Wow. I can see alot of excellent maps being made with this. I'm already thinking up some great ideas. Heck, if the budget allows, we can even make some remakes of some CE maps.
Printable View
Wow. I can see alot of excellent maps being made with this. I'm already thinking up some great ideas. Heck, if the budget allows, we can even make some remakes of some CE maps.
All I see for those is stuff like "NarrowsSWAT" and "Snipeoff" or whatever they're called, which I don't consider as custom maps, because they're basically the normal maps with a few boxes added here and there. What I mean and brand-new Foundry maps, and now, completely new Sandbox maps as well.
I'm definitely going to try to remake a few CE maps on this map. I'd love to see someone pull off Fissure Fall!
Yeah there are several maps that I could see myself spending all night working on it.
:O Damn... ...ation.
SO wazupQuote:
With last week's reveal that there was *gasp* a second limit relevant in Forge play, we thought we'd bring a designer and an engineer in to talk a little bit more about the specifics of what these limits are, why they're built-in in the first place, and what they ultimately mean for those Forgers who will try to squeeze every last piece of scenery they can into Sandbox. Tyson Green and Jon Cable answered the call of the internet and created the short question and answer you see below. Read on to learn everything you never knew you wanted to know about Forge and keep on scrolling for a look at what you can expect to see in Sandbox's Scenery palette.
Limit Break
Q. What is the object limit and why does it exist?
Tyson Green: There are three limits in Forge.
The first is the inventory limit. This is per object type, and is what limits you to placing (for example) two Scorpions, or eight Warthogs. This limit exists because some object types are disproportionately expensive (in terms of memory or CPU performance) and the game would break down if you sold everything else and then bought as many of these as possible.
The second is the global budget. This is the combined cost of all objects on the map, and the limit placed on that cost. This limit exists to keep object memory and performance in line with the innate complexity of a map. A bug allows this limit to be worked around, which works alright with small numbers of players, but the budgets were selected based on more aggressive scenarios with near maximum numbers of players and splitscreen. The goal was to keep performance acceptably high even in those scenarios.
The third limit is a hard limit, imposed by the data format of the map variants. This limit is around 640, and every object initially placed (by Bungie’s designers) counts against this limit. On most maps this is around 200-300 objects, which leaves 300-400 object slots free for players to create and place new objects. There is no workaround for this limit, only judicious use of objects.
Jon Cable: The object limit is an internal "budget" the code has for slots for objects in the map variant. Every map variant has this number of slots, whether they are in use or not (but of course unused slots take up less memory on disk!). The objects that were originally placed on the map in its default configuration have certain slots reserved for them, and they can't be replaced by other objects.
Q. Is this some new mechanic that was added just for Sandbox?
TG: Nope. This has been around since launch. In fact, all three limits are described in the original Forge How-to document, posted around a week before Halo 3 was available in stores:
http://www.bungie.net/News/content.a...h3forgeobjects
JC: We picked this number thinking that no one would ever reach it. And indeed, unless you're doing some underhanded trickery, it's near impossible to reach it on all of our other maps because the limits on individual object types and total budget will stop you first. The fact is, there are *so* many objects you can place on sandbox that the extreme map makers out there will be bumping up against this limit. Part of the problem is also that there are more objects placed on Sandbox in its default configuration (see above), so if you delete them all and then start adding your own, you're wasting that space in the map variant.
Q. So, if it’s been there all along, why not just fix it, and why are you just now getting around to letting folks know about it?
JC: We haven't let folks know about it yet because it hasn't been a problem on any of the other maps. Sandbox's ridiculous number of placeable objects and its large number of objects in the default configuration suddenly make this problem relevant. As for "fixing" it, it's not really possible for a number of reasons. The main issue is that networking views objects slightly differently if they were part of the default map configuration, so it's not possible to remove the restriction that those objects have reserved slots in the map variant. Furthermore, there has to be *some* kind of limit - even with the current budget limits in place it's possible to pile objects together or do other things that generally makes the performance of the game suck. And even if you had infinite performance, there's not infinite memory on the machine, or bandwidth on a network. In general the fixed objects like building blocks don't take up any bandwidth during a game, but they do cause network traffic for someone joining in progress on a forge session. They're also not free to render, or free to store in memory. We have to balance all the use cases against each other.
