Jump to content

ExDeuce

Members
  • Content Count

    13
  • Joined

  • Last visited

  • Time Online

    1d 5m 19s

Community Reputation

5 Liked

About ExDeuce

  • Rank
    Jackal
  • Birthday 01/20/1997

Profile Information

  • Gender
    Male
  • Location
    England

Contact Methods

  • Gamertag
    ExDeuce
  1. Another idea I randomly just thought up is to change the appearance of the monitors in forge. By this i mean to change the general look of them, as in damage, stains, colour of the eye etc. Im short of time at the moment so I will edit them into the post in a few hours. Desert: Markings: Worn and dusty Eye colour: Yellow Arctic: Markings: Ice encrusted Eye colour: Light blue/bluish white Forest: Markings: Moss and tiny weeds Eye colour: Leaf green Cavern: Markings: Dents and scratches Eye colour: Dark green Volcanic: Markings: Charring/ash marks Eye colour: Deep firey orange Haunted: Markings: Algae stains and a slightly battered and neglected look Eye colour: Deep red
  2. It was ok but it was very boring after a few games, the point of this topic is to showcase my ideas on how to improve it so it is a better and more fun gametype
  3. It couldnt be Mendicant Bias because he was on the ark in halo 3 and you find this out by reading the terminals on legendary where he talks to you and begs for forgiveness for betraying the forerunners. He attempts to help you in a vain hope to make up for what he did to his creators and it is thought that it was him who activated some systems throughout the campaign such as the door that locks behind you in the control room to keep the flood out. The only way he could be in halo 4 is if he somehow got onto the Dawn and was on the ship with you the entire time. Although the AI symbol that rotates does appear in the bottom corner of the terminals and is also upside down when they go all red and seem to unlock encrypted data.
  4. I think they are technology specificly designed by the promethean class of forerunners. The prometheans were the ultimate warriors of the forerunners and probably made them as scouts (crawlers), battle support (watchers) and warriors for situations where organic life could not fight such as the flood or in space (knights). The tech looks different because it was not designed by the builder class like everything else was and it was most likely designed with functionality in mind and not aesthetics.
  5. This is another suggestion thread started by me but unlike my forge ideas this one consentrates on the invasion gametype in case it does return in Halo 4. I do not know if invasion will be in Halo 4 but I have my hopes. I found after a while invasion simply became repetitive because it was always the same objectives, same strategies, same threats and few maps that after a few games you would know inside and out. I thought that to make it more intresting, more gameplay aspects should be possible and I thought that it would make it more intresting to have... wait for it... FRIGATES... and... CORVETTES! Yes I am aware what most people say about implementing such massive vehicles and the incredible amounts of problems it can cause and the mountains of reasons it is not feasable but please, hear me out. What I am implying is not to add whole controllable vehicles but more of a giant model like the aegis fate from sandbox. For them to work a few new vehicles/weapons would need to be made available: covenant drop pods ODST drop pods mac guns, the one you use in the reach campaign covenant AA guns, the ones you destroy on tip of the spear corvettes frigates pelicans phantoms How they would work would be that the invading team spawns and respawns inside the corvette or frigate depending on if they are humans or elites of course and could either man large guns mounted on the side of the ship to act as arial aid or jump in the drop pods and drop into the battlefield. Only one or two corridors would be accesable so they dont need to build a full interior and the rest of the ship would be behind forever locked doors. Only a few corridors are required to hold spawn points, mounted guns and drop pods anyway. The opposing team would eventually get a MAC or AA gun with which they can shoot down the opposing teams spawn ship which would then crash onto the battlefield and the previously accessable corridors simply get remodeled to look destroyed and have holes in them etc. It wouldn't have any guns or drop pods however it would keep respawn points. The enemy MAC or AA gun can be destroyed. The Big gun only becomes usable in the last round and a hanger in the ship opens containing one or two pelicans/phantoms that can be used to transport pretty much an entire team directly to the enemy's base. If something here does not make any sense or if i skipped over a detail somewhere let me know and I will clarify. Please tell me what you think of my ideas below.
