Space, Desert, Forest, Woodlands, etc. Those are the type of Forge spaces we should be getting with less restrictions like Halo 4.
> >
> > Forge Island was a good attempt, but once again - no new items and textures were essentially the same on items.
>
> I’m kinda glad that they didn’t change the forge itself up too much from Halo: Reach because its forge was close to perfection and I think more stuff would’ve just been a little too overwhelming for someone like me who doesn’t forge too often.
The items could have still been there for people who weren’t that experienced with Forge, but for someone who wants to take map making one step further, more items would have done wonders.
> > > Multiple maps with multiple canvases.
> > >
> > > Halo 4’s maps offered White on Ravine and Impact and a horrible shade of Brown on Erosion.
> > >
> > > The main flaws with Halo 4’s maps was not only the plain canvases (which essentially copied Halo: Reach’s items), but the maps themselves were too small or too limiting. The water near the bottom of Erosion is a solid example, you can’t get close to it without a Return to the Battlefield message.
> > >
> > > Space, Desert, Forest, Woodlands, etc. Those are the type of Forge spaces we should be getting with less restrictions like Halo 4.
> > >
> > > Forge Island was a good attempt, but once again - no new items and textures were essentially the same on items.
> >
> > I’m kinda glad that they didn’t change the forge itself up too much from Halo: Reach because its forge was close to perfection and I think more stuff would’ve just been a little too overwhelming for someone like me who doesn’t forge too often.
>
> The items could have still been there for people who weren’t that experienced with Forge, but for someone who wants to take map making one step further, more items would have done wonders.
True
> Multiple maps with multiple canvases.
>
> Halo 4’s maps offered White on Ravine and Impact and a horrible shade of Brown on Erosion.
>
> The main flaws with Halo 4’s maps was not only the plain canvases (which essentially copied Halo: Reach’s items), but the maps themselves were too small or too limiting. The water near the bottom of Erosion is a solid example, you can’t get close to it without a Return to the Battlefield message.
>
> Space, Desert, Forest, Woodlands, etc. Those are the type of Forge spaces we should be getting with less restrictions like Halo 4.
>
> Forge Island was a good attempt, but once again - no new items and textures were essentially the same on items.
This. A thousand times this. While switching maps may be a pain, if you are a serious forger, you will already have an idea of what kind of map you want. Additionally it might help with the ridiculous lag in some Reach Forge World maps.
> > Multiple maps with multiple canvases.
> >
> > Halo 4’s maps offered White on Ravine and Impact and a horrible shade of Brown on Erosion.
> >
> > The main flaws with Halo 4’s maps was not only the plain canvases (which essentially copied Halo: Reach’s items), but the maps themselves were too small or too limiting. The water near the bottom of Erosion is a solid example, you can’t get close to it without a Return to the Battlefield message.
> >
> > Space, Desert, Forest, Woodlands, etc. Those are the type of Forge spaces we should be getting with less restrictions like Halo 4.
> >
> > Forge Island was a good attempt, but once again - no new items and textures were essentially the same on items.
>
> This. A thousand times this. While switching maps may be a pain, if you are a serious forger, you will already have an idea of what kind of map you want. Additionally it might help with the ridiculous lag in some Reach Forge World maps.
What do you mean by lag? Lag is based around an internet connection not maps.
> > > Multiple maps with multiple canvases.
> > >
> > > Halo 4’s maps offered White on Ravine and Impact and a horrible shade of Brown on Erosion.
> > >
> > > The main flaws with Halo 4’s maps was not only the plain canvases (which essentially copied Halo: Reach’s items), but the maps themselves were too small or too limiting. The water near the bottom of Erosion is a solid example, you can’t get close to it without a Return to the Battlefield message.
> > >
> > > Space, Desert, Forest, Woodlands, etc. Those are the type of Forge spaces we should be getting with less restrictions like Halo 4.
> > >
> > > Forge Island was a good attempt, but once again - no new items and textures were essentially the same on items.