Most people will never have to worry about the total object limit. You're going to be able to do things in Sandbox that you could only dream of before, even in Foundry. For those elite few, we know you know how to work under restrictions already. And if you re-use the objects from the default configuration, you'll be able to push that boundary a little further. But alas, it will always be there.
TG: “Just fixing it” would unfortunately require significant changes to many parts of the game, and this is generally not something we would be willing to do unless it was a defect having a very severely negative impact on the community. The possibility of new bugs creeping in is too high.
In addition, most existing map variants would likely be invalidated by such a change, eliminating a vast body of cool work.
The reason it is particularly relevant now is because Sandbox dwarfs even Foundry in how open it is to user Forging. It has a high budget and players are likely to encounter all three of these limits while working on the map.
Q. Should players attempt to devise ways to get around the limitation, what are some of the problems they could run into?
TG: A map may run well locally, with 1-2 players on it, but may then break down when 8-16 players are on the map, or someone is running in splitscreen. And our players tend to think large, devising maps and games for big groups where this can become a real issue.
On top of poor framerate, network performance can be hampered by excessive object counts and poor performance on the host. We want user authored map variants to work as well as Bungie authored variants, so that nobody feels like they might be making a mistake by downloading one for an evening of games.
JC: The worst thing that could happen is the game crashing. The least is bad performance. I don't believe it will be possible, but who knows? You're sailing into uncharted waters, and we don't have a map.
Q. Talk a little about the evolution of Forge. Are you surprised by its current state of functionality?
JC: Hell yes! I've seen some maps that must have taken days and weeks to get every little detail right. Things like the doors controlled by fusion coil "switches" just blow my mind. And it's even more impressive because it works within the relatively limited system that is Forge. And while things like "object interlocking" weren't intentional, it's pretty cool to see people using tools like that to make their maps even better. I do wish we had a better system for getting really great content out to the masses. Sites like forgehub.com are doing a pretty good job of it themselves, and Shishka is starting to roll fan-made maps into matchmaking so hopefully we will start to see more of what people can do.
TG: Very little about the Forge itself surprises me—I wrote the specs, and other than a bug or three, it does what we planned for it to do.
What continually surprises and amazes me is what people actually do with it. I’m looking forward to the release of Sandbox in particular, to see what some of our brilliant community Forgers do with it. It is so much more flexible than even Foundry was, and I’m sure we’re going to see some things we would have never even thought of.
The Breakdown
The Three Forge Limits
- Inventory - Per object. Limits the total number of any given item (i.e. Double Box, Spawn Point, Battle Rifle, et cetera)
- Global - The "cost" of all objects placed on the map, represented in dollar form.
- Hard Limit - Regulates the total number of objects that can be placed on all maps, regardless of type or cost.
Budget "Glitches" and You
- Performance - The limits exists to guarantee solid performance. While subverting them may not ruin your smaller scale games, larger player counts, or gametypes that use too many costly objects, could result in framerate inconsistency, increased latency, or even crashes.
- Matchmaking - "Glitched" maps are not allowed in Matchmaking for the reason outlined above.
The "Quick" Fix
- Majority Rules - Most players will never have to worry about being hindered by the Hard Limit.
- Consequences - Addressing the Hard Limit issues outlined above could result in more bugs and possibly the "invalidation" of existing player content.
The Final Word
- Use it or Lose It - You have 640 total objects at your disposal, including the objects Bungie's designers have placed on the map in it's default layout.
- Don't Canvas - Instead of making a blank slate by deleting all the objects, simply move them to the side while you build and you'll be in control of the full 640 objects.
Theirs somethign in there for you hotrod.
