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  1. I'm going to start off by saying right off the bat I LOVE the Halo universe and personally see it as more thrilling and entertaining than most other popular xbox games including Activision's Call of Duty cash cow. I own all the games, Halo 3 being my favorite, and the Limited Edition of Halo 4. While I do have a lot of issues with Halo 4, I still do respect 343i's hard work, just not as much as Bungie's. And note this is MY OWN OPINION, respect mine and I will respect YOURS. To be honest I do no know where to start. I guess i'll tackle the problems in order of the main menu. Campaign: SPOILERS! While the sounds of Master Chief's armor scraping against rocks and the skulls of elites were fantastic and the visuals were over the top, it was overall kinda of weak. Though 343i did do a fantastic job with the soundtrack. (While it truly isn't quite what were used to, I personally enjoyed it all.) Anyways, the campaign was full of flaws. Within the first few hours of owning the game and playing through the campaign I was frustrated at how I had no idea what was going on. I had to turn on subtitles and totally restart to catch any clue. I also found the Didact's ship being a ball to be totally lame and not something to fear. I remember in a later mission ( i'm not sure which) that a Pelican was sent to pick up Chief. Upon walking up the ramp it just cuts to black and a second later I'm under the crashed Infinity? I just don't get that. And then that ending. You detonate a nuclear bomb with your fist and live? I know that Cortana is one heck of an AI, but how on Earth, did she save you from a point-blank nuclear explosion!? She's code just like the game! If code stopped nukes then..well....i don't know, but it doesn't. I just had trouble getting into this whole thing. I remember sitting in awe as I saw the amazing sights of the first 3 Halos, but I only got that feeling when once in Halo 4 when Chief saw whatever Halo was outside the Composers base. All in all though i just felt that 343i put too much effort into making epic CGI cutscenes and music than story development and it's not even a continuing story. That's just lame. The enemies don't speak English....Moving on... Infinity - Matchmaking: Overall it is a little enjoyable. The first thing i'm going to stab at is the Custom Loadouts. I don't get why every game has to be like Call of Duty? These are totally unnecessary. We don't need perks and the weapons should be scattered about the map as usual. The ordnance is okay i guess. It just hands everyone a power weapon after five kills, but since there are no weapons lying about it is better than nothing. Next comes the armors. Personally I do like a lot of them and am glad that 343i chose to give some armors a sense of accomplishment by making them unlockable through commendations, but all most are is a bunch of skins which only the trained eye can even tell the difference. I loved earning the katana and other armors in Halo 3 through achievements. I think I would have honestly rather seen a return to the CR system so I can show off of my hardwork. As for the maps I think there are maybe a handful of them I enjoy. Haven is cool, kinda like guardian or blackout. Longbow is my favorite with its snowiness and vehicles. Complex is good too. My main problem with these maps is all the freaking symmetry. I know the maps have to be fair to both teams but half of them are just totally mirrored. Solace especially. With my limited edition I also received all three map packs which are all okay. Though have hardly played them since the current Castle DLC playlist only holds about 100 active players. Although I already expressed myself about weapons I forgot to mention the skins.... Ok, the skins are cool but theres like 1 or 2 for each weapon. And you can only get them though maybe mastery (haven't done it yet so i don't know) and specialization. If there was more and they were varied on how to get them I would love to work for them. Almost at the end here now but why did you have to take away the Falcon? It was the most fun vehicle ever! I throughly, honestly enjoyed getting shot down in it in Reach with all my buddies on the guns. It was great!.. Also my rank is a number now? Im level SR68 as of today and thats just boring. I'm a General Grade 4 in reach and thats cool. The moral of the story is Halo was* in itself a unique game. You don't have to suck ideas from Call of Duty for it to be good. Seeing as there is only about 10,000-20,000 players now from the 400,000 at day one hopefully that is obvious. Infinity - Custom Games: I'm going to be frank Halo's Custom Games are my favorite part of the entire series. I love playing fun mini-games and competitive matches with my friends. However, 343i you smothered this one in the crib. I know how cool it is to change Infection into your own Flood and I love the zombie skins, but come on! You trashed almost every custom game ever made! Say goodbye to hours of non-stop action and enjoyment. It's like you found a successful man named Custom Games, took him out in the back alley behind the 343i studio, and then beat him relentlessly with a metal pole just because. Quit using the Ghost on Snowbound and fix this already! Infinity - Spartan Ops: Personally these are pretty cool and I like the story to them, but they are a bit repetitive. I was unaware every sensor array on requiem was located in the same spot. Im sorry, but use different maps including the multiplayer ones to mix it up a little and throw in some new interesting enemies and objectives. Like for instance the shootout in Vallaha (thats right. thats what it is called.) with the mantises was awesome and the covenant cruiser actually worried me a little. Whether firefight is better than Spartan ops I'm not really sure, but i've had more good times surviving the waves of helpless grunts in the end. Infinity - Forge: I do NOT have a single bad thing to say about Forge. It is spectacular! The magnets are a gift from the gods! And all the aesthetics and scenery! I LOVE it all, especially Forge Island. However it is stifled by weak Custom Games. Fix those and then your in business. Infinity - Theater: It's theater. How can you mess that up or make it any better? Infinity - THE FREAKING MENUS!: I apologize for ranting about the game thus far, but here comes more. I'm sorry but the menus are just lazy. Don't deny it. The only valid excuse is that you were too busy sacking Custom Games' house and dragging him out into the street and beating him again, relentlessly with a metal pole. Compared to Halo 2, 3, 3:ODST, and Reach these are the plainest yet. It's just a blue card. Everything is blue. It makes me want to stab my eyes out with the fuzzy end of my mic. What happened to the imagination? Couldn't you at least have put in a background like the main menu? AND THE MUSIC OH GOD! The constant thu-doom-doom is the worst part of it all. You composed epic music! USE IT! So that's pretty much all I have to say about that. I'm sorry for possibly offending anyone, but I felt it was necessary to give a little "constructive" criticism. If your planning on pumping out Halo 5 I would think long and hard about how its going to turn out first. If I made any mistakes on something besides grammar feel free to correct me. And now let any ranting or comments about how inconsiderate I am as a person commence, because frankly I don't care anymore. Sincerely, PopDeer
  2. Is anyone else experiencing a glitch where you try to load Forge Island on Forge but get sent back to the main menu every time? It works perfectly fine on Custom Games. Extremely angry with 343 right now.
