The Forerunners left all the relics behind for the races they re-seeded. Only the Reclaimers however gained the inheritance and birthright of the Halo Array and other major Forerunner artifacts. The Reclaimers are the chosen descendants of the Forerunners as they were to the Precursor, any other species as no right on the Halo Array or The Ark.
July 22nd, 2010, 03:24 AM
EX12693
Re: [Reach] Halo: Reach Discussion
Since this is turning into a shitfest, I'll just say this. The Covenant reverse-engineered all their weaponry from Forerunner tech. Hth.
July 22nd, 2010, 06:30 AM
Siliconmaster
Re: [Reach] Halo: Reach Discussion
I think this discussion is starting to go in circles. :downs:
July 22nd, 2010, 03:34 PM
=sw=warlord
Re: [Reach] Halo: Reach Discussion
Turns out expertzone are doing a quiz for a chance of getting "The art of Halo" and have a video as well as background.
They've now added a bit of security to ensure people who enter are actually staff now. http://img708.imageshack.us/img708/8783/90642123.jpg
Lawl true- but the content is awesome. I mean, are you seeing this stuff? Forge 2.0 makes H3 forge look like stone etchings.
Also, can't wait to see the ViDoc in full HD quality tomorrow.
July 22nd, 2010, 08:45 PM
English Mobster
Re: [Reach] Halo: Reach Discussion
What's "The Island"?
Is it Forge Death Island?
Please be Forge Death Island...
July 22nd, 2010, 08:47 PM
Siliconmaster
Re: [Reach] Halo: Reach Discussion
Looks like an island on the BG forge world map. They say it's big enough to hold 16 people just by itself. That map is enormous.
July 22nd, 2010, 08:59 PM
Spartan094
Re: [Reach] Halo: Reach Discussion
No firefight forge:mech:
It would be awesome if they did have it. But I still like this new forge thou :woop:
July 22nd, 2010, 09:00 PM
Futzy
Re: [Reach] Halo: Reach Discussion
Angle snaps in forge. Objects have no collision when editing. "structures" category has building blocks for making buildings etc.
I saw the antenna from ascension somewhere in there.
Vidoc being released tonight
July 22nd, 2010, 09:01 PM
Siliconmaster
Re: [Reach] Halo: Reach Discussion
Here's the whole liveblog for anyone who missed it:
Quote:
5:58
Dana Vinson:
Hey everyone! We're coming to you live from the Halo: Reach panel at Comic-Con 2010! Thursday July 22, 2010 5:58 Dana Vinson
5:59
Dana Vinson:
They've dimmed the lights and are now playing some of the score from the game which was met with a chant from the crowd of "Bungie!" "Bungie!" "Bungie!" Thursday July 22, 2010 5:59 Dana Vinson
5:59
Dana Vinson:
So please, feel free to chant along in front of your PC. Thursday July 22, 2010 5:59 Dana Vinson
6:01
Dana Vinson:
I'm seeing in the comments some questions about video of this panel. Comic-Con is really strict about what can be shot on video, so this is going to be a written-only live blog. Thursday July 22, 2010 6:01 Dana Vinson
6:01
Dana Vinson:
Brian, the Community Director, welcomes everyone to the panel and jumps right in. Thursday July 22, 2010 6:01 Dana Vinson
6:01
Dana Vinson:
First up: Firefight. Thursday July 22, 2010 6:01 Dana Vinson
6:02
Dana Vinson:
In Reach, you'll have full matchmaking support from day 1. Thursday July 22, 2010 6:02 Dana Vinson
6:03
Dana Vinson:
You'll be able to join a Firefight playlist. Bungie is hoping you'll find a "fighting bromance" through the new social system. Thursday July 22, 2010 6:03 Dana Vinson
6:03
Dana Vinson:
Now Lars is taking the mic to talk about the customization in Firefight. Thursday July 22, 2010 6:03 Dana Vinson
6:04
Dana Vinson:
Lars is going to show us the built-in game types that will ship with the game. Thursday July 22, 2010 6:04 Dana Vinson
6:04
Dana Vinson:
