Forge's New Budget = Same As Reach's Budget

Halo: Reach’s Forge World Budget = $10,000
Halo 4’s = $1,000,000

As you may have noticed, Infinity Slayer uses a new point system in which a kill counts as 10 points instead of the former single point rewarded to your team in past Halo games. I think Certain Affinity(H4’s Forge Developer)used the same method and beefed up the prices along with the entire budget just for sh*ts and giggles. I do not believe the enormous budget means more objects, I think it’s just there to make us feel like the Kardashians by letting us pay $60,000 for a single cardboard box.

I LOLed.

They had so many objects placed and it only came to €2,000. I think it does mean more objects.

> They had so many objects placed and it only came to €2,000. I think it does mean more objects.

I blame the US economy since you’re using euros.

the map ravine and the other yet-to-be-revealed maps are made for forge in mind, the idea that they would restrict you in ways that weren’t necessary is kind of ridiculous because the whole point of those maps is to NOT restrict you.

though you may be right about the inflation and such I wouldn’t worry about it, even forge world had plenty of freedom so even if it was the equivalent I wouldn’t be all that disappointed.

> the map ravine and the other yet-to-be-revealed maps are made for forge in mind, the idea that they would restrict you in ways that weren’t necessary is kind of ridiculous because the whole point of those maps is to NOT restrict you.
>
> though you may be right about the inflation and such I wouldn’t worry about it, even forge world had plenty of freedom so even if it was the equivalent I wouldn’t be all that disappointed.

Agreed, Reach’s Forge World had a very nice budget, pretty much anything you could imagine can be built via Reach Forge.

> I LOLed.

It’s 1 million.

> It’s 1 million.

You sir, are correct. Same concept though.

> > the map ravine and the other yet-to-be-revealed maps are made for forge in mind, the idea that they would restrict you in ways that weren’t necessary is kind of ridiculous because the whole point of those maps is to NOT restrict you.
> >
> > though you may be right about the inflation and such I wouldn’t worry about it, even forge world had plenty of freedom so even if it was the equivalent I wouldn’t be all that disappointed.
>
> Agreed, Reach’s Forge World had a very nice budget, pretty much anything you could imagine can be built via Reach Forge.

the only thing I found to be obnoxious about halo reach’s forge world was 1. thee GREY and 2. the limit on how much of an object you could have on the map, although I could see why they wouldn’t want say 100 or so ghosts just lying around the map I didn’t see the point in some of the structure limitations that were in place seemed pretty pointless though.

> the map ravine and the other yet-to-be-revealed maps are made for forge in mind, the idea that they would restrict you in ways that weren’t necessary is kind of ridiculous because the whole point of those maps is to NOT restrict you.

The per-category limits seen in the video’s menus appear to be the same as they were in Reach’s Forge World.

Which is to say, unnecessarily restricting and unjustifiably small.

> the only thing I found to be obnoxious about halo reach’s forge world was 1. thee GREY and 2. the limit on how much of an object you could have on the map, although I could see why they wouldn’t want say 100 or so ghosts just lying around the map I didn’t see the point in some of the structure limitations that were in place seemed pretty pointless though.

  1. Is going to be largely handled by the new dynamic shadow engine, though there could be other things as well…
  2. That was a framerate lag issue. 343/CA appears to have optimized the rendering engine quite a bit, and that would help explain a potentially larger budget.

> > the only thing I found to be obnoxious about halo reach’s forge world was 1. thee GREY and 2. the limit on how much of an object you could have on the map, although I could see why they wouldn’t want say 100 or so ghosts just lying around the map I didn’t see the point in some of the structure limitations that were in place seemed pretty pointless though.
>
> 1. Is going to be largely handled by the new dynamic shadow engine, though there could be other things as well…
> 2. That was a framerate lag issue. 343/CA appears to have optimized the rendering engine quite a bit, and that would help explain a potentially larger budget.