Okay, this too btw.Quote:
Technical logistics taken care of by our dynamic duo, let's turn our attention to the palette you'll be using to make the things we've never thought of. Scroll down to take in Sandbox's scenery.
Tools of the Trade
SCENERY
40 WALL $5
20 WALL, HALF $5
20 WALL, QUARTER $5
20 WALL, CORNER $5
20 WALL, SLIT $5
20 WALL, T $5
40 WALL, DOUBLE $5
20 WEDGE, SMALL $5
20 WEDGE, LONG $5
40 BLOCK, LARGE $5
40 BLOCK, DOUBLE $5
30 BLOCK, TALL $5
30 BLOCK, HUGE $5
40 WEDGE, HUGE $5
30 RAMP, LARGE $5
20 WEDGE, LARGE $5
40 WEDGE, CORNER $5
20 TUBE PIECE $5
20 TUBE Y-INTERSECTIONS $5
20 TUBE CORNER $5
20 TUBE RAMP $5
20 COLUMN, STONE SMALL $5
20 COLUMN, DAMAGED SMALL $5
20 COLUMN, BLUE SMALL $5
20 COLUMN, RED SMALL $5
20 COLUMN, LARGE $5
20 COLUMN, STONE LARGE $5
20 BLOCK, TINY $5
20 BLOCK, SMALL $5
20 BLOCK, FLAT $5
20 BLOCK, ANGLED $5
20 CORNER, SMALL $5
20 CORNER, LARGE $5
20 STONE BRIDGE $5
20 OBELISK $5
20 FIN $5
20 RAMP, SHORT $5
20 RAMP, WIDE $5
20 RAMP, THICK $5
30 STONE PLATFORM $5
20 ARCH $5
20 SCAFFOLDING $5
20 WOOD BRIDGE, LARGE $5
20 WOOD BRIDGE, THIN $5
16 BARRICADE $4
16 RADIO ANTENNAE $5
32 FUSION COIL $5
16 PALLET $5
4 GRAV LIFT $10
8 CANNON, MAN $15
8 SHIELD DOOR, LARGE $15
8 WEAPON HOLDER $5
1 FX, NOVA $15
1 FX, PEN AND INK $15
1 FX, OLD TIMEY $15
1 FX, COLORBLIND $15
1 FX, GLOOMY $15
1 FX, JUICY $15
2 BLUE LIGHT $20
2 RED LIGHT $20
4 KILL BALL $4*
8 7-WOOD $2**
18 TIN CUP $2**
9 GOLF BALL $4**
WEAPONS
16 ASSAULT RIFLE $2
16 BATTLE RIFLE $2
8 SHOTGUN $2
8 SNIPER RIFLE $2
16 SMG $2
16 SPIKER $2
16 MAGNUM $2
8 PLASMA PISTOL $2
16 PLASMA RIFLE $2
8 NEEDLER $2
8 BRUTE SHOT $2
8 ROCKET LAUNCHER $2
8 SPARTAN LASER $2
8 ENERGY SWORD $2
4 PLASMA CANNON $6
8 GRAVITY HAMMER $2
16 COVENANT CARBINE $2
8 MAULER $2
4 FUEL ROD GUN $6
8 BEAM RIFLE $2
8 SENTINEL BEAM $2
4 MACHINE GUN TURRET $6
1 FLAMETHROWER $10
3 MISSILE POD $6
VEHICLES
4 BANSHEE $20
4 CHOPPER $20
2 HORNET $20
8 GHOST $15
4 PROWLER $20
8 MONGOOSE $10
2 SCORPION $40
4 WARTHOG $20
2 WARTHOG, GAUSS $20
2 WRAITH $40
2 HORNET, TRANSPORT $20
http://www.bungie.net/images/News/In...uts/random.png
Sandbox Sampler Platter
*Earlier updates indicated that there would only be two Kill Balls present simultaneously on Sandbox at any given time. Turns out we sold ourselves short. You get four to play with. Go nuts.
**Aesthetic silliness only. No scoring. Just like the soccer ball.
SOOO making a minigolf map.
