Suggestions for Forge

The new Forge is great in many ways, but it’s also a step back in others. I wanted to list some suggestions I had about what I expected to be in the Forge that wasn’t and what needs to be added in. Feel free to comment on what you think of the Forge and what should be added/taken away, etc. One more thing: I’m a forger who focuses on inventions rather than making maps, so my suggestions might be geared towards that.

-Bigger maps. This is my first and foremost issue. As cool as these environments look, looks don’t matter as much as actual function. These maps are tiny. Nowhere near half the size of Forge World. Ravine’s land area is pretty much the size of Paradiso.

-Better maps. In Reach and 3 we got nice, large, flat spaces (Reach had a lot of hilly parts but they didn’t interfere much). In 4, we have very hilly and rocky terrain. Most of Erosion’s land is absolutely un-buildable due to wacky terrains. To add to this, all maps have pre-made, non-deletable structures. With all due respect, 343 and CA, where was the logic for this? Forge is all about making your own maps, not building off of preset things. I can’t stand the base in Impact or the tower thing in Erosion.

-Helicopters. These were a huge part of Halo before. While these are mainly for custom games, customs are closely tied in with Forge. The Falcon and Hornet were essential to so many Forged games and machinimas (also closely knit with Forge).

-Mid-size Covie ground vehicle. Not as important as helicopters, but still feels like there’s something missing. The point of the chopper/revenant was to give the driver offensive power in something faster and more maneuverable than a tank.

-Custom powerups. Huge deal for me. I happen to love making all sorts of missile launchers. Being able to pick up a powerup and let explosives drop into a man cannon to launch was essential to many types of launchers. In addition, these were the basis for ODST pods and many other inventions. Then there’s the obvious part, which is Custom game functions… people used them to enhance gameplay.

-Propane tanks/Plasma batteries. Not too important, but something I’ll miss from Reach. Propane tanks were great missiles and very fun in other aspects due to their ability to rocket in random or controlled directions when slightly damaged. Fuel canisters are pretty much the same exact thing as fusion coils. And plasma batteries provided excellent Covenant explosive power, especially in machinimas.

-Precision editing. Big one. Huge one. Why was this removed? Magnets are good and all but this was very important for complex structures.

-Object textures. I thought that after all the ruckus about Reach’s grey being dull and boring, you guys would have added the option to change textures and colors on objects. Not so. White is just the new grey.

-Ability to turn off lighting. The lighting is great, don’t get me wrong. However, I was forging with some friends yesterday, and I can tell you the generating lighting was horrendously annoying. Every time someone exited Forge mode, everyone’s screen paused and the lighting had to load. Worse yet, occasionally one of us would lose out spot in the menus or even something one of us was holding. Not sure if this happened to anyone else. So please let us turn it off for quicker, more efficient Forging, and let it work its magic after we’re done.

That’s all I can think of for now, I’ll add any I think of later. Just so you know, I like Halo 4, and I’m having fun with it. I just think the Forge could use some improvements. And I’m not sure if half of these can even be added in. But we’ll see. Also I know there’s a whole slew of complaints regarding custom games, but I tried to leave out as many things that were mainly custom games as I could, as this deals specifically with Forge.

I agree with 1st 3rd 4th and 2nd to last suggestions

i agree with all except the last, i like the new lighting system looks nicer but would be nice if you could turn it off but not too worried tbh but the main problem is the precision movement and the fixed structures, impact would be an AMAZING map to forge on but that base takes up the WHOLE space near enough

> i agree with all except the last, i like the new lighting system looks nicer but would be nice if you could turn it off but not too worried tbh but the main problem is the precision movement and the fixed structures, impact would be an AMAZING map to forge on but that base takes up the WHOLE space near enough

ya, that thing really is an atrocity. I can’t see myself ever making a map on that side because of it. not only is it large, but none of the little doors or windows line up with a snap making it the most awkward thing to try and use.

not that this is changeable anymore, but I was very unimpressed when I saw that they literally just took Reach’s pallet and made it white. Like seriously? I wanted a NEW forge. and if we are still going to be stuck with just one pallet for each map, I would like a little bit more diversity between each one. I mean Erosion’s is pretty different but the problem there is that it only matches the outside look, If you forge inside the Grifball court it looks really odd.
Sidenote: Why are there no shadows or dynamic lighting in the Grifball court? it looks very odd, I tried to make a foundry esque looking place in there but without the shadows its kind of awkward.
And with Ravine, why is the pallet UNSC? the structures are forerunner. I understand not wanting to give us more grey, but if you are gonna make the base forerunner you need to let us be able to build off of it properly.