Generator Defense, Gruntpocalypse is ALL GRUNTS ALL THE TIME! Thursday July 22, 2010 6:04 Dana Vinson
6:05
Dana Vinson:
Gruntpocalypse is new to Comic-Con. Brand new game type. Thursday July 22, 2010 6:05 Dana Vinson
6:06
Dana Vinson:
Now Lars is going thought the Wave Properties and you can also set a time limit. There's complete customization for the Spartans and loadouts. Thursday July 22, 2010 6:06 Dana Vinson
6:07
Dana Vinson:
Lars described the level of customization as "ridiculous." Thursday July 22, 2010 6:07 Dana Vinson
6:07
Dana Vinson:
Lars says he's about to show us something for the first time. What will it be?! Thursday July 22, 2010 6:07 Dana Vinson
6:07
Dana Vinson:
You get to play from the perspective of the Covenant! Thursday July 22, 2010 6:07 Dana Vinson
6:08
Dana Vinson:
They're going into some gameplay now. New armor ability: HOLOGRAM! Thursday July 22, 2010 6:08 Dana Vinson
6:09
Dana Vinson:
All the maps in Firefight are taken from the campaign. Thursday July 22, 2010 6:09 Dana Vinson
6:10
Dana Vinson:
Lars just revealed a new vehicle: The Fork Lift Thursday July 22, 2010 6:10 Dana Vinson
6:11
Dana Vinson:
He's backing it up...it beeps like a real fork lift. Thursday July 22, 2010 6:11 Dana Vinson
6:11
Dana Vinson:
There are shouts of "We love you!" from the audience. Thursday July 22, 2010 6:11 Dana Vinson
6:13
Dana Vinson:
Yes, guys, I can see your comments. I'll try and answer questions as best I can. Thursday July 22, 2010 6:13 Dana Vinson
6:13
Dana Vinson:
Next up: Forge Thursday July 22, 2010 6:13 Dana Vinson
6:14
Dana Vinson:
Brian said we're going to go "beyond the canyon." Thursday July 22, 2010 6:14 Dana Vinson
6:14
Dana Vinson:
We're going to see Forge and the latest iteration of Blood Gulch. Thursday July 22, 2010 6:14 Dana Vinson
6:15
Dana Vinson:
Going into gameplay now. The crowd goes nuts. Thursday July 22, 2010 6:15 Dana Vinson
6:16
Dana Vinson:
He's demonstrating how forgeable the map is, He's changing every thing, making big chunks of scenery disappear, changing spawn points, etc. Thursday July 22, 2010 6:16 Dana Vinson
6:17
Dana Vinson:
He just deleted a rock. Thursday July 22, 2010 6:17 Dana Vinson
6:18
Dana Vinson:
Here we go, beyond the canyon... Thursday July 22, 2010 6:18 Dana Vinson
6:18
Dana Vinson:
Ooooooh and awws from the crowd as they fly around waterfalls and rock formations... Thursday July 22, 2010 6:18 Dana Vinson
6:19
Dana Vinson:
Right now, we're looking at The Island, which is good for 16 players. There's a ton of objects in Forge World. Thursday July 22, 2010 6:19 Dana Vinson
6:21
Dana Vinson:
He just flew into something called "The Colosseum." Thursday July 22, 2010 6:21 Dana Vinson
6:21
Dana Vinson:
He brings up the object placement UI. It's familiar, except for a new section called "structure." Thursday July 22, 2010 6:21 Dana Vinson
6:23
Dana Vinson:
It's an entirely new section of objects. A huge library of objects to go through. Now, you orbit around the object. Bungie's goal with this new game is to make it easier for you to use forge. Thursday July 22, 2010 6:23 Dana Vinson
6:25
Dana Vinson:
So, in order to make it easier, they've added different physics and settings you can use to build. Thursday July 22, 2010 6:25 Dana Vinson
6:25
Dana Vinson:
There are a ton of new ways to move objects, it's extremely customizable. Thursday July 22, 2010 6:25 Dana Vinson
6:26
Dana Vinson:
I'm trying to make it as detailed as possible, while still covering everything, so hang in there. Thursday July 22, 2010 6:26 Dana Vinson
6:27
Dana Vinson:
You can customize teleporters, including how large they are and what can teleport through there, including vehicles. Thursday July 22, 2010 6:27 Dana Vinson
6:28