> >
> > This. A thousand times this. While switching maps may be a pain, if you are a serious forger, you will already have an idea of what kind of map you want. Additionally it might help with the ridiculous lag in some Reach Forge World maps.
>
> What do you mean by lag? Lag is based around an internet connection not maps.
Yes. Lag is caused by connection issues but only to an extent. If your connection cannot keep up with the games’s up/down requirements. lag occurs. When your xbox has to crunch extra data, it requires more bandwidth. While much of the extra map spaces’ data would be binary zeros as nothing was occurring; it is still a “string of zeros”.
> > > Multiple maps with multiple canvases.
> > >
> > > Halo 4’s maps offered White on Ravine and Impact and a horrible shade of Brown on Erosion.
> > >
> > > The main flaws with Halo 4’s maps was not only the plain canvases (which essentially copied Halo: Reach’s items), but the maps themselves were too small or too limiting. The water near the bottom of Erosion is a solid example, you can’t get close to it without a Return to the Battlefield message.
> > >
> > > Space, Desert, Forest, Woodlands, etc. Those are the type of Forge spaces we should be getting with less restrictions like Halo 4.
> > >
> > > Forge Island was a good attempt, but once again - no new items and textures were essentially the same on items.
> >
> > This. A thousand times this. While switching maps may be a pain, if you are a serious forger, you will already have an idea of what kind of map you want. Additionally it might help with the ridiculous lag in some Reach Forge World maps.
>
> What do you mean by lag? Lag is based around an internet connection not maps.
He means dropping frames, or “screen lag” this was a major reason why there was 3(4) maps in Halo 4. The graphics in Halo 4 would have made a map like forge world from reach kill your Xbox to be loaded at the same time. Xbone would possibly allow for this to be fixed, but i actually like the multiple maps. there is less clutter in my map files
> > > > Multiple maps with multiple canvases.
> > > >
> > > > Halo 4’s maps offered White on Ravine and Impact and a horrible shade of Brown on Erosion.
> > > >
> > > > The main flaws with Halo 4’s maps was not only the plain canvases (which essentially copied Halo: Reach’s items), but the maps themselves were too small or too limiting. The water near the bottom of Erosion is a solid example, you can’t get close to it without a Return to the Battlefield message.
> > > >
> > > > Space, Desert, Forest, Woodlands, etc. Those are the type of Forge spaces we should be getting with less restrictions like Halo 4.
> > > >
> > > > Forge Island was a good attempt, but once again - no new items and textures were essentially the same on items.
> > >
> > > This. A thousand times this. While switching maps may be a pain, if you are a serious forger, you will already have an idea of what kind of map you want. Additionally it might help with the ridiculous lag in some Reach Forge World maps.
> >
> > What do you mean by lag? Lag is based around an internet connection not maps.
>
> He means dropping frames, or “screen lag” this was a major reason why there was 3(4) maps in Halo 4. The graphics in Halo 4 would have made a map like forge world from reach kill your Xbox to be loaded at the same time. Xbone would possibly allow for this to be fixed, but i actually like the multiple maps. there is less clutter in my map files
So like frame rate. That makes a lot more sense.
I’d rather see a full map editor so I’m not limited to forging on a pre-made map that’s not actually very suitable for forging at all. Just saying.
To understand what we need in Halo 5, we must first understand what we didn’t get in Halo 4.
Y’see, Ravine, Impact, and Erosion weren’t canvases. They were incomplete BTB maps. They were madlibs and we were expected to fill in the blanks. Problem is, the stuff between the blanks was incredibly limiting. These maps were full of difficult, irregular structures that we had to build around, and had tight softkill boundaries (because each of them was just another dev map, only half-built).
Ravine had a trench that was great for vehicle and infantry play – the kind of thing that’d work great in one specific BTB map. However, all maps were expected to make use of it. It was right smack in the middle of what little usable terrain we had; it was at an irregular angle; it had an odd bend two-thirds down its length; and it was Forerunner, on a map with only faux-UNSC pieces. In fact, half the map was Forerunner and therefore not configurable to anyone that placed value on cohesion.
