What Are You Working On?

REMkings

BIOC Leader, Flood Guru
Jan 1, 2013
773
492
398
31
Haha I'll confess that I forgot about Praecursor but I noticed a conversation with you in which you mentioned it on your profile ;)

On topic: I played Halo 5 for the first time yesterday. I love it. And I'm thoroughly surprised about how much I turned out to enjoy Warzone.

But the Forge seems like something I'll have to take a closer look at after Christmas. I can't wait to start working on some early projects to get used to the new tools that I might be able to tweak if/when they release Infection. I do hope they add some more trees, vegetation and such though; I don't understand why they'd take away the palm trees from Halo 2 Anniversary. Especially because I have a pretty interesting plan for a jungle map..
 

Jebus

Propane Specialist
Staff member
Jan 10, 2013
1,127
1,248
511
United States
I just started work on this potential Clue map (don't hate me plz) already just cause. If doesn't Clue work out in the future then I will likely turn it into an aesthetic map or maybe even a puzzle map of some sort?

I have some really cool ideas in store using some intricate scripting for secrets on this map and possibly set them as a precedent for future Halo 5 Clue maps as well. The theme is a jail, obviously, but I still have yet to actually build the prison itself so here's the prison yard so far...

P.S. It feels so nice to actually be able to add in little details that you couldn't before in forge

Nu0V5H1.png


Cjnl0nJ.png
 
Last edited:

Skyward Shoe

Platinum in Destiny
Dec 24, 2012
864
988
211
Redmond, Washington
I've been working on an experimental 4 v 4 squad design on Glacier that incorporates 2 banshees. I've been trying to create interesting interactions between banshees and infantry whilst balancing travel times, so I've created several intercrossing tubes that the banshees can fly through. These tubes are the only way for a banshee to cross between red side, blue side, and middle atrium, and are important for teams to hold to ensure their banshee safe access and to prevent hijacks.







The first few tests I've run have gone pretty well, with an interesting dynamic between the banshees and players on foot. CTF has proven more enjoyable than slayer, and we've gotten some really good stalemates with each side trying to use their banshee to kill the carrier while players on foot try to re-capture.

Unfortunately I've run into numerous technical issues in forge, most likely due to the high quantity of rings and cylinders I need for the Covenant aesthetic. My light map is hitting 100% at around 300 objects, and above that pieces often fail to light correctly. I've turned off baked lighting for all rocks for the time being in order to help prevent that, but it's been pretty limiting and is hurting my ability to make the map readable. Hopefully 343i can fix some of the objects that do not light correctly in the next few updates.
 

Psychoduck

Round Objects™
Dec 23, 2012
1,582
1,781
248
30
Greater Seattle Area
Here is the map I spoke about on the previous page. It is called Skyport and is an amalgamation of the best aspects of my previous maps Cargo Port, Exchange, and Skydock. Despite being based on my previous work, this is an entirely new design which uses rock-paper-scissors position and line of sight balance to create movement cycling incentive. The map relies on structural cover to create carefully engineered lines of sight and the placement of the strongholds relative to these lines of sight creates some exciting gameplay. The map is still in early testing stages, but so far it seems to be coming along nicely. I will invest more into arting the map once the playable geometry has been locked down after further testing.

skyport Screen Shot 2015-12-27 01-31-59.png


skyport Screen Shot 2015-12-27 01-32-21.png


skyport Screen Shot 2015-12-27 01-33-27.png


Feel free to download the map and take it for a spin. Feedback is appreciated.
 

PatriotOfFOTU

Novice
Oct 31, 2015
19
3
3
55
How can people like this forge WHEN ITS IMPOSSIBLE TO CREATE THINGS does anyone know if 343 will update it to make it better like Reach-2A. Cause OMG you can't even spawn objects the correct way or get blocks straight it's so ridiculous. Also you can even create circular bases its so RIDICULOUSLY HARD.
 