Dana Vinson:
Colored lights for landmarking...a lot more options. Thursday July 22, 2010 6:28 Dana Vinson
6:29
Dana Vinson:
The audience made him click on the "Toys" category. Golf Club and Golf Ball are back. Thursday July 22, 2010 6:29 Dana Vinson
6:30
Dana Vinson:
Another map from The Forge World list called The Cage Thursday July 22, 2010 6:30 Dana Vinson
6:31
Dana Vinson:
Big reaction from the audience, huge round of applause as soon as The Cage comes on the screen. The map is similar to lockout and guardian. Thursday July 22, 2010 6:31 Dana Vinson
6:34
Dana Vinson:
Brian says, "I feel bad for anyone walking in. They're probably saying 'When did Halo turn into LEGOs?" Thursday July 22, 2010 6:34 Dana Vinson
6:35
Dana Vinson:
They're showing us a brand new video celebrating the announcement of Forge World. Thursday July 22, 2010 6:35 Dana Vinson
6:36
Dana Vinson:
It's the new ViDoc for Forge World. Thursday July 22, 2010 6:36 Dana Vinson
6:39
Dana Vinson:
In the video, they're talking about how Forge was clunky in Halo 3 and how they flushed out the options to actually be options and to allow you to do what you want to do with the objects. Thursday July 22, 2010 6:39 Dana Vinson
6:40
Dana Vinson:
You can be more precise than ever before with the new options. You can select individual objects and decide to delete all of that specific kind of objects on your map. Want to reposition all the spawn points? Just pick one and you can choose to delete them all. Thursday July 22, 2010 6:40 Dana Vinson
6:41
Dana Vinson:
They say that 'Reach' is the swansong for Halo, so they wanted to allow users to do what they had been doing all along: make cool maps. Thursday July 22, 2010 6:41 Dana Vinson
6:42
Dana Vinson:
The ViDoc is over now. Brian is back at the podium. Thursday July 22, 2010 6:42 Dana Vinson
6:43
Dana Vinson:
He's talking about the Limited and Legendary Editions of Reach and how sweet it's going to be. If you buy Legendary, you get the flaming helmet that used to be exclusive to Bungie employees. But you already knew that. Thursday July 22, 2010 6:43 Dana Vinson
6:44
Dana Vinson:
What you didn't know is that there's going to be a Halo: Reach Xbox 360. Thursday July 22, 2010 6:44 Dana Vinson
6:44
Dana Vinson:
Based on the new "slim" design of the 360, they're unboxing--for the first time--the Reach edition Xbox. Thursday July 22, 2010 6:44 Dana Vinson
6:45
Dana Vinson:
It comes with custom controllers, too. Those will be sold separately or they come with special edition. Thursday July 22, 2010 6:45 Dana Vinson
6:46
Dana Vinson:
One fan is being called up on stage for a special "surprise." He's getting one of the limited edition consoles. Thursday July 22, 2010 6:46 Dana Vinson
6:46
Dana Vinson:
Everyone in here is applauding to be polite, but everyone is TOTALLY JEALOUS. Thursday July 22, 2010 6:46 Dana Vinson
6:47
Dana Vinson:
Bungie is now going to take questions from the audience! Thursday July 22, 2010 6:47 Dana Vinson
6:48
Dana Vinson:
They don't have a lot of time, but here we go... Thursday July 22, 2010 6:48 Dana Vinson
6:48
Dana Vinson:
Q: Will Firefight be Forgable? Thursday July 22, 2010 6:48 Dana Vinson
6:49
Dana Vinson:
A: No. Probably not a DLC option either. Thursday July 22, 2010 6:49 Dana Vinson
6:49
Dana Vinson:
Q: What does the Forklift do? Thursday July 22, 2010 6:49 Dana Vinson
6:49
Dana Vinson:
A: You drive it and it beeps when you back it up. Thursday July 22, 2010 6:49 Dana Vinson
6:50
Dana Vinson:
(That was the ACTUAL answer. Also, it doesn't go fast enough to get a splatter. Waaa waaaaa) Thursday July 22, 2010 6:50 Dana Vinson
6:51
Dana Vinson:
Q: What's your favorite glitch that wasn't shown in a weekly update?
