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Halo |OT7| You may leave, Juices. And take Team Downer with you.

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Sai-kun

Banned
Forge maps are not made assembled inside of Maya.

They make the assets inside of maya and import them into their engine as tags. then they assemble them inside of another app called Guerilla.
I'm not exactly sure of their current system but it most likely has not changed from what I just described to a completely Maya driven pipeline for a number of reasons, not the least of which is half of the artists using other tools, 3ds max/XSI/modo.
They have had Guerilla and tags since Halo 1 and I don't think they will go and rewrite their whole system just for Halo 4.

That doesn't mean they couldn't make something like what your saying, but its highly unlikely given their audience, platform and diminishing returns.

I don't mean to shrug off your post since I'm sure some folks didn't know, but I thought my joke was pretty obvious :lol sorry
 

Slaker117

Member
Am I the only one who thinks these will be a disaster?

I don't think it'll be a disaster, as maps can simply not use them if they don't want them, but it does seem like something that will be pretty limited to trolling your friends in customs and making bizarre mini-games.
 
Why is there limit to the amount of player trait zones you can place? I don't get it.
Perhaps it's very heavy on the engine? Or just how useful they think it will be?
I agree, the limit of 4 seems odd.
Am I the only one who thinks these will be a disaster?
While a neat idea, I too was/am kind of skeptical.
My philosophy is this: see what Certain Affinity or whoever does a few "official" Forge maps uses them for. That'll be a good indicator.

But honestly, the anti-grav bits of maps that have existed so far.. haven't been particularly ...stimulating.
It'll be great for silly games during customs & action sack, but what it'll mean for the bread & butter, 85% game time? I wouldn't be hopeful for much. Would love to be surprised of course.
 

JHall

Member
I haven't seen DKR, and I've avoided both GAF threads on the subject, so I don't need some stooge like zoojoo spoiling it accidentally. I already got spoiled on Pridmordium in here last week...

Spoiler Alert:
Bruce Wayne is Batman
 

Retro

Member
I like the idea of player trait zones in certain instances. Lower gravity in a small bubble over a mancannon will make those easier to set up (and hopefully small ones at the landing site will help with the suicides). I can also see having speed boosters in long hallways and such that are used to get infantry around on large vehicle maps.

And I've already been considering a 'dark zone' map that has a stealth trait element on a certain floor. So you'd be okay fighting on floors 2 and 3, but if you drop into the 'basement' you can't see anyone around you.

I'd like to play with them more than anything.
 

Woorloog

Banned
Grab your thunder buddy. :)

Fucking hate thunder. Last summer, a blast of thunder woke me. The adrenaline spike caused by it kept me awake for 4 hours... that is, i started feeling like i needed more sleep around 10AM (woke up 6AM). (No idea when i went to sleep)
 

JHall

Member
Fucking hate thunder. Last summer, a blast of thunder woke me. The adrenaline spike caused by it kept me awake for 4 hours... that is, i started feeling like i needed more sleep around 10AM (woke up 6AM). (No idea when i went to sleep)

images
 

Tawpgun

Member
Fucking hate thunder. Last summer, a blast of thunder woke me. The adrenaline spike caused by it kept me awake for 4 hours... that is, i started feeling like i needed more sleep around 10AM (woke up 6AM). (No idea when i went to sleep)

Get outta here.

Thunderstorms are amazing.

Hopefully there's some cool thunderstorm skybox in Halo 4 /relevant
 
Forge is awesome, and Halo 4 is certainly going to bring some welcome improvements , but all this discussion makes me wish for something more...


I am really curious to see what becomes of Bungie's Grognok™. (Yes, they trademarked the name.)

Perhaps it's just an internal tool, or something to license to other game developers, but that UI seems very consumer-friendly to me. Big, clear buttons. Easy to use - the segment in the O Brave New World vidoc this screen is taken from shows them quickly using a stamp tool to place mountains. It seems like a very comprehensive program - do developers normally have one tool with tabs for Objects, Terrain, Map Management, Lighting, Utilities, Audio, and "Help!"?

"Grognok Build 2693 [built today]"
Geometry Brushes - Raise, Flatten, Pinch, Grab, Smooth, Erase
Road Tools - Create Road, Road Brush

These just seem like very simplistic tools for a developer to be using. The fact that this version of Grognok was "built today" makes me think that they're constantly updating and refining the tool - an effort that probably wouldn't be spent on something to only be used internally. (Wouldn't you finish building the tool first and then build the environments?)