  3. First off, I would like to commend 343 on Spartan Ops. I enjoyed the weekly chapters, esp the second half, and in some ways Ops is like Firefight with a story and more momentum. But it is still not Firefight, as many of us have thoughtfully suggested through various forum threads. Here is what I suggest: keep Spartan Ops and bring back Firefight. Here's how: Keep the current options for Spartan Ops, but add in Firefight mode. Basically, Firefight would just be on the Spartan Ops maps, giving players 5 new Firefight environments each week. Firefight is just a gametype, so 343/Affinity would just need to set up the spawning dynamics along with Spartan Ops. And, with the size of Spartan Ops maps there could be more than one Firefight area set up. Spartan Ops/Firefight hybrid model. This would be a blend of the two, with waves of enemies/skulls at locations, limited lives as before, and Spartan Ops like objectives, so that after so many waves of protecting sites, and moving to new locations on the same map. If the team makes it through the second group of waves they move to a new location, etc. You get the point. And the Firefight mode should be like with ODST: with limited lives, which can be earned with each new wave. This could be the way Firefight mode is, a new hybrid model, or a third option. The point is, simply put, we like Spartan Ops and we miss Firefight, like we miss the Flood. What would be Epcot would be Firefight Flood, with AI marines who can be infected, and the bodies of dead Spartans! A bit of a tangent here, buying have a new thought: infected Spartan bodies would retain weapons/loadouts/armor, etc. You would respawn, but the body of the dead Spartan, if not incinerated, would reanimate. Think of that for a moment. CV
  4. Below is a summary of requests for the Halo 5 Forge by the 343i Forums community. I took the time to gather unique ideas from two separate discussion threads: This one by Urban Bobcat, and this one by Squally DaBeans, with a few addional suggestions I have of my own. I wanted to pool together the various Forge suggestions by the community for Halo 5 as a preparation for a new thread I plan to compose stating the argument for greatly expanding the Forge capabilities and the community role in aiding with the design of DLC, and how this can work to both the benefit of 343, the Forging community, and a way to assist in reviving Halo to it's rightful place at the top of FPS multiplayer games. Once I start this thread I will update this one with a link to that discussion. Read through the summary and add any additional suggestions you may have below if there is something missing, or you are inspired by what you read and have some new thoughts or expanded ideas from the list. I will eventually create a new thread with the expanded list. Here is a summary of what several 343i community members have requested to be part of the next Forge: List of useful suggestions for updated forge: What We Need Most: *Precision editing and zoom: We had this in Reach. Apparently we don't in Halo 4 because of a bug that has not been fixed. We want it back in Halo 5 and into infinity (no pun intended). Sure, you can sort-of precision edit objects horizontally from above/below while holding objects, but there is no way to precision edit with height. Additionally, precision editing should also be possible when editing coordinates. *Inversion: It would be nice if all asymmetrical objects had mirrored cousins. We have asked for this since forever, but having the ability to invert/mirror asymmetrical objects such as ramped platforms/buildings and other non-symmetrical objects would make symmetrical map-building, well, more symmetrical. If for anything than for its aesthetic appeal to advanced Forgers. *Scale Object: Ability to expand dimensions of certain objects, such as blocks, natural objects, decorative, etc. This would be amazing, for obvious reasons, not the least of which means we would be able to have a larger selection of blocks/natural/inclines, but the ability to increase/decrease the dimensions, symmetrically or asymmetrically. Just think how many endless possibilities Forge would offer if we could take a standard medium rock and expand it to be as big as the rocks at the base of the Islands. There would need to be a limit to how much you could scale, and you would have to keep frame rate in mind. I would just like struts to be smaller sometimes, ya know? *Batch Select: This includes: 1.Batch Grab, 2.Batch Duplicate, 3.Batch Editing (Basic and Advanced Settings), 4.Batch Lock/Unlock, 5.Batch Invert and Batch-Scale. (Did I miss anything? Let me know) 1.Batch-Grab: This would give the Forger the ability to “group” or interlock two or more forge objects; objects can be Batch Grabbed whether or not they are merged or even touching. Batch-grabbed objects could be moved/rotated, duplicated, lock/unlocked as is standard now in H4, batch-edited in object settings (i.e. team color, phased/fixed/normal, etc) or likewise in Advanced settings. Batch-grab would be an essential function, esp when building structures or object configurations that will be duplicated in other parts of the map. The forger would be allowed to add or drop objects/spawning from batched items. 2.Batch-Duplicate: Besides being able to move a group of batched objects simultaneously, Batched objects could also be duplicated as a group as well. This is basically the same as the duplicate tool in Halo 4, but applied to a group of objects linked by Batch-Grab. 3.Batch-Editing: As it says, Batched objects could be edited individually in basic and advanced settings, or as a group. With objective Gametypes specific objects/spawning would be have advanced settings set prior to being Batch-grabbed. 4.Batch-Lock/Unlock: Batched objects/spawning could be locked/unlocked as a group, as is now standard with H4 with individual objects/spawning. Individual objects must be released from Batch-Grab in order to be individually unlocked/moved. 5.Batch-Invert: Basically, able to invert or mirror batched items horizontally or vertically as a group. We still don't have the ability to invert individual objects such as asymmetrical buildings/platforms, etc. (see Inversion Function above Batch-Editing Function for more details). 