  6. ''Note this is copied directly out of MY OWN thread on forge before you start saying its not my own'' Here is a link: http://www.343industries.org/forum/topic/9970-new-forge-features-suggestions/ For forge world I always thought that after a while the monochrome buildings and repetetive terrain theme got boring, even with FX globes. I have found that the grey metalic colour scheme makes it hard to make themed buildings. I think that what they really need to do is to put in a changable theme if they have a forgeworld like map. I always got bored with the basic grey buildings, white cliffs, blue ocean and green grassland. I spent months designing 6 alternitive themes where the structure of blocks and terrain stays the same but ambience such as light, time of day, weather and background noises and the colour/patterns of items, terrain, ocean, sky and background change. There should be three possible variations for each block that you can switch between using the block settings menu. The first variation is the default block but edited slightly to reflect the theme and the second and third variations have the exact same shape and dimensions as the default block but has a theme dependent material and colour as well as unique effects such as cracking, staining and plant growth. This was designed for halo reach but could easily be re-purposed for halo 4 if it has a forge world-esque forge map (I personaly think there will judging on forge worlds popularity but I may be wrong) The 6 themes I worked on are: Desert Arctic Forest Cavern Volcanic Haunted More details on each theme- Desert: Blocks: pretty much the same theme as sandbox, Egyption style carved stone with engravings and sandy/dusty default Terrain: desert-ish coloured sandstone (if that makes any sense) and sand instead of grass. Ocean: either a deep blue oasis or quicksand (clear water in the lagoon) Weather: dusty orange sky with the occasional small sandstorm Ambience: faint scurryingfrom small creatures and distant vulture/buzzard calls Hemmorhage water cave: a small underground spring The colleseum: A chamber similar to the crypt from sandbox Background: Barren desert mountains Trees: Palm trees Arctic: Blocks: ice walls, alaskan/log cabin and snowy/ice encrusted default Terrain: blueish grey stone with snow instead of grass and ice patches over the small streams and pools of water Ocean: Light blue with ice over shallow areas and small non-solid chunks of ice floating around Weather: Bright white sky with light snowfall Ambience: Bright white light with the occasional faint wind Hemmorhage water cave: Frozen over The colleseum: Large Ice cave Background: Snowy mountains Trees: Snow covered pine trees Forest: Blocks: Wooden plank walls/treehouse, Aztec ruins and overgrown/mossy default Terrain:Mossy stone with undergrowth and long grass instead of normal grassland, Alaska and montana are one large fallen tree cracked in half with the roots at alaska and top at montana. pinnacle is one huge dead tree trunk, same with the rock above the hemmorhage water cave and the area below the quarry Ocean: Deep swamp with branches and dead trees sticking up out of (clearer water in lagoon) Weather: Foliage covering the sky and light leaf fall Ambience: Green gloom with shafts of light shining through holes in the canopy and loud bird calls Hemmorhage water cave: hollow tree stump with water dripping through The colleseum: An aztec chamber filled with carvings Background: Massive trees with canopies spreading overhead to block the sky from view Trees: None Cavern: Blocks: Subterrainian ruins, old mineshaft/wooden supports and moss covered default Terrain: A giant underground cavern where the cliffs spread up to the height limit to form a ceiling that extends into the distance as far as you can see. The island is a large shattered column with a large spike hanging from the ceiling where it used to meet and the pinnicle is a massive flat topped stalagmite. Bare dark grey stone with a few mushrooms in the cracks in rocks Ocean: Shallow water is replaced with crumbling ledges and the ocean is replaced by endless drop into darkness. the waterfall drops into the void as well. Weather: a couple of small stones and dust every now and then Ambience: Mist rising from the bottomless hole and fog in the distance to prevent you from seeing too far. Slight rumbling occasionaly and VERY faint wispers/growling coming from the bottomless hole (dont ask, it felt appropriate) Hemmorhage water cave: An underground spring The colleseum: Abandoned mine with supports around the edges Background: Continuous misty cavern on the ocean side of the island and cliff leading up to the ceiling on the lagoon side of the island Trees: Stalagmites Volcanic: Blocks: Dark granite like stone, A pale coloured ruins (stands out and fits the theme well for some reason) and Scorched/charred default Terrain: Blackened stone with lots of small cracks in the stone. No vegetation to speak of but small steam vents scattered around Ocean: Shallow water is now heated cracked stone with tiny lava veins in the cracks and the ocean is now lava, yep a sea of lava, I had to fit an old gaming cliche in here somewhere. the waterfall is now made of lava as well. Weather: The sky is a constant red but is usualy obscured by dark swirling clouds of smoke and ash with small fireballs raining down every now and then Ambience: Frequent rumbling with the occasional distant explosion of an eruption Hemmorhage water cave: A large steam vent The colleseum: A large are of ruins with odd symbols around the walls Background: Distant volcanoes