Maybe Bungie has built the Destiny engine with user-created content in mind. Maybe they've figured out a way to make the Rock Band Network model work for a console action game.

Maybe I'm just crazy, but a boy can dream. At least I'll have Halo 4 to keep me distracted until Bungie starts talking. (2013?)
 

IHaveIce

Banned
Forge is awesome, and Halo 4 is certainly going to bring some welcome improvements , but all this discussion makes me wish for something more...



I am really curious to see what becomes of Bungie's Grognok™. (Yes, they trademarked the name.)

Perhaps it's just an internal tool, or something to license to other game developers, but that UI seems very consumer-friendly to me. Big, clear buttons. Easy to use - the segment in the O Brave New World vidoc this screen is taken from shows them quickly using a stamp tool to place mountains. It seems like a very comprehensive program - do developers normally have one tool with tabs for Objects, Terrain, Map Management, Lighting, Utilities, Audio, and "Help!"?

"Grognok Build 2693 [built today]"
Geometry Brushes - Raise, Flatten, Pinch, Grab, Smooth, Erase
Road Tools - Create Road, Road Brush

These just seem like very simplistic tools for a developer to be using. The fact that this version of Grognok was "built today" makes me think that they're constantly updating and refining the tool - an effort that probably wouldn't be spent on something to only be used internally. (Wouldn't you finish building the tool first and then build the environments?)

Maybe Bungie has built the Destiny engine with user-created content in mind. Maybe they've figured out a way to make the Rock Band Network model work for a console action game.

Maybe I'm just crazy, but a boy can dream. At least I'll have Halo 4 to keep me distracted until Bungie starts talking. (2013?)

Very cool idea, this would be beyond awesome.

And the leaked documents about the Activision-Bungie contract showed 2013 as Destiny Release year, so I hope it is still right.
 

Akai__

Member
I'll do it for him.

It's Tunavi.

This time, you seem to be wrong. Slaker is right.

He was just quoting the dumb song posted by TheOddOne.

Thanks, I had a mini heart attack, that something really bad (like studio closed) happened to Bungie.

Can't wait to hear from Destiny. I hope we'll see something soon.

***Awesome long post***

I always wondered about the engine, that they are going to use in Destiny.
 

op_ivy

Fallen Xbot (cannot continue gaining levels in this class)
I haven't seen DKR, and I've avoided both GAF threads on the subject, so I don't need some stooge like zoojoo spoiling it accidentally. I already got spoiled on Pridmordium in here last week...

i think a better response would have been for those 3 to quote him requesting he use spoiler tags then. its not really that big of a deal though, so i'll drop it, its just that "halogaf" seems pretty aggressive towards certain posters.
 

Karl2177

Member
I would ask this in the PC gaming side thread, but last time I did I was told to read the OP(which had nothing on video capture). What do you streamers use to capture the output from your Xbox? I've been eyeing the Blackmagic Intensity Pro capture card for a while now, but I'm not too sure on how it works with other video cards. I know someone here said they use the Hauppauge HD PVR, but I'd prefer something as a card and with HDMI.

*On a semi-related note I'm looking to build another PC in around 6 months, so I have that long to figure out everything; but I'm looking at 8GB RAM and an i7 processor at the moment.
 

Louis Wu

Member
What? what did I do?

I wasn't trying to say anything.
From what GAF says, you sound decent at the game.

Beat the Tashi ceiling anyway....
lol - no, I'm pretty mediocre. (By GAF standards, I suck.) I thought you were taking a shot at me (a deserved one) - but I was just joking.

If Tashi spent his time playing folks like the four that died in that video, there wouldn't BE a Tashi Ceiling (or maybe there would, it would just be Killamanjaro).
 

Tashi

343i Lead Esports Producer
I would ask this in the PC gaming side thread, but last time I did I was told to read the OP(which had nothing on video capture). What do you streamers use to capture the output from your Xbox? I've been eyeing the Blackmagic Intensity Pro capture card for a while now, but I'm not too sure on how it works with other video cards. I know someone here said they use the Hauppauge HD PVR, but I'd prefer something as a card and with HDMI.

*On a semi-related note I'm looking to build another PC in around 6 months, so I have that long to figure out everything; but I'm looking at 8GB RAM and an i7 processor at the moment.

