|
Member
(10-31-2012, 06:43 AM)
|
Halo 4 Forge |OT| Crafting a better tomorrow; one Brace, Large at a time
#1
![]() Special thanks to nillapuddin for the Forge OT graphics. ;) Halo 4 |OT| by GhaleonEB ![]() News & Updates 10/30 | Initial Posting of the Forge OT ]Events
Quote:
![]() Overview Halo 4 was developed by 343 Industries as the next iteration in the Halo franchise. Forge is a game mode which allows players to make modifications to maps by moving, adding, deleting, or editing objects. Originally used to edit maps in Halo 3, it has become a tool for the community to develop their own creations to do with as they please. Halo 4 offers new features for Forge that seek to improve the workflow and improve the presentation of creations in Forge. It also offers three unique Forge environments which serve as a sandbox for Forgers with extended palettes of objects to allow for endless possibilities. ![]() What's New? Dynamic LightmappingIn Halo: Reach, forge pieces did not cast or receive shadows on themselves, other objects, or the environment. They were also lit based on the lighting at the object's center point. This caused many objects to be different colors ranging from light to dark and gray to green to black. Halo 4 introduces a new lighting system that calculates lightmaps for Forge creations every time a player goes from editor mode to player mode. This new lighting system allows creations to feel more organic and improves the presentation of player creations by casting and receiving realistic shadows on the individual Forge pieces, each other, and on the environment. It also opens up many possibilities for subtle player movement influence in terms of design theory.Real-Time Object Highlighting/LabelingWhen working in Halo: Reach with a creation that had a high object count in small areas there were occasions where Forgers would accidentally grab the wrong Forge object. With real-time object highlighting and labeling in Halo 4, it is easy to tell what object a Forger is about to grab. The name/type of the object is listed below the reticle and the object is highlighted with a colored shimmer. Green is the standard color for highlighted objects, Yellow means that the object is currently being held, and Red means that the objected is currently locked and cannot be grabbed.Locking ObjectsPrior to Halo 4, while flying around a Forge creation (whether your own or someone else's there would be times where you accidentally grab or delete an object, resulting in it being removed from it's perfect resting spot only to force the Forger to replace it with the utmost precision. Halo 4 seeks to rectify this random event by supplying a new feature that allows Forgers to "lock" objects in their current state. This stops objects from being grabbed and hence they are unable to be manipulated. This also stops objects from being accidentally deleted. This includes making the object immune to being deleted via the new "Delete Everything" option. An option to lock all objects on the map exists for times when a Forger needs to ensure that their pieces are kept snug in their positions. Locked objects shimmer red when highlighted.Duplicating ObjectsSometimes while Forging, a single object may need to be used several times over. In previous iterations of Forge, a Forger would need to re-enter the menu in order to grab a new instance of the object with fresh settings. Now in Halo 4 there is an option to duplicate already existing objects. Duplicating keeps the characteristics of an object for use with the new instance. This includes rotation angles. It results in a surplus of saved time.MagnetsWork can be a lot faster when things snap together. Halo 4's Forge mode introduces a new system referred to as "magnets". Magnets are points on Forge objects that attract towards each other. There are many of these points on each object. On a cube, a magnet can be found at the center of each edge and in the center of each face. More complex objects have magnet points in places that make sense. This new system allows for quick iteration, especially for new forgers. It is possible to turn the magnet system off and on, as well as control the strength of magnets. When a piece is magnetized to another piece, the magnetized point serves as the point of rotation for the object. So if an object is magnetized on one of its sides, the object will rotate around that side rather than around its center. ![]() Forge Environments