and rivers of lava Trees: Steam vent Haunted: Blocks: Gothic mausoleum/crypt style ruins, abandoned/haunted mansion and neglected/overgrown default Terrain: Grey dull stone with dark/dead grass with bones scatered around (rarely) and perhaps the odd gravestone here and there Ocean: Shallow water is murky marsh with long marsh grass and the ocean is now grey and stormy Weather: Always misty with thick fog at about waist height and a constant thunderstorm with short periods of rain every 10-20 minutes. Dark shifting clouds and the occasional lightning bolt with a sharp loud crack of thunder that briefly illuminates the area Ambience: It is always night with a huge full moon and a grey ambient light, frequent howling wind and rare distant screams and howls. very rarely a shape will rise out of the water in random locations briefly before disappearing with a splash Hemmorhage water cave: A small patch of slowly bubbling marsh The colleseum: An ossuary lined with crypt doors some of which are damaged or cracked but not enought to fit even a monitor through Background: Dark mountains with swirling clouds and covered with dead trees and broken pillars/ruins Trees: Twisted and dead
  7. It states in the the book 'cryptum' (part of the forerunner saga by Greg Bear) that the interior of the forerunner main characters house is made completely out of hard light and also that some of the ships are almost purely made out of hard light appart from a sort of alloy skeleton. Even the capital seat of their government which is a planet cut into slices like an apple is held together by hard light connections.
  8. So the seperate ranking system for playlists is basicly where it goes up or down based on how well you played. Its pretty much identicle to what they had for ranked matches in halo 3.
  9. The first two look kinda alright but im still not overly fond of them and the last few dont look very nice at all. To many unneccesery bits sticking out at the top and the Hazop one makes you look like a depressed mandrill with horns.
  10. I meant for these to be there as well as the normal forgeworld theme, sort of like something you can switch to if you want to make something with a theme like a haunted house for infection or an egyptian pyramid in a desert because I have noticed how loads of people try to make themed buildings and use FX but FX is limited in its possible effects and it is usualy far to overpowering, plus they dont always have much of an effect other than to make it hard to see where your going. As for the human and covenant ideas, they are already there as scenery and im not saying that should change, just structure pieces such as walls and blocks, but you are right, it would be a good idea to have a covenant and UNSC variations as well as the three I have suggested. The forerunner bit i may not have originaly been very clear on, I meant that for each theme the normal forerunner design you get on the current forgeworld is still there but slighty altered to reflect the theme, such as the desert, where it is dusty and has small patches of sand on it and the Volcanic theme where parts of it a slightly blackened by ash. I did try to make some sketches of a few blocks but I am terrible at drawing and a five year old could have done a better job at it, however a few of my friends are artists and do graphical designs so I might be able to get them to do some concepts for me. No promises but I might have some pictures up within the next few weeks. (im kinda busy with GCSE exams currently so it could be slow)
  11. I agree with pretty much everything you have said but I have also posted a thread on this subject but about terrain and theme changes, Its hard to summerise so heres a link to my thread: http://www.343industries.org/forum/topic/9970-new-forge-features-suggestions/ Please take a look and tell me what you think.
  12. For forge world I always thought that after a while the monochrome buildings and repetetive terrain theme got boring, even with FX globes. I have found that the grey metalic colour scheme makes it hard to make themed buildings. I think that what they really need to do is to put in a changable theme if they have a forgeworld like map. I always got bored with the basic grey buildings, white cliffs, blue ocean and green grassland. I spent months designing 6 alternitive themes where the structure of blocks and terrain stays the same but ambience such as light, time of day, weather and background noises and the colour/patterns of items, terrain, ocean, sky and background change. There should be three possible variations for each block that you can switch between using the block settings menu. The first variation is the default block but edited slightly to reflect the theme and the second and third variations have the exact same shape and dimensions as the default block but has a theme dependent material and colour as well as unique effects such as cracking, staining and plant growth. This was designed for halo reach but could easily be re-purposed for halo 4 if it has a forge world-esque forge map (I personaly think there will judging on forge worlds popularity but I may be wrong) The 6 themes I worked on are: Desert Arctic Forest Cavern Volcanic Haunted More