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  1. I've been playing around on the new forge maps and I have to say, I love them. 3 Different themes/settings is a great idea. I don't even think that, as they are, the maps are too small. For how the maps are designed, the size fits well. I do, however, have a suggestion that would make forging a far better experience for everyone. (I have more, but this sticks out the most so I will focus on it) Remove Level Boundaries I can understand why you include boundaries on your maps. You don't what players to get places that may be advantageous or problematic when playing a match. 100% logical. But, I have never seen a reason, and this goes for previous Halo games as well, for map boundaries when making/editing your own map. We all know that there are out of sight areas that are not detailed/completed, but why does that matter? I'll use Ravine as an example. I have to say it is my favorite of all the forge maps in Halo 4, by far. This map is HUGE! ... Except for the boundaries... As I was exploring as my little spherical friend, I noticed a few things: 1.) You cannot go water level without the soft and eventually hard kill boundary getting you before you touch it. I loved making water level or slightly submerged maps on forgeworld. It adds a great effect to your maps. 2.) You cannot go behind the rock spires on both sides of the map. Why not? I would almost bet my life they are completely textured. I was thinking that I could make a cliff face level the protrudes out into the ocean, but alas, I cannot. 3.) When you get close enough to the edge of the map, you can literally see the black line in the water where they set the edge of the map. If you look out into the distance, there is an insurmountable amount of free space just sitting there. Yes, the texture of the islands out there is low. That's fine. If someone wants to make a map that stretches that far, why not let them. It's their map. This would also allow people to make their large race maps because none of the forge maps give enough space to do so. 4.) The physical structures of this map extend higher than your moveable/buildable area allows, much higher. Why prevent players from building up there near the clouds, or on top of the higher rocks in the level for that matter? The boundaries even prevent you from standing on top of those. Here's my idea for this. Instead of setting hard boundaries on your maps, use the placeable boundaries already in forge to set your desired boundaries. This way, players who want to be more creative can remove them and use your maps to their full potential. I can promise that if you do, the variety of great maps will increase drastically.
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