![]() Released Forge Videos Forge Reveal @ RTX ![]() Forge Communities Blueprint [BP]Blueprint is a Bungie.Net group led by Homeboyd903. It was created as a location for forgers to work closely with Community Cartographers, and work together to perfect maps intended for integration into matchmaking. Playtests are held often and feedback is in abundance among the community.Forge Café [FC]Forge Café was one of the largest Forging groups on Bungie.Net alongside Forever Forgers. Forge Café moved to their own domain in early 2012. They are best known for their Forge Café Recap videos of their Forge Café Custom Game Nights.Forgehub [FH]Forgehub, was one of the first and arguably largest Forge communities in the Halo universe. It was originally founded by TrueDarkFusion and TheYavimayan as a wordpress blog that posted the infamous Forging 101 tutorials as well as tons of unique creations for Halo 3 created by the group's "Guilders". It still exists to this day as one of the go to places for Forge relations as it provides an extensive content submission area, contests/tournaments, and featured content.GrifballHub [GH]Grifballhub, founded by H2O Camper, serves as one of the major communities behind the Halo sport of Grifball. Filled with passionate and fun forgers, it is one of the best places for those who love themselves a great Grifball court, especially with the newly revamped Grifball gametype in Halo 4.MLG Forge Forum [MLGFF]The MLG Forge Forum is home to Forgers that tailor to the competitive gameplay that is MLG. With access to many guides, seasoned Forging veterans with ample advice, and the chance to make a map that is part of the MLG circuit makes this an important corner of the Forging scene.Reaching Perfection [RP]Reaching Perfection, originally a personal blog for GodlyPerfection, focuses on unending improvement and is filled with many aspiring game/level designers and other individuals interested in the whole world of game design. While not fully Halo focused, most of the community uses Forge as a creative outlet and tool for improvement. Best known for the Forge Lessons a collection of articles on level design theory.The Halo Council [THC]The Halo Council, one of the go to places for Halo 4 info, holds a strong Forge community dedicated to quality competitive gameplay. Home to many seasoned veterans of the Forging scene, several MLG forgers have come to call it their home.The Halo Forge Epidemic [THFE]The Halo Forge Epidemic originally started as a youtube channel dedicated to the Forging scene. They have created themselves a forum home in the 343Industries.org community. This community is an endless resource for Forge tutorials and Creation Showcases.Waypoint [WP]Waypoint is the official internet location of 343 Industries. Among the vast community is a Community Creations section where many Forgers have spent their time advertising their creations, offering feedback, and setting up get togethers to play customs. Being a part of the official Halo community comes with additional perks.XForgery [XF]XForgery was spawned from a forge group originally called Forgery started by Sk3tch of Bungie Studios. The community moved from the Bungie.Net group to start their own website. This community offers a friendly family type environment for forgers while offering weekly playtests as well as showcasing many community creations. ![]() Technical Resources Here you will find various resources that cover the technical side of building a Forge map, things like: a list of Forge objects, gametype creation guides, Forge trick guides, Sketchup components, etc. If there is anything you think should be added to this list then please PM me. ![]() Level Design Resources Below is a collection of handy level design resources for use by Forgers to improve their designs. Most of these resources refer to other games, but are still somewhat applicable in terms of design theory in the world of Forge. If there is anything you think should be added to this list then please PM me. ![]()
Last edited by GodlyPerfection; 11-01-2012 at 09:48 PM.
|
|
|
|
Member
(10-31-2012, 06:47 AM)
|
#7
It'll be nice to not have a bunch of Forge maps mixed into the playlists at launch and I fully expect great things to come from this. Better pieces, lighting, and all the new features and cool environments will make Forge both more fun and more useful for multiplayer maps, both new and old.
Bring back Lockout and The Pit! |
|
Member
(10-31-2012, 06:48 AM)
|
#8
I really hope forge in Halo 4 isn't as ugly and repitive as Reach.. it seems it will be, but maybe the environments will help.