I would like to suggest that in these map packs that

  1. there be forge maps
  2. they not have pre made undeletable structures
  3. they have totally different structure pieces for each map. i.e. a sand map with ruin structures like sandbox, a map with covenant structures, possibly an urban setting with earth based architecture(not UNSC) etc.
  4. that you be able to mirror asymmetrical objects (this may not be a possible feature to add so maybe just put in the mirrored version of the object as its own object) main example: STAIRCASE and Platform Ramped.

And then of course please fix the custom game options

All the suggestions above are good. We’ll see what happens with future patches.

I would like to note, however, that I did like how 343 gave us a few different forge maps, with different environments instead of just one big map. Don’t get me wrong, Forge World was very impressive, but after playing many custom maps, it gave me a sense that I was playing the same map because the environment was always the same.

> i agree with all except the last, i like the new lighting system looks nicer but would be nice if you could turn it off but not too worried tbh but the main problem is the precision movement and the fixed structures, impact would be an AMAZING map to forge on but that base takes up the WHOLE space near enough

Yeah, I like the lighting system too, but the loading times it causes can be a pain when you have multiple people on the same console. That’s why I’m asking if they can let us hold off on the lighting until the project is finished.

> > i agree with all except the last, i like the new lighting system looks nicer but would be nice if you could turn it off but not too worried tbh but the main problem is the precision movement and the fixed structures, impact would be an AMAZING map to forge on but that base takes up the WHOLE space near enough
>
> ya, that thing really is an atrocity. I can’t see myself ever making a map on that side because of it. not only is it large, but none of the little doors or windows line up with a snap making it the most awkward thing to try and use.
>
> not that this is changeable anymore, but I was very unimpressed when I saw that they literally just took Reach’s pallet and made it white. Like seriously? I wanted a NEW forge. and if we are still going to be stuck with just one pallet for each map, I would like a little bit more diversity between each one. I mean Erosion’s is pretty different but the problem there is that it only matches the outside look, If you forge inside the Grifball court it looks really odd.
> Sidenote: Why are there no shadows or dynamic lighting in the Grifball court? it looks very odd, I tried to make a foundry esque looking place in there but without the shadows its kind of awkward.
> And with Ravine, why is the pallet UNSC? the structures are forerunner. I understand not wanting to give us more grey, but if you are gonna make the base forerunner you need to let us be able to build off of it properly.
> I noticed the Grifball thing too, very weird looking.
> I would like to suggest that in these map packs that
> 1. there be forge maps
> 2. they not have pre made undeletable structures
> 3. they have totally different structure pieces for each map. i.e. a sand map with ruin structures like sandbox, a map with covenant structures, possibly an urban setting with earth based architecture(not UNSC) etc.
> 4. that you be able to mirror asymmetrical objects (this may not be a possible feature to add so maybe just put in the mirrored version of the object as its own object) main example: STAIRCASE and Platform Ramped.
>
> And then of course please fix the custom game options

I noticed the Grifball thing too it looks weird.

does anybody have time right now to test out my forge map? anybody??!! please?!

The biggest problem for me:

Magnets. I feel like if they were going to remove precision editing they should’ve at least made the magnets work better. Right now, it just lines things up together, and that is fine, but when are trying to make a serious map, for me at least, it gets annoying seeing a bit of blue in between objects on a map, like Ravine.

They should at least merge smoothly so there’s less of a chance for this type of thing to occur.

> The biggest problem for me:
>
> Magnets. I feel like if they were going to remove precision editing they should’ve at least made the magnets work better. Right now, it just lines things up together, and that is fine, but when are trying to make a serious map, for me at least, it gets annoying seeing a bit of blue in between objects on a map, like Ravine.
>
> They should at least merge smoothly so there’s less of a chance for this type of thing to occur.

That and race maps. I saw a HaloForgeEpidemic race map just now and he was talking about how hard it was to make leans in the road without precision editing. It looks ridiculous, bad enough that I’m sure many race-builders will shy away from it.

I’d like it if all of the architectural pieces were of a standard size. What I mean is, they all conform to a standard grid size and iterations of that size, so that all of the pieces actually fit together.

It’s not easy to build custom maps when none of the pieces fit together properly.