details on each theme- Desert: Blocks: pretty much the same theme as sandbox, Egyption style carved stone with engravings and sandy/dusty default Terrain: desert-ish coloured sandstone (if that makes any sense) and sand instead of grass. Ocean: either a deep blue oasis or quicksand (clear water in the lagoon) Weather: dusty orange sky with the occasional small sandstorm Ambience: faint scurryingfrom small creatures and distant vulture/buzzard calls Hemmorhage water cave: a small underground spring The colleseum: A chamber similar to the crypt from sandbox Background: Barren desert mountains Trees: Palm trees Arctic: Blocks: ice walls, alaskan/log cabin and snowy/ice encrusted default Terrain: blueish grey stone with snow instead of grass and ice patches over the small streams and pools of water Ocean: Light blue with ice over shallow areas and small non-solid chunks of ice floating around Weather: Bright white sky with light snowfall Ambience: Bright white light with the occasional faint wind Hemmorhage water cave: Frozen over The colleseum: Large Ice cave Background: Snowy mountains Trees: Snow covered pine trees Forest: Blocks: Wooden plank walls/treehouse, Aztec ruins and overgrown/mossy default Terrain:Mossy stone with undergrowth and long grass instead of normal grassland, Alaska and montana are one large fallen tree cracked in half with the roots at alaska and top at montana. pinnacle is one huge dead tree trunk, same with the rock above the hemmorhage water cave and the area below the quarry Ocean: Deep swamp with branches and dead trees sticking up out of (clearer water in lagoon) Weather: Foliage covering the sky and light leaf fall Ambience: Green gloom with shafts of light shining through holes in the canopy and loud bird calls Hemmorhage water cave: hollow tree stump with water dripping through The colleseum: An aztec chamber filled with carvings Background: Massive trees with canopies spreading overhead to block the sky from view Trees: None Cavern: Blocks: Subterrainian ruins, old mineshaft/wooden supports and moss covered default Terrain: A giant underground cavern where the cliffs spread up to the height limit to form a ceiling that extends into the distance as far as you can see. The island is a large shattered column with a large spike hanging from the ceiling where it used to meet and the pinnicle is a massive flat topped stalagmite. Bare dark grey stone with a few mushrooms in the cracks in rocks Ocean: Shallow water is replaced with crumbling ledges and the ocean is replaced by endless drop into darkness. the waterfall drops into the void as well. Weather: a couple of small stones and dust every now and then Ambience: Mist rising from the bottomless hole and fog in the distance to prevent you from seeing too far. Slight rumbling occasionaly and VERY faint wispers/growling coming from the bottomless hole (dont ask, it felt appropriate) Hemmorhage water cave: An underground spring The colleseum: Abandoned mine with supports around the edges Background: Continuous misty cavern on the ocean side of the island and cliff leading up to the ceiling on the lagoon side of the island Trees: Stalagmites Volcanic: Blocks: Dark granite like stone, A pale coloured ruins (stands out and fits the theme well for some reason) and Scorched/charred default Terrain: Blackened stone with lots of small cracks in the stone. No vegetation to speak of but small steam vents scattered around Ocean: Shallow water is now heated cracked stone with tiny lava veins in the cracks and the ocean is now lava, yep a sea of lava, I had to fit an old gaming cliche in here somewhere. the waterfall is now made of lava as well. Weather: The sky is a constant red but is usualy obscured by dark swirling clouds of smoke and ash with small fireballs raining down every now and then Ambience: Frequent rumbling with the occasional distant explosion of an eruption Hemmorhage water cave: A large steam vent The colleseum: A large are of ruins with odd symbols around the walls Background: Distant volcanoes and rivers of lava Trees: Steam vent Haunted: Blocks: Gothic mausoleum/crypt style ruins, abandoned/haunted mansion and neglected/overgrown default Terrain: Grey dull stone with dark/dead grass with bones scatered around (rarely) and perhaps the odd gravestone here and there Ocean: Shallow water is murky marsh with long marsh grass and the ocean is now grey and stormy Weather: Always misty with thick fog at about waist height and a constant thunderstorm with short periods of rain every 10-20 minutes. Dark shifting clouds and the occasional lightning bolt with a sharp loud crack of thunder that briefly illuminates the area Ambience: It is always night with a huge full moon and a grey ambient light, frequent howling wind and rare distant screams and howls. very rarely a shape will rise out of the water in random locations briefly before disappearing with a splash Hemmorhage water cave: A small patch of slowly bubbling marsh The colleseum: An ossuary lined with crypt doors some of which are damaged or cracked but not enought to fit even a monitor through Background: Dark mountains with swirling clouds and covered with dead trees and broken pillars/ruins Trees: Twisted and dead
×
×
  • Create New...