6.Batch-Scale: Batched objects can be scaled as a group. This would give a unique opportunity for creating some hybrid symmetry between objects (hybrid symmetry is when you position two or more objects so that they align as if on the same plane, but you can only really notice this at a specific angle. This comes in handy when creating art installations. New Object pallets: 1.More dynamic objects like the station core or the console on Impact. 2.Doors with similar properties to the Extraction targets that have a “switch” for opening/dissolving the door (think back to campaign and Spartan Ops Episodes). 3.Interactive objects like elevators, sliding doors, gates that open/close (like High Ground in Halo 3, and other varieties), 4. Adjustable Light Bridges: Remember Halo CE when you had to activate the light bridge and other Halo campaigns? If you remember, than that is what we mean. As a forge-able item we would be able to set the width/length to some extent. The Light Bridge would be customizable to team and objective gametypes, have a on/off switch option and not behave like one way shields of shield doors. It would feel like a regular bridge, but look way cooler. 5. Activation Switches: currently when we forge elevators, traps, sliding doors, etc we have to use a bunch of objects and special placements to make things work. Interactive switches would revolutionize this and would lead to even more innovative creations. The Activation Switch would probably work better than using time resetting with man cannons and crates to create elevators. One example of a switch would be a button, that when pushed, would have an expandable arm. This arm would push or thrust objects. There could be different types of switches. Some would be like a short hydraulic burst, while others would slowly extend and contract. Either of these ideas could be used as an elevator and gravity volumes. There are other uses for switches. These are just a few easily explainable examples. 6.Teledoor: This interactive object would allow forgers to essentially “cut” a door into objects like blocks walls/coliseum rock walls, two merged objects, etc. and would be able to be expandable. To understand this, think of a coliseum wall. You take this Teledoor, place it where you would like an opening, and when the object is set right the wall within the door boundaries becomes either clear or transparent, like a shield door or an object boundary. To make this work this Teledoor would function like a teleporter, with a sender/receiver node on either side, but the player would not really notice he was teleported as it would be seemless and almost instantaneous. This tool would really change the way we forge maps and would open up a flood of new ideas and designs due to less limitations. 7.Water Volumes: Think of Far Cry 3. With their map program you can add Water Volumes to map. Think of them like cousins to Gravity Volumes. 8.Fog/mist volumes. Not much description needed here. Think of Water and Gravity Volumes. 9.More varieties of all objects, especially Natural, Blocks, Decorative, Doors, Ramps and Walls, and new Palette categories. 10.Give us rocks with more forge-able properties such as at least one smooth edge, and some that are slightly curved, like curved walls, and block shapes (think Sandbox, H3. Remember building pyramids?) 11.*Add spherical to object shapes for objects (currently only Cylinder, box or none), trait zones, spawn items, etc. Experienced forgers use object shapes to define larger object boundaries and other aesthetic or symmetrical aspects of a map. As far as Spawn items go, like Safe and Kill Zones, having Spherical added to the other two shape options would make zoning some maps, such as geomtrical spheres and air-vehicle based maps easier to set boundaries. *Dynamic coordinates and rotational points system: At the moment our coordinates and rotational system is set to fixed axis points. This works OK for basic object rotation, but it is otherwise cumbersome in many other situations where the object requires more than one axis shift. Experienced forgers can work around this, usually be finding the position you want, and then rotating the object to fit the updated coordinates. The option to use a secondary, more Advanced Mode. There are two aspects to this Advanced Coordinates System: 1. The Coordinates are fixed on the Forge Monitor itself (fixed on you and your screen's orientation). Which ever direction you face, the coordinates would move with you. When you move while holding an object the object would keep whatever orientation it had when you grabbed it. And, when you reset the object coordinates while holding the object in the Advanced Mode it would reset oriented to you, not the fixed standard coordinates system; 2. The second Advanced function would allow you to “lock” or “fix” specific coordinates. This would be very helpful when rotating an object into a position that only requires one (or two) axis directions. Currently when you rotate objects freehand you have to make fine tuning adjustments (which works easier with precision editing as an option) *Give us more varieties of rocks, trees, bushes and include other natural items. *Canvass and Object DLC: Basically, giving us new Standard objects (blocks, decorative, etc) with updates as DLC. We should have many more objects with the standard release anyhow, but in addition to that suggestion we would like to receive object DLCs with either add-ons to current palettes, or completely new Standard Palettes. There should be no problem with Object DLC. We have 300 GB harddrives, for the love of Pete! *Change time of day (night/day): This can be done on the Far Cry 3 engine as well. And, as I recall, in the classic tank game Tanarus maps were either dusk dawn, day/night on their own cycle. If you played a game match long enough (Tanarus matches would last hours if possible—not like Halo matches, which are very fast paced in comparison) you would see the sun set and would be driving in night vision. From a Forge perspective, it would be nice to either set the time of day, or have a period of time elapse, like starting the game at dusk or dawn, since most games don't last that long in Halo. I