Precision editing is still there, if you mean nudging by tiny cubic meters. The magnets are just extra and work best with copied items anyway.

I am aware that this is not possible for H4 anymore. But what would be amazing would be if we could edit the dimensions of all the objects like say we wanted to make the railings on a tower tall shorter or higher, or we wanted to stretch out a station corridor on impact justa bit so that things fit together better, or we wanted to have just one huge flat surface without have to put down a bunch of wall coliseums, just grab the corner and enlarge it. Things would flow so much nicer and we wouldn’t be limited to always having to find the “right” piece for a situation, we could pretty much make the right piece.

> Precision editing is still there, if you mean nudging by tiny cubic meters. The magnets are just extra and work best with copied items anyway.

If you mean click-holding LS for fine tuning, no it’s not. Unless my controller is broken from too many celebratory crouches. You can still tilt the camera all the way up for super slow movement, but that only works on the horizontal. I like the magnets, they are VERY useful in a small set of circumstances. Problem is outside that they’re worse than useless. Is this something that can be patched back in? Or are we just going to have to learn to live without it?

The other thing that bothers me is the fact that every premade structure isn’t on a 90* plane. I don’t have a problem with them being on the maps, or I wouldn’t, if I didn’t have to break out the Trigonometry textbooks just to incorporate them into my builds. A smaller issue is they didn’t fix the rotation glitch. I’m talking about where you edit pitch first, then yaw and roll do the same exact thing. It’s not that much of a problem though, because I habitually work around it now after spending so much time forging in Reach. Still would have been nice to have a fix.

Don’t get me wrong, I still love it. This is just a bit of constructive criticism. The clone tool is the best addition ever. Being able to lock pieces is great when you’re working on spawning. I can’t remember how many times in Reach I tried to grab a spawn point and ended up moving the platform under it halfway across the map. If they had kept ALL the functionality from reach, plus the new bits, I’d give it a perfect 10/10. Right now I give it a 8/10.

> > Precision editing is still there, if you mean nudging by tiny cubic meters. The magnets are just extra and work best with copied items anyway.
>
> If you mean click-holding LS for fine tuning, no it’s not. Unless my controller is broken from too many celebratory crouches. You can still tilt the camera all the way up for super slow movement, but that only works on the horizontal. I like the magnets, they are VERY useful in a small set of circumstances. Problem is outside that they’re worse than useless. Is this something that can be patched back in? Or are we just going to have to learn to live without it?
>
> The other thing that bothers me is the fact that every premade structure isn’t on a 90* plane. I don’t have a problem with them being on the maps, or I wouldn’t, if I didn’t have to break out the Trigonometry textbooks just to incorporate them into my builds. A smaller issue is they didn’t fix the rotation glitch. I’m talking about where you edit pitch first, then yaw and roll do the same exact thing. It’s not that much of a problem though, because I habitually work around it now after spending so much time forging in Reach. Still would have been nice to have a fix.
>
> Don’t get me wrong, I still love it. This is just a bit of constructive criticism. The clone tool is the best addition ever. Being able to lock pieces is great when you’re working on spawning. I can’t remember how many times in Reach I tried to grab a spawn point and ended up moving the platform under it halfway across the map. If they had kept ALL the functionality from reach, plus the new bits, I’d give it a perfect 10/10. Right now I give it a 8/10.

Is it possible to have a hallway branch off of the main base on Impact without it looking like it’s jutting into the base?

I agree with all but the last one.
Lighting has been built in to the build as is. I don’t see it as a huge deal anyways.

I agree with all, and would like to add a suggestion. It would be cool if they would let you add a magnet to a corner of an object if they didn’t place one where you want, and delete one if you feel the need. It’s pretty annoying trying to build something, only to find out an objects magnets don’t line up with a completely different one, and because they took out precision editing it takes forever to smooth it out.

> I agree with all, and would like to add a suggestion. It would be cool if they would let you add a magnet to a corner of an object if they didn’t place one where you want, and delete one if you feel the need. It’s pretty annoying trying to build something, only to find out an objects magnets don’t line up with a completely different one, and because they took out precision editing it takes forever to smooth it out.

That would be nice. Of course they could just give us precision editing but yeah.

I agree with all of your complaints; would have also liked to have the zoom feature back as well. 343 really dropped an anvil on the forging community.

I think it would be amazing if we could make our own maps with enemies. Like establish covenant/promethean spawns and be able to use them in a firefight mode or something.