im deeply sorry to tell you that if you dont have bungie pro(like me) you can not view the films.
however you can view the screenshots and those still get the point across that bungie didn’t use 10% of what they had created.
let me know what you think.
if you go to the invisible wall at the top of normal forge world and select a portal the portal will be on the other side of the invisble wall. but if you go very far beyong that the kill boundarys kick in so i use theater to go really far because in theater your immune to kill boundarys.
I should try that sometime. So why didn’t bungie make Forge world humongously big? Did they decide that “no this is way to awesome for us to put in a game”
> I should try that sometime. So why didn’t bungie make Forge world humongously big? Did they decide that “no this is way to awesome for us to put in a game”
You know how long it would take to get from one side to the other?
> I should try that sometime. So why didn’t bungie make Forge world humongously big? Did they decide that “no this is way to awesome for us to put in a game”
i guess they where not really paying attention to what they had really done with all the space.
> > I should try that sometime. So why didn’t bungie make Forge world humongously big? Did they decide that “no this is way to awesome for us to put in a game”
>
> You know how long it would take to get from one side to the other?
Lots of people have done this already, OP, but congrats on achieving it on your own.
I still can’t figure out just how to set up one of those physics-cannons to launch me… I know the mechanism, but can’t build it well enough.
> I should try that sometime. So why didn’t bungie make Forge world humongously big? Did they decide that “no this is way to awesome for us to put in a game”
> however you can view the screenshots and those still get the point across that bungie didn’t use 10% of what they had created.
You guys are measuring it the wrong way. Size isn’t the way to go about it.
Completion is the proper measurement. What terrain actually has working and accurate collision meshes? Does the texture tile frequently enough to be noticeable? What is the level of detail on the rocks, cliffs, grass, et cetera? Polygon count? Smoothness versus flatness? Does grass blend to rock well, or is there a visible seam? Are the water physics and shaders correct, or does it just act like blue dirt? Is it close enough to the skybox, or are chunks of sky not rendered due to draw distance issues?
Measuring by completion, Bungie actually used a good 85% of what they created.
> Yeah, Bungie is a code word for, waste of space/lazy/arrogant/not a care in the world, you get the idea.
>
> They wasted ALL that space outside of forge world, and for what reason? on reason at all, they did it just because they can.
If you look carefully, you will see repetitive landscape and feature poor texture (e.g., no grass waving in the wind). It is far easier to make rock and snow covered backdrop or endless ocean backdrop than detailed terrain. Why? Because of quantity of digital information. The only thing I would say is why not just throw up card board walls for back drop? Why bother with what additional detail they did add??? It makes no sense given its uselessness as a forge-able area in the future.
> Yeah, Bungie is a code word for, waste of space/lazy/arrogant/not a care in the world, you get the idea.
>
> They wasted ALL that space outside of forge world, and for what reason? on reason at all, they did it just because they can.
Bungie developed and systematically improved a robust and highly-flexible game engine over the course of an entire decade. During this time, they created the game that singlehandedly gave the original Xbox a chance at success, and then went on to turn this game into a massive and immensely-profitable franchise enjoyed by fans all over the planet.
You couldn’t even read the other posts in this thread.
With all due respect, I think you have absolutely no right to attack Bungie for “laziness”. No right at all.
> The only thing I would say is why not just throw up card board walls for back drop? Why bother with what additional detail they did add??? It makes no sense given its uselessness as a forge-able area in the future.
“Cardboard walls” would require high-resolution textures that look good close-up, whereas actual terrain requires only very low-poly models to look good. The use of textured walls would also result in visible depth/perspective distortion when the walls are viewed from high altitudes. Dead bodies would collide against the walls if launched by massive explosions or other typical Forge deaths, which would make the skybox look even faker than it does now. Textured walls also would not provide a parallax effect when the camera moves.
me personally i would have rather just have forgeable textures, that were manuvable in a blank forge world that had 4 sections, snow, grass, metal and jungle, just saying that forgeworld is just needless asythetics that can ultimately take you out of a great forge simply because its old now.
Here is how to get out of almost any map in Halo Reach.
Fly to the invisible barrier (The one that counts down from 10)
2.Spawn a teleporter, make sure it spawns outside the barrier, and push it as far as you can. (But don’t go overboard)
Spawn another tele, and go through it. (Your supposed to die.)
End game and go to theater.
Speed up until you get to the teleporter.
Slow down as your character goes through.
Pause as it explodes and press Y until you are not connected to the character.
Hmm? Your camera is free to go anywhere because the moniter exploded! Visit everything around the map, but don’t go too close to the map, for you will not be able to get out again without re-doing steps 5,6, and 7.
> > The only thing I would say is why not just throw up card board walls for back drop? Why bother with what additional detail they did add??? It makes no sense given its uselessness as a forge-able area in the future.
>
> “Cardboard walls” would require high-resolution textures that look good close-up, whereas actual terrain requires only very low-poly models to look good. The use of textured walls would also result in visible depth/perspective distortion when the walls are viewed from high altitudes. Dead bodies would collide against the walls if launched by massive explosions or other typical Forge deaths, which would make the skybox look even faker than it does now. Textured walls also would not provide a parallax effect when the camera moves.
Well, for what it is worth, I meant cardboard walls farrrrr out along the horizon, too far for any to reach even if near an explosion.