Also, 4 killballs.
Oh my god this is going to be so amazing.
What's the "Hornet, Transport"? Some type of Avalanche Hornet with the default colours? And I'm surprised at the number of objects we have, and how low their prices are. And the fact that we get custom maps in matchmaking makes me more than happy. :)
The one in Avalanch IS the transport hornet.
Oh, ok, thanks for clearing that up. I was pretty sure that was what it was, but just wanted to make sure.
BUT I DON'T WANNA HAVE TO BUY THIS!!!
*sigh*
Damn you bungie!.....
*sigh*
Lol, do you like it? Then it most likely costs something.
That's a little rule of thumb for life.
Yea... but... *sigh*
When the H2 maps came out, I bought each set like three times for my three xboxs that were online, then that map disk came out and I bought that... then the H3 maps... paid for those... and it's like... fuck I've given them a lot of monies.
Microsoft has enough monies >:V
They should make them cheaper. Like a buck a map. That still makes them at least 50 million bucks right there.
Its a piece of computer data...
1 Map/1 Dollar times the 5 million+ people that play Halo 3 is alot.
Consider a map pack, 3 maps at the least. Thats 15 million dollars right there if each map is 1 dollar.
But Microsoft made the map pack 10 dollars.
10 dollars times the 5 million, is 50 million.
So? The pictures just make me want to get the maps more >:D
Man I really would like to create some kind of aerial Damnation if I there's enough blocks...
There is enough.....
And no, shut up darkside. <3
Hmm... My Blood Gulch idea may be ruined...
Yeah, I can see myself doing SOMETHING on this map. I don't know what yet, but SOMETHING.
HOW THE HELL DID YOU KNOW WHAT I WAS GOING TO SAY BEFORE I SAID IT???
I KNEW that pronz you gave me had spyware...
:D
I'll be making my Damnation-inspired map, Condemned, which takes the lack of fall-damage into consideration, helps players to move through the battlefield easilier, and redistributes the weapons in a fashion that works best for H3 gameplay. And probably scores of other maps. Dear god Sandbox is going to be great!
I'd love to take a stab at a map that plays sort of like Gephyrophobia.
Make it in the skybubble.
:eek:
http://www.bungie.net/News/content.a...news&cid=17358
Quote:
The Crypt
Hidden deep below the weathered sand and stone of Sandbox's ground-level lies a dark and dank hollowed out space - a basement, if you will. Capstone removed from the floor above, explorers can take a leap of faith down the ominous chute into the interior of the Crypt. And what will they find?
Well, nothing. It's just an empty space. Like the rest of Sandbox's layers, the initial form is merely a blank slate.
http://www.bungie.net/images/News/We...nbox_Crypt.jpg
The Crypt From Afar and Under Construction
We've found the damp space well-suited for Grifball matches, good for some sweet rounds of Team Slayer on Tundra, and an awesome place to throw in some unique Zombies variants. But with Forge, you'll be making plenty of other things, using it however you see fit.
Ya, damn I am late.
Quote:
The New Hawtness
The Online Team and the Creative Services squad combined powers and rolled out a pretty sweet Bungie.net update this week. We're sure you've noticed. Some are certain to complain - change is always hard - but for the most part, it seems you've taken to our new digs as quickly as we have. And sans some silliness with one particular browser that shall remain nameless (except in Achronos' vitriol-fueled post-update office rants) the site wide refresh rolled out without any major hitches. The folks that make Bungie.net go may not be professional Halo players, but as some astute forumgoers noted, it's because they're just too busy doing work.
Mythic Map Pack Press Pass
If you've been following the press surrounding the Mythic Map Pack, then you should recognize the quote in this week's update byline, "or down, as the case may be." It was delivered by Bungie's own illustrious designer Lars Bakken, and it was, as always, deliberate. By now you've seen screenshots of Sandbox's "Sky Bubble," an invisible plane that serves as the staging ground for Forging in mid air. And of course, you've seen the area below that contains the "default" layout you'll familiarize yourself with when you set foot on Sandbox in matchmaking alongside a handful of other variants we've been prepping.
