What’s the point of having 3 perfectly flat islands and nothing else? You can create your own flat spaces with Coliseum Walls and 5x5 blocks and such on any other map. Forge Island would have been good in Halo 3 where you NEED flat spots in order to make things actually stand still, but since Reach there’s been no need for that.
What we actually needed was a semi-flat forge map with light hills and open spaces, similar to Sandtrap or Blood Gulch/Coagulation/Hemorrhage (but without the elongated shape).
I agree. I think that instead of of 3 flat islands of different sizes, it would’ve been better as 3 flat islands of varying terrain, one being flat and the others having hills or valleys.
> The relatively flat rock pieces along with the flat ground allow you to make a natural looking map without random bumps everywhere.
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> Also, Ravine.
It doesn’t look natural if it’s perfectly flat. Besides, the “bumps” make it actually fun to drive around on.
Ravine isn’t nearly large enough for a decent big team map. It’s also way too “premade”, not giving you enough choices for what kind of map you want to make.
So you can have flat spaces without wasting wall colosseum walls (that turn out bumpy) and time. Also, forging on Forge Island is way better at keeping a good framerate than Ravine/Erosion/Impact.
> So you can have flat spaces without wasting wall colosseum walls (that turn out bumpy) and time. Also, forging on Forge Island is way better at keeping a good framerate than Ravine/Erosion/Impact.
While those are good points, especially the second, it’s not enough of a reason to create a whole new map.
Speculating here, but I think Forge Island was created with the intention of offering more control to Forgers than any past canvas.
I think it met that goal, but it didn’t manage to offer as much value as its predecessors (Sandbox, Forge World). It has the largest boundaries in Forge history, as well as the most useful palette (ignoring aesthetic issues that it inherited from Ravine And Friends, of course). However, it doesn’t have any useful terrain to speak of, and many of its strengths are self-limiting (e.g. too low a quantity limit on rock walls).