Still, Im looking forward to Lockout on Impact! Make it happen people, and try to make it pretty somehow. --- Impact has the best skybox, Erosion has an interesting setting and decent color pallet, Ravine looks like the horrid return of Forge World. I really wish Halo 4 forge was more than shadows and magnets on 3 small and strangely non blank pallet maps. |
|
Member
(10-31-2012, 06:52 AM)
|
#13
Thanks guys. I wanted it to be better than the Reach Forge OT... lol
ThrowinDemBones is talking about making a small version of Poco on THC: http://halocouncil.com/showthread.ph...l=1#post175557 |
|
Member
(10-31-2012, 06:59 AM)
|
#16
Could you change the Dynamic forge link in the OP to http://halo4ger.com please? Thanks for including it, and awesome thread!
|
|
Member
(10-31-2012, 07:00 AM)
|
#17
|
|
Member
(10-31-2012, 07:03 AM)
|
#18
Yeah, I don't blame you for losing interest with Reach. I'm glad you're returning to your project. :-)
|
|
Member
(10-31-2012, 07:28 AM)
|
#27
↓ duncan'd. or alternatively I will have my own server space very shortly, and can do them there, will probably make things easier to change
Last edited by nillapuddin; 10-31-2012 at 07:41 AM.
|
|
Member
(10-31-2012, 07:30 AM)
|
#28
GodlyPerfection, I can host the pics on HaloGAF.com - hotlinking works fine and there shouldn't be any bandwidth limits. I'm headed to bed now, but let me know tomorrow and I can take care of it. |
|
Member
(10-31-2012, 07:43 AM)
|
#29
rofl nilla...
Thanks folks... I tried to be as all encompassing as possible. If you feel I've missed some info then please let me know. Thanks for the offer Duncan. Once nilla can figure out exactly what he wants to settle on I'll have him send the originals to you. lol... and you can call me GP or Godly. ;) The full GT is just too many characters to waste time on. :P |
|
Goth Biodiversity
(10-31-2012, 07:45 AM)
|
#31
I thought we can adjust and control gravity in the new forge? If so why is this not in the OP? Seems like a HUGE addition. At least a mention should be under new additions.
|
|
Member
(10-31-2012, 07:46 AM)
|
#33
|
|
Goth Biodiversity
(10-31-2012, 07:48 AM)
|
#35
It's the thing I'm most excited for and yet i don't hear lots of people talking about it. |
|
Member
(10-31-2012, 07:52 AM)
|
#36
Basically you have access to two different types of objects. Player Trait Zones [PTZ] and Gravity Volumes [GV]. PTZs are fully customizable in their size like hills and can be a box or cylinder. You can then go into the menu and adjust player gravity like you would be able to in custom gametypes. They are also invisible. GVs are static sized (5x5 and 10x10). These are the things I'm not fully versed in. I believe you can control the strength of them and actually force people to float upwards. However they are not resizeable so they aren't as flexible. There are two versions of each size... visible and invisible. |
|
Member
(10-31-2012, 08:02 AM)
|
#37
|
|
Member
(10-31-2012, 08:15 AM)
|
#38
Yep it does a lot more than just gravity... just wanted to cover it in comparison to the GVs. Cool thing about PTZs is that you can have it cover the WHOLE map... so say your map only works with MLG settings, just set a PTZ that covers the whole map that is set to MLG traits. This forces everyone to play with MLG movement settings. ;)
|
|
Junior Member
(10-31-2012, 08:29 AM)
|
#41
Can't wait to see what the community comes up with! Subcribed :)
I only made one map for Reach but it did pretty well with some people. I think I will hunker down for Halo 4 and try to push out some half decent maps if I can. I bought a book a few months back about multiplayer map design, so this will be a good chance for me to open that and learn a few things. |
|
Junior Member
(10-31-2012, 09:12 AM)
|
#46
I guess... |
|
Member
(10-31-2012, 09:20 AM)
|
#48
The ones I used here I just made on my own, I coulda converted the one from the larger image into a path and gone from there but I was having fun making it myself
I already extrapolated those images like I did all the loadout and armor stuff, but thanks anyways bud! |