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Halo 5 Forge |OT| Plan, Build, Share

Playing the new maps today in the Holiday playlist, on Antifreeze and Overgrowth a player got out of the map and was being a nuisance (I didn't know this until going back and looking at the films, but same person in both games!). On Overgrowth it looked like he used basic jumps to get above sword spawn and then eventually above courtyard and Railgun, being above the map here didn't seem to beneficial since he couldn't get down and was mostly exposed once you realized where he was. On antifreeze the jump up uses some mid skill jumps from inside red base that can get you anywhere along the outside of the map. This boggles my mind, how are any maps being made now without insta-kill volume around the perimeter ridges and above the playable space? 343 needs to fix three of the four new maps...which judging by Orion's long vacation would take them out of rotation for a month or more :(

Yikes. Well Entombed shouldn't be much of an issue since it's quite difficult to do and doesn't really benefit much aside from a good sniping perch. I didn't think you could escape Overgrowth!
 
What are you working on breh

pol3zE9.png


CgT24JJ.png

just messing around with angles. going to replace most of those pieces with ones that cost less of the light budget
 

Loginius

Member
Did a octagon map to try out the new forge and except for the super complicated controls I really like it.
But I have some problems someone might be able to shine some light on:

-respawns do not work properly. It takes some players up to 20s to respawn with the timer at 0. I have no idea what could cause this. I only used neutral spawns and have one in each corner of the map. I did not place any volumes.

-the ending animation does not play, the intro works fine (cam + animation), the camera for the outro too, its just the animation thats not playing. (the entity is set to outro)

If someone wants to check out the map my gamertag is "Loginius" and the map is caled "Octagon" :p

Edit:
Deleting and adding the animation entity fixed the outro problem, the spawn point problem remains. Tried adding a spawn volume but the weight setting seems to be busted, it only changes between -15.80 and -16.00 in 0.01 steps...

and I just noticed that the steam FX does not show up while in play mode / not monitor?
 

Fuchsdh

Member
Daaaamn, That's pretty awesome
goodjob.gif


Absolutely hate that light starting at 00:36 though. Looking down a street and being blinded is never good from a gameplay perspective, even if it looks cool.

Yeah the use of lens flares is a bit over the top, especially since they don't quite respond naturally to shifting in and out of your vision/rendering from a distance.
 

Strider

Member
Yeah the use of lens flares is a bit over the top, especially since they don't quite respond naturally to shifting in and out of your vision/rendering from a distance.

Wouldn't it be better if the light was flickering anyway? Kinda feel like that'd work better given the atmosphere of the map. Could still provide some vision that way and it'd still look nice...

Idk if flickering lights is a thing though. I dont actually use forge myself.
 
YOU CAN CHANGE THE COLOR OF GLASS

BASED 343

I'm working on my Chiron spiritual successor right now, but before I map the actual thing out I'm revising the "teleporter hall" designs a bit. I kinda-sorta-not-really want them to be evocative of CE's original halls, or rather I want the warp halls to be an exception to prove the rule, design-wise. They're meant to look really stripped down, "pay no attention to the man behind the curtain," visible paneling, etc. compared to the clean matte look the rest of the map is going to have.
 

Fuchsdh

Member
Wouldn't it be better if the light was flickering anyway? Kinda feel like that'd work better given the atmosphere of the map. Idk if flickering lights is a thing though. I dont actually use forge myself.

Not only can you flicker, pulse, or erratically cut the lights (horror movie I think they call it), you actually have some level of control over the flickering frequencies and such as well. It's super awesome.
 

Raide

Member
I wish Fileshare was up and running. Managed to get my map looking a bit more Quake 3 styled in terms of lighting and textures etc. Still not perfect yet.
 
glacier is busted. changing the skybox will either shift all of the pieces and then crash any existing groups or crash back to the menu.
 

nillapuddin

Member
3rd time for me. if it happens again i'll go through DVR and save the last few minutes.

are you co-forging or allowing join in progress?

because I spend half my night fixing pieces getting messed up from groups getting stuck together, and pieces going wonky

(on parallax)

When Im solo, I have no issues
 
I wanted to make a soccer game type but the soccer ball doesn't react to Spartan charge, dashes or explosions how you think it would. [sad face]
 
are you co-forging or allowing join in progress?

because I spend half my night fixing pieces getting messed up from groups getting stuck together, and pieces going wonky

(on parallax)

When Im solo, I have no issues

parallax crashed me to dashboard once when i added a third script to an object while it was moving

alpine crashed me to main menu when i moved a giant welded object around the map

glacier has crashed me to the menu three times while changing the skybox

all of them happened while i was forging solo with the party closed.
 
So the first map I'm trying to make is for BTB.