But you know all of this already. We're just rehashing now. Maybe it's time we dug a little bit deeper into the depth you'll experience when you finally load up Sandbox and get ready to really sink in and explore all three major facets of its Foregable space.
That's right. All three.
The Crypt
Hidden deep below the weathered sand and stone of Sandbox's ground-level lies a dark and dank hollowed out space - a basement, if you will. Capstone removed from the floor above, explorers can take a leap of faith down the ominous chute into the interior of the Crypt. And what will they find?
Well, nothing. It's just an empty space. Like the rest of Sandbox's layers, the initial form is merely a blank slate.
We've found the damp space well-suited for Grifball matches, good for some sweet rounds of Team Slayer on Tundra, and an awesome place to throw in some unique Zombies variants. But with Forge, you'll be making plenty of other things, using it however you see fit.
To talk a bit about the addition of this third layer of Sandbox's complete environment, and further, about the map's overall design concept, we've turned once again to designers Dan Miller and Lars Bakken and asked them to drop some sweet Sandbox knowledge.
The Art of Architecture
Q. Now that some of the secrets of Sandbox have been uncovered, talk a little bit about its original design concept. Is Sandbox essentially the next evolution of Foundry?
Dan Miller: Sandbox is an accompaniment to Foundry. There still will be things that Foundry does that Sandbox can’t do. Our goal was to make the ultimate forge level, but there are still areas where players will prefer Foundry.
Lars Bakken: Absolutely. They are much more complementary than anything else. They both have the all the same Forgey goodness, but they have different strengths. Sandbox was really a way to address and mend some of the issues our fans had with Foundry. We don’t see them abandoning Foundry in its place though.
Q. Why was Sandbox split into three distinct “layers” and how does having a much larger space affect what players can and can’t do?
DM: We split up Sandbox so that players have options on how to build their space without having to use a lot of pieces to box off the other layers. It’s much more resource-friendly to have them blocked off by default. The bum deal about this arrangement is that players just can’t get into a banshee and from one layer to another. However, the positive side is that players can pick and choose which layers to play on without having players getting out of their intended play area and have to use extra resources to block them off. Plus, three is always better than one!
LB: It originally started with an idea of having a hidden arena placed about 200 feet below the main gameplay space of Sandox; hidden away under the dunes. After we got this in and started messing around with it, Dmiller had the thought that people still can’t build a Guardian or Lockout style map, so the sky bubble was born. Basically having these three distinct spaces gives players templates for a style of map they want to make without having to use so many Forge objects just to create the foundation. Want to build a castle in the sky, use the bubble. Want to build an open vehicle map, use the main floor. Want to have an enclosed area, say for Grifball, use the crypt.
Q. One attribute many “Forgers” find particularly irksome in Foundry’s palette are the crevices and crannies introduced by having objects that don’t necessarily line up well with each other and with the level’s static geometry. Was that taken into consideration when creating the object palette for Sandbox?
DM: The number one goal for the object palette in Sandbox was to create flexible and interesting pieces that players can use as building blocks to build their own creation. Due to the simplistic physics nature of Forge pieces and how they interact, we can’t completely eliminate the nooks and crannies problem, fortunately the Sky Bubble can prevent people from leaving the map. :)
Q. The Crypt on Sandbox seems to be about the right size for a sweet round of Grifball. Is this lower level kind of a “bonus” area designed just for those looking for a new arena, or was it designed to be something significantly more flexible?
DM: The Crypt was definitely a response to our fan’s request to have a solid wall Grifball court that is much harder to get out of. The space is really just a bonus- to keep with the rough theme of a Crypt, some of the walls are not perfectly smooth to build off of. This is an area where Foundry remains a very good space for this functionality.