Impact had a large structure smack in the middle of its flattest terrain. This structure offered more possibilities than Ravine’s trench, but it was still difficult to integrate: it was round, all its doorways were at irregular intervals, and the doorways themselves were curved such that not a single piece – not even the Impact-specific pieces! – fit them.
Erosion was just terrible. The lighting was awful across the entire map. The terrain is so specific as to be next to useless. The texturing on the pieces was nonsensical (rusted but with a glossy sheen) and entirely inconsistent with the map’s visual design. The lake of glowing green slime felt tacky; a bottomless pit with a low kill plane would’ve been better. Some of the coolest scenery to build around was above the refinery… tightly-softkilled, improperly-lit, improperly-shaded, and improperly-hitboxed. Had they placed the focus on the bridge just beneath the hole to the surface, and given us a canvas oriented around pipes, catwalks, and hanging structures, the map might have managed to be unique without being awful.
We need canvases. Foundry, Sandbox, Forge World, and Forge Island were canvases. Foundry had a good aesthetic to it, as did Sandbox, though both were lacking in the terrain department. Forge Island was dull from its inception. Forge World set a high bar and a standard that 343i and Certain Affinity need to follow.
A new forge world with different environments. Snow, sand, grass, sea, sky and forests.
Reach forge world was great, but it was a bit boring.
Foundation World
This would be a very large map… larger than Foundary (Halo 3), Forge World (Halo: Reach), Impact (Halo 4), Ravine (Halo 4), Erosion (Halo 4), Forge Island (Halo 4)… the previous Forge-based maps. It would be based off the ideas of a Forerunner Installation or World… like Forge World, using a Halo Array; and Forge Island, using Shield World… it would be based on the Lesser Ark.
The name Foundation World… is a reference to the Foundary planetoid in the centre of the Lesser Ark, which assists in building Halo Arrays. This maps would have a very large spaces… and be of multiple climates and environments… snow, deserts, valleys, forests etc.
> Foundation World
>
> This would be a very large map… larger than Foundary (Halo 3), Forge World (Halo: Reach), Impact (Halo 4), Ravine (Halo 4), Erosion (Halo 4), Forge Island (Halo 4)… the previous Forge-based maps. It would be based off the ideas of a Forerunner Installation or World… like Forge World, using a Halo Array; and Forge Island, using Shield World… it would be based on the Lesser Ark.
>
> The name Foundation World… is a reference to the Foundary planetoid in the centre of the Lesser Ark, which assists in building Halo Arrays. This maps would have a very large spaces… <mark>and be of multiple climates and environments… snow, deserts, valleys, forests etc.</mark>
That would be cool but how about instead of just having these environments right out of the box, you could customize the map to make it what ever season or even time of day it is.
> > Foundation World
> >
> > This would be a very large map… larger than Foundary (Halo 3), Forge World (Halo: Reach), Impact (Halo 4), Ravine (Halo 4), Erosion (Halo 4), Forge Island (Halo 4)… the previous Forge-based maps. It would be based off the ideas of a Forerunner Installation or World… like Forge World, using a Halo Array; and Forge Island, using Shield World… it would be based on the Lesser Ark.
> >
> > The name Foundation World… is a reference to the Foundary planetoid in the centre of the Lesser Ark, which assists in building Halo Arrays. This maps would have a very large spaces… <mark>and be of multiple climates and environments… snow, deserts, valleys, forests etc.</mark>
>
> That would be cool but how about instead of just having these environments right out of the box, you could customize the map to make it what ever season or even time of day it is.
That would also work… but it would mean the entire map structure would be the same just different paint skin. But if we were given different areas like the cave, beach island, waterfall, interior hanger/room, canyon, ridge… like Forge World… it could work. Yet I think allicated areas would be better… as it fits the Ark setting… but perhaps a awesome new feature?
Smart-Environments… there are a few random pre-set locations for different placements of terrain and scenery… each time a level is played these change around so the map is always a uniquely changing? This could work with the environment too…