Psychoduck

Round Objects™
Dec 23, 2012
1,582
1,781
248
30
Greater Seattle Area
How can people like this forge WHEN ITS IMPOSSIBLE TO CREATE THINGS does anyone know if 343 will update it to make it better like Reach-2A. Cause OMG you can't even spawn objects the correct way or get blocks straight it's so ridiculous. Also you can even create circular bases its so RIDICULOUSLY HARD.
This is absurd. No, they absolutely will not make this iteration of forge more like past iterations, nor should they. This iteration is substantially more feature-rich and powerful than past iterations and therefore has a greater learning curve. None of your criticisms hold any weight as they are utterly incoherent and also proven hollow by what others have achieved with the tools. A team of smart people made these tools, and another team of smart people became power users with these tools and validated their design. Learn how to use the tools, and then you can complain about them.
 

Cheeze

Adept
May 26, 2013
32
15
48
31
Purgatory
cheeeeeeeeze.tumblr.com
This is absurd. No, they absolutely will not make this iteration of forge more like past iterations, nor should they. This iteration is substantially more feature-rich and powerful than past iterations and therefore has a greater learning curve. None of your criticisms hold any weight as they are utterly incoherent and also proven hollow by what others have achieved with the tools. A team of smart people made these tools, and another team of smart people became power users with these tools and validated their design. Learn how to use the tools, and then you can complain about them.

 

PatriotOfFOTU

Novice
Oct 31, 2015
19
3
3
55
This is absurd. No, they absolutely will not make this iteration of forge more like past iterations, nor should they. This iteration is substantially more feature-rich and powerful than past iterations and therefore has a greater learning curve. None of your criticisms hold any weight as they are utterly incoherent and also proven hollow by what others have achieved with the tools. A team of smart people made these tools, and another team of smart people became power users with these tools and validated their design. Learn how to use the tools, and then you can complain about them.
I just overreact
 
  • Like
Reactions: Zaden

PatriotOfFOTU

Novice
Oct 31, 2015
19
3
3
55
Anyways back on topic. I'm making a map called Renegade City. A BTB map that will have: 2 Warthogs, 1 ghost and 2 mongooses and the neutral vehicle is a wraith. Power weapons will be a Shotgun, Spartan laser and binary rifle. If you'd like to help message me on xbox patriot of FOTU
 

Zandril

HC Veteran
May 2, 2013
2,070
2,539
398
26
42 Wallaby Way, Sydney
www.youtube.com
I was trying to plan the layout and design of my first Halo 5 map. Then I realized I'm barely familiar with the controls, pieces, and new features of Halo 5 forge so I decided to make a super simple 2v2 map so I could get used to the new forge. I'd say mission accomplished. I'm forging faster now and I know where to find most of the pieces I want.

In regards to the map though, I'm not really happy with it. This is Weekend At Warden's. 2v2. Asymmetric. Kinda meh right now.
2yENqzg.png


I'm planning on filling in the middle with a structure connected to the rest of the map. I'm hoping this would improve flow and add more depth.
 

Merder Smerf

Novice
Jan 18, 2016
9
4
3
40
I've just finished my first forge project. Competative 2v2. Itching for some feedback from all you lovely people.
Gt- Dangerr Pig
Map- PROCESS v1
image.jpeg
image.jpeg
image.jpeg
image.jpeg
image.jpeg
 

Psychoduck

Round Objects™
Dec 23, 2012
1,582
1,781
248
30
Greater Seattle Area
Yevah, I definitely like the look you're going for. The curvy architecture and stairs leading under ground are neat.

Merder Smerf, I'm concerned about some clutter seen around 40 seconds. The room you enter has very narrow doorways and has a large pillar obstructing much of the space. The bumps on the floor around 1:40 will interfere with grenade bounces and throw off people's aim during engagements. Other than that, it's looking pretty solid.
 
  • Like
Reactions: Yevah

Merder Smerf

Novice
Jan 18, 2016
9
4
3
40
Yevah, I definitely like the look you're going for. The curvy architecture and stairs leading under ground are neat.

Merder Smerf, I'm concerned about some clutter seen around 40 seconds. The room you enter has very narrow doorways and has a large pillar obstructing much of the space. The bumps on the floor around 1:40 will interfere with grenade bounces and throw off people's aim during engagements. Other than that, it's looking pretty solid.