I honestly don’t see why 343 even bothered with the dynamic lighting, you would think they would rather just make it so we have complete control over the colors and such of each object instead putting all that work into something like that.

even though I think if dynamic lighting is used correctly it could very well make maps better in a lot of way I have to say that I think it’ll be a nuisance to a lot of people aswell. the idea that in order for you to make a map look exactly the way you want it to you would have to place the objects at a certain location in a certain way would be a very annoying thing for a lot of people.

I don’t know I guess I’ll have to play the game and stuff in order to give my final opinion on halo 4’s forge but I still feel like the dynamic lighting is not only overkill, but also in many ways unnecessary.

@DavidJCobb I’m not quite sure exactly what you meant by that, whether or not you care to elaborate is of your choice.

So, the reason the Forge budget is so high is… Halo inflation?

> @DavidJCobb I’m not quite sure exactly what you meant by that, whether or not you care to elaborate is of your choice.

Reach imposed quantity limits on each item category.

You can’t place more than 100 total Building Blocks, regardless of your budget.

You can’t place more than 100 total Inclines, regardless of your budget.

And so on. Things got pretty annoying with these limits. Why, for example, would 200 Building Blocks be any worse than 100 Building Blocks plus 100 Inclines? With a few very small exceptions (lights, vehicles), there is no point to the per-category limits.

And yet, if the RTX menus are of any indication, Halo 4 has kept them. When the 343i guys went to spawn a Bridge, there was a telltale “45” next to each item in the category. Meaning that they either reduced the limit by 5 (which makes things worse!), or they kept Reach’s limit and already had 5 platforms spawned out of view.

> > > the only thing I found to be obnoxious about halo reach’s forge world was 1. thee GREY and 2. the limit on how much of an object you could have on the map, although I could see why they wouldn’t want say 100 or so ghosts just lying around the map I didn’t see the point in some of the structure limitations that were in place seemed pretty pointless though.
> >
> > 1. Is going to be largely handled by the new dynamic shadow engine, though there could be other things as well…
> > 2. That was a framerate lag issue. 343/CA appears to have optimized the rendering engine quite a bit, and that would help explain a potentially larger budget.
>
> I honestly don’t see why 343 even bothered with the dynamic lighting, you would think they would rather just make it so we have complete control over the colors and such of each object instead putting all that work into something like that.
>
> even though I think if dynamic lighting is used correctly it could very well make maps better in a lot of way I have to say that I think it’ll be a nuisance to a lot of people aswell. the idea that in order for you to make a map look exactly the way you want it to you would have to place the objects at a certain location in a certain way would be a very annoying thing for a lot of people.
>
> I don’t know I guess I’ll have to play the game and stuff in order to give my final opinion on halo 4’s forge but I still feel like the dynamic lighting is not only overkill, but also in many ways unnecessary.
>
> @DavidJCobb I’m not quite sure exactly what you meant by that, whether or not you care to elaborate is of your choice.

The dynamic lighting adds a layer of polish to your map to make it look more professional, plus that means we can create some unique maps that would not be available before. Such as creating an area that is significantly darker than everything else.

Wait, I can’t believe I just thought of this.
Would place-able lights in forge work with the dynamic lighting system? For example, we could block off much of the area around a light to create a shaft of light coming out of a wall or ceiling.

I just re-watched the video. 3,000/1,000,000 was spent with four bunkers, about ten pallets, eight kill balls, trait zones, a man canon and whatever else that was placed around the map that we couldn’t see.

Anyone who says this = Reach’s should really rethink…

> I just re-watched the video. 3,000/1,000,000 was spent with four bunkers, about ten pallets, eight kill balls, trait zones, a man canon and whatever else that was placed around the map that we couldn’t see.
>
> Anyone who says this = Reach’s should really rethink…

That equates to a budget greater than Reach’s, so why keep the same object count limitations?

> I just re-watched the video. 3,000/1,000,000 was spent with four bunkers, about ten pallets, eight kill balls, trait zones, a man canon and whatever else that was placed around the map that we couldn’t see.
>
> Anyone who says this = Reach’s should really rethink…

We’l see man. I don’t know how the engine will handle so many objects on the map though…