LB: Definitely a bonus for fans. It’s another place to mess around in, and one you don’t have to build the boundaries for, like the sky bubble. One of the number one things people seemed to be upset about most with the Foundry Grifball arena, was that they had to use a lot of objects just to wall it off. We figured we would take that part out of their hands.
Q. If someone lovingly recreates Boarding Action, will you download it and give it a go?
DM: I have a feeling we’re going to see a number of awesome fan remakes with Sandbox. I’ll definitely give the better maps a go.
LB: Dan will personally look at every single Sandbox variant that is sent to him on Live. His gamertag is…
Ooh, let's stop right there. Might not be a good idea to give out Miller's gamertag. Instead, here's a few other shiny objects to keep you distracted.
http://www.bungie.net/images/News/We...box_Tundra.jpg
Tundra's Blueprint
http://www.bungie.net/images/News/We...Tundra_Pow.jpg
For Sense of Scale, Triangulate
http://www.bungie.net/images/News/We...x_Grifball.jpg
Grifball from Afar
http://www.bungie.net/images/News/We...dbox_Flame.jpg
Ceremonial Fire
http://www.bungie.net/images/News/We...andbox_ToD.jpg
Kali-Ma
http://www.bungie.net/images/News/We...amidScheme.jpg
And then they tell two friends, And then they tell two friends, And then they tell two friends...
All seven new images are now also in the gallery, available in higher resolution.
In-game content from the Mythic Map Pack has already begun to trickle into file shares by way of early media preview passes. Shortly, some of you will get a chance to play them yourselves via the Halo Wars LCE preview. Our team put a lot of love into all three maps and we can't wait for you to get some hands on time and give 'em a good go.
We've got a much deserved three day weekend coming up. The Halo 3: ODST team has earned every single second of it and then some, their collective shoulders supporting an Atlas-esque workload over these past few weeks. Some of them are even going one step further and giving up the three day weekend to work right on through. Pray for our bleary-eyed brothers and sisters. They endure for you.
Over the weekend, the rest of us won't be completely dark, but don't expect to see anything even remotely close to the deluge of content we've been bringing to the blog and frontpage in recent weeks. If you're looking for something to hold your attention, might we suggest breaking out the graph paper and planning your sweet assault on Sandbox, amateur architect style?
Enjoy the weekend, folks. We out.
Bungie is going all out on this arent they :V
Meh, I change faces every now and then, before it was ":B"
But, how are you supposed to even get to the crypt :V?
I think there's a bunch of scenery objects covering the hole in the default configuration.
No, I assume just like the sky bubble it will be a teleporter.
The first picture clearly shows a chute from above leading into it.
Also,Quote:
explorers can take a leap of faith down the ominous chute into the interior of the Crypt.
The crypt + the top part will make some interesting zombies maps. Like the survivors must get into the chute while the zombies try and stop them or something.
Or the zombies come out of the chute
Since when do zombies fly?
He means humans are in the crypt and zombies fall down into it.
So the humans stand underneath the hole with shotguns...
Sounds like fun. For the humans at least.
I'm just being in general. If the humans know exactly where the zombies will come from every time it will be completely unfair for the zombies because they will lose the only advantage they have. Which is the ability to ambush or flank the survivors in a attempt to get the upper hand.
Throw some tele's in the opposing direction of the chute and spook them, make invisible recievers.
I got a couple ideas using the tubes, like from Halo 2 in the Sentinel Wall.
You could make a teleporter chain and make the fall take like 30 seconds and look like this really long tunnel.
http://i627.photobucket.com/albums/t...97003-Full.jpg
Found it at HaloMaps, posted by KID, dunno where he found it, yet.
http://i627.photobucket.com/albums/t...97003-Full.jpg
I doubt highly its actually a useable weapon.
And also, these maps are already out for testing, so some people have them.
So it seems, theres a few storys out now about the maps:
Halo.bungie.org's story
Source: (Click here to watch the videos online [stream] ) http://nikon.bungie.org/misc/mythicmappack/
IGN.com's story
Link: http://uk.xboxlive.ign.com/articles/954/954457p1.html
Most detailed for me was the story over at tiedtheleader.com
Link: http://blog.tiedtheleader.com/articl...-sands-of-myth
Bungie Wins.
