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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
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.