Two objectives while I'm building it:

1) Make use of new Forge systems like lighting and scripting.
2) Make it not look like a Forge map.
 

Glass

Member
I gave Facing Worlds II a visual overhaul:

Full album here: http://imgur.com/a/vyk49

The map is set up for both Team Slayer and Capture The Flag. There are no other gametypes that will feasibly work on it. I really want to play test this soon! I'm loving this forge!

Great job! This is going to be one of my first projects too. Going to use the great rock terrain pieces for the middle part.
 

Loginius

Member
Hm, so I made a small video showing my problem with the respawns on octagon.
Sometimes they work sometimes they do not and you almost always spawn right behind an enemy (if you can spawn).

Anybody knows whats up with this?
The same behavior applies to the "Parallax" map that has nothing but a few spawn points in it.
Is halo 5 just unable to spawn you when there are no walls to break lines of sight?

The setup for my map consists only of neutral spawn points (8 of them) and the game mode has instant respawns enabled.

http://xboxdvr.com/gamer/Loginius/video/13325957
 

jem0208

Member

belushy

Banned
So I've found a very odd bug.

Was messing around with scripts on weapons trying to find a way to make static spawns. Accidentally set up something which made it so the weapon was removed from your hands, I thought this was a bit weird so I set two of those weapons up and picked them both up. Waited for them both to be removed and this is what happens:

http://xboxdvr.com/gamer/Il MeanBean lI/video/13325961

http://xboxdvr.com/gamer/Il MeanBean lI/video/13325959

Can you still melee?
 
So I've found a very odd bug.

Was messing around with scripts on weapons trying to find a way to make static spawns. Accidentally set up something which made it so the weapon was removed from your hands, I thought this was a bit weird so I set two of those weapons up and picked them both up. Waited for them both to be removed and this is what happens:

http://xboxdvr.com/gamer/Il MeanBean lI/video/13325961

http://xboxdvr.com/gamer/Il MeanBean lI/video/13325959

I believe that is intentional. There is a method to remove the gun for Machinima, there are Youtube videos that detail exactly how to do it.
 
Working on a BTB map just to learn forge, who knows if I ever finish it. I think I've finished maybe one map in my life, but whatever. I am happy with how this weird arctic construction site base is turning out.

 

nillapuddin

Member
Yeah I dont want to hype myself up too much, but Im out doing myself, big time.


edit@ nok, really trying to watch but its so laggy I cant, dunno if its me or not, but keep it up!
 
Amusing glitch- in Forge mode, my character has the FOTUS helmet (which I don't own)...


Anyways I have the beginnings of an epic BTB map, just need to flesh it out with decorations, lights, etc. I'm really not good at this stuff though.
 

nillapuddin

Member
thanks everyone, Im just a guy, looking at a screen, asking people to love me

tbh that map has been really quick, id probably be done but yesterday I was helping my buddy tackle the remake of his dreams...

(subtle WIP screenshot)
N5J7GXv.png

choo choo

Ayy nilla, too bad they don't give a lot of REQ points for Forge so you could still hunt for Mk. IV and V :[


right! its online ONLY anyways, le sigh
 
saved a map and loaded it again and all my welded objects bugged. framerate was all over the place so had to ungroup them.

lightmap is at 79%
 

TCKaos

Member
Here's a video explaining an issue I ran into editing my Blood Gulch remake.

Basically, Glacier has no hardcoded spawn points for Forge mode, unlike Alpine. Monitors can't spawn at initial spawn points, so if you remove all of the respawn points then the map is rendered uneditable. However, players can still spawn at initial spawn points as Spartans, but there's no way to spawn as a Spartan in Forge outright.

Apparently, 343 knows about this and is working to resolve this but I'm trying to make sure that everyone realizes this is an issue so they don't fuck themselves over.
 

nillapuddin

Member
gotta go out to dinner, damn its a shame, I was really making progress on my favorite...


45 min of work, but shes a beaut
7GtEkKx.png


Dont want to alarm anyone, But the controls and everything, Ive got it down. even turned off the screen nanny. I was hesitant at first, and they might not be perfect..

but yeah, this will do, this will do.
 
So it looks like my Chiron teleporter explosion traps are working. I'll link a vid in a bit. Btw, protip regarding forcing explosives to blow up on their own: i don't think mancannons can be set to have scripts meaning you can't blow them up the old fashioned way, but you can just script a fusion coil to fling itself into a wall at a million miles an hour on spawn.
 
You can also be damaged by the fire particle effects, which I didn't expect for some reason. That being said, it doesn't look to be able to blow up fusion coils, or if it can it at least takes a while to do that much damage - i'm tempted to forego explosives entirely and just cook Spartans alive in the teleporter halls.
 
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