miss Tanarus.... *Interchangeable pallets: This would be the ability to import the palettes of other maps (Erosion, Impact, forge Island as three examples in Halo 4). An example would be forging on Impact, but being able to exchange the Impact palette for the Forge Island palette. If you had already used some Impact objects than the Forge Island would be missing as many from it's palette (equal exchange?). *Expand boundaries on forge maps: Some of the time spent on locking out forgers from parts of the map seems like wasted time, and frankly just annoying. Give us more areas to explore. If there is a frame rate issue, than no one will use it. But, for the love of Pete, stop locking us out of areas of the map that should not be unaccessible. Examples would be the area above the Foundary (the back corner) and the ceiling in Erosion and the cavernous areas off the Green pool and parts of the ceiling, and the Green pool (would be nice to get a green fog effect like the waters on Forge Island) or the decorative boxes surrounding the Foundary Griffball area; the far sides of the asteroids on Impact, etc. You get the point. It makes no sense and it would give hackers one less reason to hack the maps. Seems like a win win to me. *Expanded options in Advanced settings for objects/vehicles/spawns, etc. One of these would be seeing customized gametypes that you created show up in Advanced settings lables, rather than just Slayer or CTF/Flood. This would allow Forgers to have multiple Slayer or Flood variant modes in a single map, rather than having to make multiple versions of the same map to create various game types with specific spawn locations and object/vehicle spawns. Ability to apply multilabels to specific objects or spawns. An example of this would be designating spawns or vehicles to appear in multiple gametypes, and not spawn in others. *A(n increased) Forge Budget that does not come with specific object limitations per palette; or, in other words, just a budget and when you pick an item you see the total number of objects you have available to you, rather than just the specific object you are selecting. This would come in handy for those maps that require more bridge/platform palette items, for example, or more natural objects. After all, maps with too many reflective or other objects have decreased frame rate issues, so no matter what the Forger will have to make adjustments to get the right environment for playability anyhow. But the point is, we should have more freedom in choosing how many of a certain type of object we want to use. If we did it would be yet another reason to not be curious about modded maps with extra pieces. With this new idea of the Budget we could use 200 blocks if we so choose, it would just show us how many total objects we have less. *Dynamic Magnetic System: This new system would be: 1. An improvement of the current system, with points in pairs at the corners and mid points of object edges in a uniform way; 2. The ability to activate/deactivate magnets, either as a whole, or selected groupings of magnetic points, allowing for rotation along certain axis points; 3. Addition of magnetic plates, which would be magnetized sides, rather than just points. The plates on objects would form polygons that could be expanded or collapsed. For example, you want to have objects slightly merged, you collapse the magnetic polygon dimensions; 4. You would have individual magnetic points and magnetic plates available in your inventory. These could be used for custom made objects, for example, or aligning natural objects, etc.; 5. Magnetic plates can be set to three basic forms: Circle, Triangle, Square. Each can have dimensions adjusted symmetrically (locked), or asymmetrically (select axis locked), to create ovals, rectangles, longitudinal triangles, trapezoids, etc.; 6. You could use magnetic plates of points to form limitless 3-D shapes, that could become the "core" of new custom objects; 7. Building upon what was mentioned with the second point, with magnetic plates you would have different properties with different magnet strengths ( weak, medium, strong); 8. Another aspect of the new magnet system is "chaining." Chaining is when three or more (usually more are link via the magnet points/plates and can be moved as one from a stationary position. The chained objects (i.e. several 1x1 blocks) can be moulded in two specific ways: a. Chained objects can be formed into pre-set forms (triangle, square, circle, polygon, hexagon, octagon, etc) or grab-dragged and twisted into organic, fluid forms. Using the batch-grab tool described earlier in this list the monitor can move the chained or batched objects and rotate them as a unit. This could come in handy for both functional and purely aesthetic purposes. Especially using tools like Invert/Mirror. *Separate the object budget from the Spawns (initial and Respawn), and spawn zones. *Ability to customize the loading screen screen shot in custom games for maps/custom game modes. *Ability to use a spawn/trait zone system that can label call-out areas, such as with the standard maps in Reach. “Elbow” “Blue Room” “Infirmary” etc. There could be standard descriptions or custom labels. *Custom Loadout labels: You would be able to add custom labels to the Game Loadouts in the same way you can label your own personal Loadouts. *Ability to turn on/off the fuzzy loadout screen, or add other effects. *Bring back Assault, multiflag, neutral flag/bomb, VIP, Juggernaut, Race, Invasion, Stockpile, Headhunter and other custom game types, or at least give us the level of Advanced customization options we need to create these and other new gametypes. Expand our customization options. There can be specific gametypes that come with each new Halo, which is what you see with Battlefield, but we should be able to put together any of the known custom gametypes in custom games. *Spherical objects: These objects could be spherical, with stone, Forerunner/Covenant design, or marble like textures or reflective metal. *Timer/Delay/Reset: Ability to set a timer, instant reset (unspawn and wait to respawn again) and delay time on object spawning. This would make creating elevators A. less expensive, less meticulous, and more