I have the BMIP. Love it to pieces. Took me a little while to setup (not install. Just had trouble getting picture) but it's been great since. Quality is bonkers.

i7 and 8gb of RAM is fine. I have an i5 and 4gb of RAM. Video card is MSI GTX 560 Twin Frozr II. Handles it with ease.
 
My brother never finished a single Halo campaign. We just finished CE Legendary together, split screen, on an original Xbox. We're going to continue with the rest in order of release. It's so fun to share these gameplay and story experiences with someone who has never experienced them before.

It's also interesting how every time I play CE, I experience something new. We shortcut Silent Cartographer by driving the Warthog into the chamber and driving it down to the lowest level (you can land on the Warthog without dying from fall damage).
 
My brother never finished a single Halo campaign. We just finished CE Legendary together, split screen, on an original Xbox. We're going to continue with the rest in order of release. It's so fun to share these gameplay and story experiences with someone who has never experienced them before.

Awesome, what did you do in the last part? when foe hammer comes for you, but dies instead.

Did you let him experience that moment?
 

Tawpgun

Member
It's also interesting how every time I play CE, I experience something new. We shortcut Silent Cartographer by driving the Warthog into the chamber and driving it down to the lowest level (you can land on the Warthog without dying from fall damage).

As Bungie went on, it seems this seem to die down. They got really good at restricting player movement to only the paths they deemed acceptable. It's kind of sad.

No more shortcuts on cartographer, aotcr, etc. No more outskirts rooftops, easter eggs like the Scarab Gun/Soccer ball, no more Delta Halo Lake.

If there isn't a soft kill zone, there's an invisible wall. If you can get past the invisible wall there's a death zone.

I remember them saying how Winter Contigency had multiple paths.

More like 2. You either get the encounter in the valley or by the cliffside house. I guess. If you want. You can go into a house to fight covenant. But there's nothing of value in there.

I really hope Halo 4 opens it up. As long as the intended path is clear, I'm going to go down it on my first play through. But if there's a tree, a ledge, a ramp, something that looks like I can get to it to bypass an area, let me take it. So the game will fuck up a checkpoint or a enemy loading trigger, or the graphics in this area are sloppy and unfinished.

Who cares.
 

Fuchsdh

Member
Awesome, what did you do in the last part? when foe hammer comes for you, but dies instead.

Did you let him experience that moment?

I was playing a few years back (before my Original Xbox went away) with someone who'd never played the game before and I was driving. I blow past the checkpoint and he starts freaking out. "Dude, what are you doing? Our evac is that away! What are we--wait, what happened? Did the dropship die?"

I've blown through that moment so many times it's pretty much automatic to me. I don't think I even bothered to see what it looked like in CEA--just grabbed the skull once and kept on truckin'.


As Bungie went on, it seems this seem to die down. They got really good at restricting player movement to only the paths they deemed acceptable. It's kind of sad.

No more shortcuts on cartographer, aotcr, etc. No more outskirts rooftops, easter eggs like the Scarab Gun/Soccer ball, no more Delta Halo Lake.

If there isn't a soft kill zone, there's an invisible wall. If you can get past the invisible wall there's a death zone.

I remember them saying how Winter Contigency had multiple paths.

More like 2. You either get the encounter in the valley or by the cliffside house. I guess. If you want. You can go into a house to fight covenant. But there's nothing of value in there.

I really hope Halo 4 opens it up. As long as the intended path is clear, I'm going to go down it on my first play through. But if there's a tree, a ledge, a ramp, something that looks like I can get to it to bypass an area, let me take it. So the game will fuck up a checkpoint or a enemy loading trigger, or the graphics in this area are sloppy and unfinished.

Who cares.

I sort of agree. Reach got much better at allowing a lot of leeway in approaching encounters and more "story-based" movement, but as you say there was some wonky stuff in CE that just doesn't happen to the same degree in later games. They certainly made it difficult to fit a 'Hog down the interior passages, but that doesn't stop me from ramming the Warthog through the security door to save myself some time and avoiding the override.

Soft kill zones are definitely bad. Might as well let the players explore.

What was impressive with CEA was being able to actually see through all that distance fog, you really appreciated how interconnected a lot of the level design was. The backtracking would have sucked far, far more if you didn't have a good relationship on where you were in the environment (one of the reasons that the Library sucked; if you'd kept the Icon visible the entire time you scaled, I think it would have been far less confusing and a lot more interesting. Giving players a visible goal was another thing Halo 3 and Reach did really well.)
 
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