Thanks so much for the feedback! To address that little room, yes I think you're right. It's a shortcut that I wanted to be very high risk, I'm not sure if it plays that way or just gets avoided. Thinking I will most likely change it now that you've brought it up.

As to the speed bumps, I was hoping they would make game play kinda funky in the two areas I put them. Again tho I'm not sure how it will play- maybe it's ok to have some bad terrain on a halo map?... Is that crazy? I think I want to see them in action before I abandon them altogether.
 

Merder Smerf

Novice
Jan 18, 2016
9
4
3
40
Here is the updated version of PROCESS (8 hours of forging later...)

Major overhaul including the weird little room going away and the speed bumps. Frame rate issues I think are finally fixed as well though it took some sacrifices to make it happen.
image.jpeg
image.jpeg
image.jpeg

More pics over in the maps section.

Would love feedback obviously and to hear results from play testing if anyone gets the chance!

GT- Dangerr Pig
Map- PROCESS

Updated walk thru:
 

Psychoduck

Round Objects™
Dec 23, 2012
1,582
1,781
248
30
Greater Seattle Area
That's looking better! Making a room super claustrophobic won't necessarily result in it being more dangerous. If you want an area to be more risky, you'll need it to be exposed from other locations. If an area is enclosed, players passing through it are only endangered from opponents who are also within that area. When that area is too claustrophobic, players will get hung up on geometry and dysfunctional engagements will result. The speed bumps would lead to unintuitive and unpredictable grenade bounces. If players can't predict what will happen when they throw a grenade at a surface, they won't be rewarded for learning the map geometry. A player who invests the time into learning how a map works should have an advantage over players who have yet to do so.

So, these changes are looking good. One thing I picked up on from the new walkthrough is an overabundance of railings. I would advise using railings more sparingly as they are something else which players often get hung up on. Make sure that a railing serves an actual purpose in a given area before placing one.
 

Merder Smerf

Novice
Jan 18, 2016
9
4
3
40
That's looking better! Making a room super claustrophobic won't necessarily result in it being more dangerous. If you want an area to be more risky, you'll need it to be exposed from other locations. If an area is enclosed, players passing through it are only endangered from opponents who are also within that area. When that area is too claustrophobic, players will get hung up on geometry and dysfunctional engagements will result. The speed bumps would lead to unintuitive and unpredictable grenade bounces. If players can't predict what will happen when they throw a grenade at a surface, they won't be rewarded for learning the map geometry. A player who invests the time into learning how a map works should have an advantage over players who have yet to do so.

So, these changes are looking good. One thing I picked up on from the new walkthrough is an overabundance of railings. I would advise using railings more sparingly as they are something else which players often get hung up on. Make sure that a railing serves an actual purpose in a given area before placing one.
My intention with a lot of the railings was to try and prevent every inch of a platform from being clamber-able and sort of direct traffic a bit. Plus I like the way they look. I'll take an editing eye to them tonight. Thanks for being so thorough in critiquing my map dude. It's much appreciated.
 
  • Like
Reactions: Psychoduck

alex quit

Got Gud
Nov 19, 2014
39
29
23
29
Alrighty so here's what I've been working on lately. - I'll add some pics later

This map is experimental? - or at least unconventional. The idea is to create a map that can support 8, 12, or 16 players, or more specifically the map supports teams of 4. Essentially I'm interested in testing out a "multi-team breakout" game mode, but any multi-team gamemode could work. I haven't even checked if you can do multi-team breakout tho, hah.

How will it support 8, 12, or 16 players? I'm going to have the scripting "check" for the number of players (via pressure plates) during the run-start sequence. Then this will alter the routes/size of playable area based on which teams are present.

This is also an attempt to promote the map's re-playability. Each team (Red, Blue, Green, Yellow) will spawn at certain locations; the layout/routes of the map will alter based on which teams are present. When playing with 8, or 12 players, certain team colors will open specific routes. Meaning Red vs Blue will be a different layout than Red vs Green and so on.

Hopefully that makes sense! I should have a playable version of the map ready soon.

If all fails, it's just gonna be a BTB map. ;p
 
  • Like
Reactions: Psychoduck