functional in competitive and mini games, and B. If you need an example, think of fusion coils/kill balls. You can set them to constantly respawn by setting them with fixed, unselecting item, manipulating max/min count and nudging the object to “fall.” This does not happen as fast with crates and other non-fixed objects, and you can't get a timer/reset spawn with fixed objects like blocks or man cannons. If you could set a man cannon to spawn in coordination with a crate (or perhaps a specific elevator non-fixed object you could have a real, simple, functional elevator. And who knows what else creative forgers can come up with?! *More dynamic grid options, such as expandable spheres/cubes/tetrahedrons and other 2D/3D polygons. This options would be useful esp if 343 does not allow terrain manipulation. *Hybrid gametypes: This would be the ability to create gametypes that include more than one individual gametype (Think of a CTF game with Dominion locations with trait zones that can be activated when either team controls the Dominion sites (read next block); or Flood CTF, or how about Flood Griffball. *Expanded use of trait zones connected to gametypes, such as trait zones that can be activated with gametypes, like Dominion; and the ability to have trait zones that have specific traits for one team, and a separate category of traits for the opposite team. Meaning those who control Dominion sites would have certain advantages, such as quicker shield recharge time, or camo, while the team trying to take the Dominion site might experience dampened shields, slightly slower movements or jumping, but maybe increased damage to enemies. The options are almost limitless. One example of this would in the classic pc tank game Tanarus you had CTF combined with a type of Dominion and Slayer. The Dominion aspect were these Recharge Stations where you could repair your tank, reload/modify weapon Loadouts turbo boost, rockets, mines, etc, charge batteries, etc. They start out neutral at initial game start, and teams expand their territory by capturing drone sites. If you come near an enemy recharge station you will have batteries affected, and the drone above the station would shoot you. You could not use the station until you captured it. There was usually only one team mate that was the designated flag stealer, while the rest of the team would capture drone sites and seek and destroy enemy tanks. Each game had either four teams of five tanks, or two teams of ten tanks. So, from a Halo perspective, if trait zones could be tied to gametypes like Objective items/targets in Dominion or in the older Territories, this would be interesting and add a new level of customization to the game. I know I would attempt to create the perfect salute to Tanarus by creating a similar gametype in Halo. What would make me particularly happy is if the next Halo had vehicle repair stations, where if you get your vehicle there in time the station will heal and repair your vehicle. *Keep Green Screens *Flood mode similar to H4 (visually speaking), but with ability to turn on/off weapon usage, as seen in modded Flood gametypes. *Expanded Flood Gametype options, such as in previous versions (Halo 3, Reach) *Better selection of man cannons, and perhaps an option in forge to customize the thrust properties of specific man cannons. *More dynamic objective pallets like Dominion (I'm thinking Flood specifically) *Gametype-specific object pallets (think Flood or Griffball or Extraction) *New FX (Flood-like FX, etc) *Able to label spawning items like initial spawns or respawns for multiple game specific gametypes I basic editing. Example: I want to have team spawn/respawns at same location for multiple gametypes, but not for others. Currently you need to do multiple spawn set ups if one gametype initial spawns at different location. *Different Object Palettes for Human/UNSC, Covenant and Forerunner, Flood, Promethean, etc. The ability to change skin of object to fit one of these themed categories. *We should have the ability to designate gametype spawns as instand vehicle spawns, (like Race Gametypes in Reach. But we should have the ability to signifiy whether it is normal spawn, or a hybrid spawn, such as spawning directly into vehicles. Please PLEASE, for the love of Pete, give Forgers this freedom. My vehicle-themed maps would be happy if you did. *Random objects.... like scenery objects that have normal physics like the way the containers used to be on H3 oil drums, radio antenna, wire spools, dumpsters, and lets not forget exploding forklifts. *With Trees: It would be nice to be able to change to different skins. One with leaves/needles, one with snow, one without leaves/needles, one that's dry/dead. *Much more scenery limits and options- crates, barricades, boxes, computers, radio towers etc. What We can live without, but don't want to: *Fragment Editor: This would be a place or Mode where you could take any Forge item and engineer them into completely new “custom” pieces. One example would be to cut a doorway through a wall. or as far as to build an entire arena and have that available in your Forge menu as one "custom" piece. The Player can add textures and skins, and even even lights and other effects. The other part of this would be to have a market, perhaps connected to your Waypoint Fileshare, similar in some ways to the market found on Forza 3. In that game the player was able to build cars, set ups, skins, and vinyls... then load it to the store and sell it for a form of currency that is only usable in that setting. From a Halo perspective, the items would probably be available just like anything else in your Fileshare, with the exception that you could have more custom items listed on the Forge Market. This function would also allow the player to set the physics of each custom object. *An ability to switch off/on object colors in Forge and test a map with colors/without to see the difference in possible lag. This could help maps with lots of aesthetic details and object colors used for orientation/appeal, etc to have the right number of objects left neutral if it brings down possible lag. This should also include the ability to turn off/on other types of objects that effect frame rate, such