So the golf hole is scenery :P
Also, that officially adds the golf club to the list of Halo Weapons XD
I would guess its a melee weapon.
I highly doubt its a weapon >.>
E: Nvm, it is.
BHAHAQuote:
Heed this warning, all ye who enter here! Similar to its dessert cousin, Sandtrap, this map has an out-of-bounds zone. Justice is not dealt in the form of pressure mines. On Sandbox, it is the Towers that do the talking.
E again: Fyi, it works liek a hammer.
Watch one of the assembly gameplay videos.
One of the jagaloons was talking about it.
Yeah, so I just pre-ordered Halo Wars in part because of this map pack. And I can't get over how damn amazing Sandbox is. Forgefest time!
Golf club Mod-a-city...
Rofl, fail buddy.
i got the maps yesterday. Omg, yeah. thats about all I can say about them.
So is the Golf Club really a new weapon?
I can see it now, someone using a golf club to throw a golf ball across the map and killing someone with the ball.
there are pics of it somewhere.
I got them from a friend who works at bungie...
Orly?
Pics or :gtfo:
Also, if you can, give them to use here, :) :3
Some pretty cool stuff. I knew the hole to the crypt was covered\sealed by a forge object. Longer than I thought too.
We all knew it was covered.
I found a FP pick of the golfclub and tried to host it but it didnt work and now I lost the source.
Now that, is epic.
The hand looks whack but the icon for the golf club makes up for it in lulz.
Ya, thats the one I had found.
Also, I know its not sandtrap, but its forge :/
Tube shield, Lift blocker, Space Trashcan (lol), and Cardboard Box are all the things I am going play with first.Quote:
Assembly
Starting Budget (Default Objects on Map) $252
Full Budget $550
WEAPONS
VEHICLES
- 16 ASSAULT RIFLE $2
- 16 BATTLE RIFLE $2
- 8 BEAM RIFLE $2
- 8 BRUTE SHOT $2
- 16 COVENANT CARBINE $2
- 8 ENERGY SWORD $2
- 1 FLAMETHROWER $10
- 4 FUEL ROD GUN $6
- 8 GRAVITY HAMMER $2
- 4 MACHINE GUN TURRET $6
- 16 MAGNUM $2
- 8 MAULER $2
- 8 NEEDLER $2
- 4 PLASMA CANNON $6
- 8 PLASMA PISTOL $2
- 16 PLASMA RIFLE $2
- 8 ROCKET LAUNCHER $2
- 8 SHOTGUN $2
- 16 SMG $2
- 8 SNIPER RIFLE $2
- 8 SPARTAN LASER $2
- 16 SPIKER $2
- 8 SENTINEL BEAM $2
SCENERY
- 4 GHOST $15
- 8 MONGOOSE $10
ORBITAL
- 16 BARRIER $4
- 16 CAMPING STOOL $2
- 16 COMM NODE $4
- 20 PLASMA BATTERY $4
- 20 POWER CORE $4
- 4 TUBE SHIELD $4
- 12 SUPPLY CASE, OPEN $2
- 20 SUPPLY CASE $5
- 8 LIFT BLOCKER $4
- 8 WEAPON HOLDER $3
- 4 GRAV LIFT $5
- 8 SHIELD DOOR, LARGE $4
- 8 SHIELD DOOR $4
- 8 CANNON, MAN $4
- 4 SOCCER BALL $4
- 1 FX, NOVA $15
- 1 FX, PEN AND INK $15
- 1 FX, OLDE TIMEY $15
- 1 FX, COLORBLIND $15
- 1 FX, GLOOMY $15
- 1 FX, JUICY $15
Starting Budget (Default Objects on Map) $251
Full Budget $700
WEAPONS
VEHICLES
- 16 ASSAULT RIFLE $2
- 16 BATTLE RIFLE $2
- 8 BEAM RIFLE $2
- 8 BRUTE SHOT $2
- 16 COVENANT CARBINE $2
- 8 ENERGY SWORD $2
- 1 FLAMETHROWER $10
- 4 FUEL ROD GUN $6
- 8 GRAVITY HAMMER $2
- 4 MACHINE GUN TURRET $6
- 16 MAGNUM $2
- 8 MAULER $2
- 8 NEEDLER $2
- 4 PLASMA CANNON $6
- 8 PLASMA PISTOL $2
- 16 PLASMA RIFLE $2
- 8 ROCKET LAUNCHER $2
- 8 SHOTGUN $2
- 16 SMG $2
- 8 SNIPER RIFLE $2
