I really would like to have breakable scenery, like glass. Maybe building structures that can be damaged as to make gameplay possibly change through carnage.
EDIT: I’d also like lightsources. We have those magic red and blue balls, but I want to actually have just a source of light. Not physical like those balls, but more ike spawn points; you only see the effect of a spawn point, not the actual marker (when not in forge). Chaning the the color and intensity of lighting should also have some sort of scale that can be adjusted somewhat like how we can adjust angle and location for precision. IF you read the rest of this and you know what I’m talking about hen I mention GTK and UDK, you’ll know what kinds of lightsources I mean.
> The improvement to forge was one of the only things in Reah that was actually a good progression, but there is still plenty of room for improvement in this feature. Here are some things I’d like to see in forge in Halo 4:
>
> -Various habitats/terrains/climates. Rather than having all of Forge World be the same have an area that is like the current forge world, an area that is all sand, an area that is ice/snow, etc. The biggest problem most people have with all the community maps is that they all have the same green/gray look, and therefore get stale fairly quickly. Add some variety to the surroundings and it’s not so monotonous.
>
> -Customizable pieces: think of having a few pieces that would work in the same way that hills/kill/safe zones work where you could select a height/length/width for a square/rectangular piece, or a radius and heigh for circular pieces. This would mainly help with building walls and floors for maps.
>
> -A “copy and paste” feature that would let you select certain objects/structure and place them in another section of the map. This would not only help with time for forgers, but consistency as well.
>
> -Skins: Similar to the change color option found in he current forge, but much better. Rather than just change the colors of details on pieces you can add an entire skin to the exterior of the piece. These skins can vary from vines/greenery, to stone, to water, etc. and would help forgers avoid that same dull grey look in a similar manner to the above mentioned climate areas.
>
> -Frame rate. I’m no expert on this one, but I have seen some incredible maps that would be produce great gameplay if it wasn’t for frame rate problems. I have how to fix this, but I’m sure it’s being looked into and should be a top priority for Forge 3.0.
>
> Any ideas that others would like to add for huge you’d like to see in Forge 3.0?
I came up with all that as well and agree wholly on all of those…except for the opinion about how forge was the only good progression about reach…
Anyway, I want to elaborate on the copy/paste idea. Several years ago I used to work with a program called GTK for creation of maps that use the Quake III engine (I namely did it for Star Trek Voyager: Elite force in case anyone cares). In GTK, you could import what they called “prefabs” (as in prefabrications). Prefabs were often much like forge items; they were already shaped up for you, all you had to do was rotate and place to your liking. One thing, however, was that users could create their own prefabs and save them. By being able to save simple structures, we could not only copypasta as needed in a single map, but we could import our own creations into other maps.
GTK was very similar to what UDK is. I dunno if UDK has prefabs (I just started up with UDK) but if anyone out here uses UDK you likely know what I’m talking about.
> Map maker (I know it’s probably going to happen in Halo 5
)
>
> Option to change day to night cycle on maps.
> Option for adjusting rain, snow, storm, sandstorm, blizzard, fog, “flood fog/mist” effects on maps.
> Option for adding more scenery on map’s like working floodlight’s, breakable lamps, doors, weapons catches, etc.
> Civilian vehicles like in Reach.
> Useable ODST drop pods.
> Different skins for objects, like: Forerunner, Covenant, Human, Flood.
> More unique style on objects & color.
> Ability to create underground tunnel’s and bases on mapmaker.
> Hard light bridges from Halo CE.
> Placeable & useable elevator’s like in Halo 3’s campaign. No I don’t mean gravity lift’s but actual elevator’s on the level’s like the Covenant.
The only thing I question are the ODST drop pods. It’d be cool and all, but I think it’d really get in the way of a map to have someone respawn by dropping in. We’d have drop pods everywhere, and since drop pods would have physical structure, justifying their disappearance to reduce lag (as we do with dead bodies) won’t work as well.
As far as underground bases and stuff, we’d need something more like UDK to do that, as we’d need a subtraction tool for digging into the ground.