as reflective objects. *Drone Camera: The DC would be similar to the loadout camera. It would be deployable and would help when forging in tight spaces where the program will often throw your monitor into spaces where you can not directly observe what you are doing. Experienced Forgers will often sign into Guest and use the Guest as a stationary viewpoint, but at the sacrifice of loosing half your screen. With a Drone you would be able to switch views. It would be nice to be able to “deploy” the drone while still holding an object. An alternative to this idea would be to allow your monitor to move through solid terrain and objects. The terrain/objects would become transparent, except for the basic contour edge lines and magnets. *Terrain editing: Another cool feature to the Far Cry 3 map engine. Players can brush over the landscape and create hills or pockets, and yet other tools, such as erosion and smoothing. *Environmental conditions: Yet another Far Cry 3 ability. Being able to add weather conditions (rain, snow, wind, fog). Also, earth quake tremors, such as with Battlefield 3 multiplayer maps. *Add AI (Firefight game modes): This is another benefit of the Far Cry 3 map creator engine. So far as it is known, to make this work for Halo Forgers would also have to have control over the Bot Paths/movements of the AI in order for a custom gametype like Firefight to work. You would want the AI to recognize the physical environment of your map (object placement, etc). I have read this in the thread linked above by Urban Bobcat, but even in that thread the concept of Bots and Bot paths is not really clarified. Perhaps those that know and understand this concept more should chime in on this thread and provide more in depth information for those of us that are not programmers (hint hint). *Ability to revert to a previous version of a map: This would be reverting to your previous save. *Object Texture palette: Ability to change or edit, create or import object textures, or to receive texture DLCs. *Firefight added to custom gametype editing options. *Ability to Forge on Spartan Ops/Firefight maps *Expanded solids besides blocks, such as the pyramidal stones in H3 Sandbox. *Make Gravity Zones expandable like trait zones and capable of being connected to Objectives (like Dominion). *Allow Forgers to have more control over modifying gametypes similar to how hackers have created modded gametypes like Gravemind, but make it official. *A Custom Game option similar to Invasion, where there can be multiple rounds, like Flood, but with each “round” customizable. This would be a take on the hybrid gametype idea. Basically, allow Forgers to create a gametype with multiple rounds, each round a different gametype of their choosing, like Invasion in Reach, but, say, the first can be CTF, second, Assault, third Flood or Infection, Last Snipers, etc.) This is just an example of what could be done. There are almost limitless options or variations.I could think of a type of Gun Master, Halo Style. *Map rendering: I wonder sometimes if being able to rendering our maps so there would not be all the objects but locked and merged objects smoothed into each other, etc. If this was possible would it reduce lag? [VIDEO] [/VIDEO]
  5. Good afternoon everyone! I just recently released my very first iOS app and I'm extremely excited to share it with the Halo community. It's main function is to connect those that want to play custom games but don't know where to look! It's a universal hub to find out who's playing what and for how long. I understand that it being on iOS is a bit of a limitation considering the amount of people with Android phones, but it was my platform of choice and I figured if it takes off even a little bit I can make an Android version pretty quickly. I thought having a little tool like this next to you while playing would be pretty sweet, considering you can find someone and jump into a game relatively quickly once it started getting more popular. Of course if anyone has suggestions/complaints at all, feel free to contact me on twitter @marshdev or PM me here! Download link: https://itunes.apple.com/us/app/halo-customs/id633791848?ls=1&mt=8 Thanks everyone!
  6. whats up every one, this is KING GOLDENEYE I am just wanting to let every one know of our new forge community called "friday night customs". we host custom games on friday nights and every one gets a shot to showcase there maps, if u need help there are a bunch of us here to help with anything from ideas, reviews, game set up, and we have access to some modded canvasses. there is more to come as we keep growing. again this is KGE and i welcome all of u to jump in. here is the link to our facebook page... https://www.facebook.com/FridayNightCustoms?ref=stream&hc_location=stream oh and this friday we have ABANDONDCASUEW showing off 3 maps and one of witch is already getting great reviews on other forge sites.
  7. Slenderman's Forest Created by: treez0 (update: for those who tried to look up my gamertag and it wouldn't work at the end is the number 0 not the letter O) Map Name: Slenderman's Forest Link: http://www.halowaypoint.com/en-us/players/treez0/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0 Gametype: Slenderman Link: http://www.halowaypoint.com/en-us/players/treez0/halo4/fileshare#!/?section=GameSettings&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=732d2481-457e-4eae-ace0-ba7ed7450a61 Description:(Must have Forge island to play this map) Whats up guys this is treez0 bring you a map created by myself this map was inspired by the slenderman mini-games that i have seen and with Forge island out now i thought to use the large island for a great slenderman map, Best played with 6-16 players. Images:
  8. If you even want to call it "Flood Mode". I mean, they look NOTHING like the flood from the trilogy! Sorry if I sound like a whiny 12-year-old, but come on, Flood Mode sucks! You can't even give them weapons, abilities, loadouts, etc! If there is a way to let 343i know about this (hopefully they already do) then PLEASE let me know. I don't really know how this works. Do I just have to hope for that slim chance they will come across this forum? I tried Xbox.com, but no one was helpful.