- 8 SPARTAN LASER $2
- 16 SPIKER $2
- 8 SENTINEL BEAM $2
SCENERY
- 4 GHOST $15
- 8 MONGOOSE $10
- 20 SUPPLY CASE $5
- 32 FUSION COIL $4
- 8 CARDBOARD BOX, MEDIUM $3
- 8 CARDBOARD BOX, SMALL $3
- 16 SPACE TRASHCAN $2
- 20 STREET CONE $2
- 8 TOOLBOX $4
- 8 TOOLBOX, SMALL $2
- 8 PALLET $3
- 16 PROPANE TANK $4
- 8 WIRE SPOOL $4
- 8 SERVER $4
- 8 GENERATOR $4
- 16 DOOR $4
- 8 WEAPON HOLDER $3
- 4 GRAV LIFT $5
- 8 SHIELD DOOR $4
- 8 CANNON, MAN $4
- 4 SOCCER BALL $4
- 1 FX, PEN AND INK $15
- 1 FX, OLDE TIMEY $15
- 1 FX, COLORBLIND $15
- 1 FX, GLOOMY $15
- 1 FX, JUICY $15
The golf club, for those of you who dont already know, acts just like teh g hammer.
Dont really like the reticle on the club, it makes it look like it fires projectiles, instead of swinging like the gravity hammer.
I think it makes perfect sense.
Looks like the animations are even the same as the grav hammer, they just replaced the model.
pretty much. Its just for s&g.
I mean, your supposed to hit balls with it...you want it to have a square reticle?
Besides that's what my golf club/gravity hammer's reticle looks like IRL.
The golf club indeed works in a similar way to the hammer , i was trying it out today , that and confirmed the kill ball does indeed do what i assumed , and its name kinda states .... anything touching it dies ...
is it invisible outside of forge?
you know , i have not really tried, when we where in forge , it showed up like a sun , and when you where not in monitor mode , it still looked like a sun , it was crazy.
Were you able to edit the size of it?
Also whats your GT, mines Advancebo1
Not able to modifiy the size of the kill ball unfortunately , did have a fun round of golf though :)
I messed around with it a bit. Hopefully this weekend I'll be able to mess around some more.
The kill ball hurts my eyes. Lol. Especially since my monitor has a contrast ratio of 8000:1. It's painful to look at, and even more painful to walk into. :P Also, screenshots don't do it justice- it has moving energy waves all around it, quite cool to see in motion. It just exudes "ouch".
It's actually not very good for designing a map with competition in mind. The kill ball's so bright you're gonna have some trouble tracking opponents between you and the ball.
The ball on sandbox was a bitch.
I just overloaded the map and got it.
I went out, and with the advice of a friend, floated inside one of the elbow tunnel pieces- it's possible to rotate it so it surrounds you while you hold it. Once there it was pretty easy to drop inside and grab the skull. To my credit I correctly guessed where the skull would be (near outside ring), but I never would have found the exact location if he hadn't helped. I did find the other two skulls though. :D
Me and a friend blocked the towers from shooting at us by placing a couple of blocks in front of all of them.
This map is fucking awesome! I'm already a good half way done with the basic structuring of my first map on here, and I have many more planned. The abundance and variety of items makes almost anything constructable.
Anyone wanna get together and make some stuff on sandbox? :X