  9. We say that we want more maps and bigger ones, but that's all we say and 343 ends up developing the whole maps themselves. Who says the players can't make the ideas and 343 just animates and codes them in? It saves on lots of time and stress for the early stages of development, and it makes us happy too. Here are some templates: - Forest - Snow - Desert - Canyon - River - Cliffs - Earth - Sanghelios - New Mombasa theme - Other planets - Space - Indoor (building) - Indoor (ship) - Indoor (other) - Objective-related map - Open area - Narrow area - Dogfight area - Arena - Human - Forerunner - Covenant - Halos **Possible rating and/or voting if this thread goes successful. Tip: Map your idea(s) on paper - with contour lines if you're good at it. And be sure to describe your map as much as possible! Huge and small maps are welcome. I will be posting my ideas.
  10. Hi i make a lot of custom maps mainly infection and id like people to play on them and test them out, if you are interested in joining then add me on xbox live. My gamertag is Jeyxtreme and just send me a message whenever you want to play customs! Also i am willing to test any of your customs so yea just give me a shout!
  11. I have to say, I'm really diappointed in 343, not because they didn't add in the old custom games, or create any new options. Not because they removed a lot of the customization either. I'm disappointed because people have been complaining about this since it came out and they never patched it. What is that about? Anyways, I'm not trying to get attention here, I'm just saying the obvious. They're not doing **** for their fans, and as a result, they won't have any fans, at least of custom games. Wonder what bungie's up to...
  12. Alright Guys have you ever wanted to host custom games and you have never had anyone to play with??? Yeah you can try and get with th big names like THFE and Team0epiphany but I wish the most of luck with doing that. But this is a facebook page where you can tell people about your custom games or you can join mine! It is not worth making a YouTube page about it! I will have a link below to the page! Please help me make this a big thing! Gt : Canttouchdiz12 http://www.facebook.com/pages/Halo-4-Custom-Games/293727410729955?ref=ts&fref=ts Please give us a like!
  13. Alright Guys have you ever wanted to host custom games and you have never had anyone to play with??? Yeah you can try and get with th big names like THFE and Team0epiphany but I wish the most of luck with doing that. But this is a facebook page where you can tell people about your custom games or you can join mine! It is not worth making a YouTube page about it! I will have a link below to the page! Please help me make this a big thing! Gt : Canttouchdiz12 http://www.facebook.com/pages/Halo-4-Custom-Games/293727410729955?ref=ts&fref=ts Please give us a like!!!! It would be highly appreciated
  14. Hey guys searching for some people to play custom games with on weekends. My internet cannot handle hosting so if you can volunteer to host that be great! Players for the US area only, sorry but international play (US, EU) seem to create a lag fest. Add my gamer tag if your interested in playing or helping to host. Feel free to share your own maps and gametypes. Add my gamertag GT: Nicomach Ignix
  15. Those of you who were in AD's early game on the newyears playdate played this, But for those of you who haven't, here's the run down. Slayer - no teams no loadouts Spawn with random weapons Player speed 175% gravity 75% player jump 175% Bottomless clip This gametype is pure fun with friends and is always a good time killer. The name comes from the game Crackdown, in which your character could outrun a car and jump almost 6 stories in the air. Do to the increased movement, this always needs to be on a large map. So, what do you think? would you play it? Suggestions of changes?
  16. Hi guys, we got a lot of interesting Forge maps circulating on the forums, and several topics devoted to getting people together to play-test them, but I would like to set up something a little more organized. I'm going to begin scheduling Game-Test Nights in an effort to give all us Forgers a chance to play our maps with full parties! For this first outing we will focusing on big team maps, so check out the details below: Game Night! Big-Team Battle / 8v8 Objective Map-Test Sunday Jan. 6th, 8 PM Eastern Standard Time To join, send a message to Gamertag "Rev Righteous" with the text "game night." You'll receive a friend invite in response. Have a big-team map you want tested? Post in this topic before Sunday night with the name of your map and the details of it. Get online at 8pm EST on Sunday Jan 6th (this Sunday) and look for the party Invite from Rev. Share your feedback for the maps in this topic! We aren't just playing, we're play-testing! Remember, the focus for this night is big team maps, so submit your maps and invite anyone you know so we can get a full lobby of 16 going. See you Sunday! Keep you eyes on the forum, as I hope to post future game nights on a regular basis. Game Night Map Submission - Broadside First up, I'm subbitmiting my own map for the night; check out this preview and submit yours to! Name: Broadside Players: 8v8 Gametypes: Dominion, CTF, Big-team Slayer Description: "The UNSC salvage ship 'Hand-to-God' never saw combat until recovery of a Forerunner artifact drew unwanted attention..." The idea for this map is to have a large spaceship being attacked and boarded by a team of banshee pilots. The defenders must risk crossing the open and exposed areas of the ship in their defense vehicles to race the attackers to the objectives on top of the ship. The main aspects I need to test is if it is too easy for one team or the other to get to the objectives. The DOM bases are at the top back on the conning tower, at the top front in the bunker, an in the ship bridge. (Pro tip: if you get stuck on the asteroid behind the ship, there is a teleport back to the ship inside the artifact base) Also, banshees are really powerful, so balancing the defenders defensive weapons, available cover, and vehicles is a challenge. I have several ideas of how to modify/finalize the map, and a good play-test should help me identify the right direction to take it in! Pics Below (until they get Fileshare up and running, some sloppy TV pics will have to do)
  17. I was thinking about many things that I would like in Halo 5. Some include different Forge genres like UNSC pieces, Covenant pieces, and Forerunner pieces. I had an idea for the campaign as well. Technically, the Flood was wiped out on the Installations Humans visited, so maybe they stumble across more Flood on an Installation they haven't been to yet. For multiplayer, we should have multiple species to play as. For example, there could be a game mode of ODST's versus Brutes, or Spartans versus Promethean Knights. Finally, there should be AIs we can fight against in Custom Games to mix things up a little and boost the awesome Halo experience to the next level. If anyone from 343i reads this, please take these ideas into consideration. They have a high chance of not making it into the final copy of Halo 5, but at least I would know that workers at 343i took time out of their day to read this. Good luck on the production of Halo 5! -xXFor3runn3rXx1
  18. I recently got into making new forge and custom games maps in Halo 4 like I did in Reach and 3. I was saddened to realize Custom Games is missing huge amounts of game settings. I was hoping that after reading this, that someone in 343 could add those game settings that Reach had, and Halo 4 doesn't into the next title update. One big setting improvement would be the setting "Weapons on Map" from Halo 3 and Reach that allows not only ordnance, but also placed weapons to appear on the map. I found that this setting is limiting my progress a lot in the Flood (Infection) game type, because none of the weapons I placed on the map are there when in a custom game. Thanks for your Consideration, Nihenbin ​I just found out this is the wrong place to post this and cant figure out how to delete it. Sorry for the bother.
  19. Gt: garraKING159 Map name: Castle wars CTF Gametype: Castle wars CTF Fun map two castle's either side, different from each other with a long battle field between them. vehicles inside each castle and the same amount. will you defend the castle or cross the battle field and capture there's. watch out for snipers and did you spot the epic Shmeef? Recommended player's 10 but supports max for epicness sorry for bad quality image, and didn't get a good shot of the castle's but still.
  20. Hello, I've made a very extensive sharship map where the defending team defends it and the assault team flies to it and tries to capture the hangar, bridge, and communications area and kill all survivors to win. I've tested it quite a bit but never on a large scale and would like to try to get an 8 v 8. I am also very fond of custom games and if anyone would like to add me i'll start hosting custom games regularly. My gamer tag is: Dirty Ravers Thanks for your time and id appreciate any help starting these games/ suggestions or comments.
  21. To put it simply, im looking for people who play custom games in h4, preferably flood. If you still play please please send me a message/friend request. My gamertag is Thirteen Sloths, il probably be changing it to something less *** soon but when I do il just post it. Also feel free to leave your gamertag if you do play.
  22. Hey there everyone, i wanted to start this topic so that if anyone who needed a map tested could come here and see if it works well get feedback ideas and other thoughts, i will be testing with everyone i am currently working for a bachelors for game are design so i could help alot with maps and how smooth they work. SO WHOS WANTS TO TEST SOME MAPS!??!?!?!?!?! IF YOU WOULD LIKE TO GET A MAP TESTED PLEASE PLACE YOUR GAMERTAG BELOW WITH A BRIEF DESCRIPTION OF THE MAP THAT YOU WOULD LIKE TO BE TESTED -gamertag: ElJefeWay Id like my map tested. Gamertag:ElJefeWay Description: a big team slayer map , no special game types just big team slayer and ffa. Its a map made in impact with atroid fields for banshee warfare, it has 3 banshees, gauss hog, ghost and mongooses. i would like to test the gameplay of it with the smoothness of the transitions between random drops and intial drops tested i will be on here all day
  23. Hello, i'm looking for more people to add to my friends list. I like playing all the different matchmaking game types and im looking to get more into Custom Games (so hopefully some people are looking for more for their groups). Im a casual gamer, i talk but i dont run my mouth, but i do enjoy some real competitive gameplay if it comes down to it, and i work 50 hours a week so i mainly play weekends and sometimes after work (around 6-9 PST) Add me if you'd like to play together GT: Reptiholic
  24. Check out my friends new map, its loadsss of fun. Can fit more then 10 players. Its a warthog derby map and you have to be the last one alive to gain a point. simple as that, check out: "peep da jawn" 's file share for map and game type. Here's the Official Teaser Trailer:
  25. I was just wondering if anybody knew of any information about why proximity chat was removed and if it may be introduced in an update, because some friends of mine and I played custom games together, and the custom games we played sometimes implemented the use of proximity chat so those games do not work anymore. Please let me know if anybody knows anything. I would appreciate any information and if any of the creators see this I would greatly appreciate proximity chat being introduced into Halo 4 in a future update. Thank you.
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