Thursday July 22, 2010 6:51 Dana Vinson
6:51
Dana Vinson:
A: There was a bug in multiplayer that if you were playing as a female and your shields were popped, you became a dude. Thursday July 22, 2010 6:51 Dana Vinson
6:52
Dana Vinson:
Q: Is Halo: Reach's campaign longer than Halo 3? Thursday July 22, 2010 6:52 Dana Vinson
6:53
Dana Vinson:
A: It's on par with Halo 3. It's a full-fledged single-player experience. Thursday July 22, 2010 6:53 Dana Vinson
6:54
Dana Vinson:
Q: What are you guys working on next? Thursday July 22, 2010 6:54 Dana Vinson
6:54
Dana Vinson:
A: We've got a whole new project that we're not ready to talk about yet, but nice try. Thursday July 22, 2010 6:54 Dana Vinson
6:55
Dana Vinson:
A: You'll find the Spartan moves faster and jumps higher in the release. We've also tweaked the weapons a little bit. Thursday July 22, 2010 6:55 Dana Vinson
6:56
Dana Vinson:
Sorry, for some reason the last Q didn't go through Thursday July 22, 2010 6:56 Dana Vinson
6:56
Dana Vinson:
The last question was "What did you learn in the Beta that made you change something in the final game?" Thursday July 22, 2010 6:56 Dana Vinson
6:57
Dana Vinson:
Alright guys, things are wrapping up here at the Halo: Reach panel! Thursday July 22, 2010 6:57 Dana Vinson
6:57
Dana Vinson:
That's it for us. Thanks for reading and don't worry September will be here soon enough!
Quote:
Originally Posted by MrBig
Angle snaps in forge. Objects have no collision when editing. "structures" category has building blocks for making buildings etc.
I saw the antenna from ascension somewhere in there.
Vidoc being released tonight
It's not just no collision- you can actually change what physics model the object has while moving it- there's normal, which is like H3 forge, then there's one where you release it and it just stays there, and then there's a third one where it's non-collidable, for easy merging and stuff.
You know I've kind of been all like "oh cool, Reach is coming out soon, Halo was kind of fun," but now, it's looking really fucking awesome, do want very much
Auntie Dot (A.I.)? Guess that's the AI in Reach this time around.
Anyone else get a Predator vibe from those elite models?
July 23rd, 2010, 01:16 AM
Spartan094
Re: [Reach] Halo: Reach Discussion
Quote:
Originally Posted by Kornman00
Anyone else get a Predator vibe from those elite models?
The General man.
Thou I like that Reach xbox slim with the 2 controllers and the game it self. Gives me another reason to buy a new xbox, damn you 20GB 2005 hard drive :saddowns:
July 23rd, 2010, 01:42 AM
ejburke
Re: [Reach] Halo: Reach Discussion
I considered the new Reach Xbox, but I don't need the extra controller. That $40 could buy the entire run of Reach DLC. I do need a new 360, though. I've been feeling the crunch on the puny 13GB hard drive since Mass Effect 2 came out on 2 discs. 20x the storage would be nice.
July 23rd, 2010, 02:01 AM
ODX
Re: [Reach] Halo: Reach Discussion
I don't even have a 360 yet :saddowns:
So, I'll consider buying it as long as I have someone 'old enough' because I believe Reach is rated M and me, being 15, can not buy that because Gamestop is gay. Both my brothers will be at college also and won't come back until..probably Thanksgiving break. I dun wanna wait that long damn it!
July 23rd, 2010, 05:17 AM
Kornman00
Re: [Reach] Halo: Reach Discussion
So I'm wondering if they really made that chess board for some kind of chess shenanigans...
July 23rd, 2010, 05:29 AM
EX12693
Re: [Reach] Halo: Reach Discussion
I doubt that's a chess board. It looks like more like a grid for helping you align stuff.
Just like the grid that is in forge mode for Sandbox, but it's an object.
July 23rd, 2010, 06:46 AM
Pooky
Re: [Reach] Halo: Reach Discussion
Quote:
Originally Posted by Ifafudafi
You know I've kind of been all like "oh cool, Reach is coming out soon, Halo was kind of fun," but now, it's looking really fucking awesome, do want very much
Precisely this.
I just went from 'do not care' to 'HOLY SHIT I NEED THIS' in one 6 minute video.
July 23rd, 2010, 07:00 AM
Delta4907
Re: [Reach] Halo: Reach Discussion
Here's a couple comparison shots of Overlook, before and after the Beta (Not in same location but you get the idea):
Beta:
Now:
Beta:
Now:
So reflection is the new Ivory Tower. Zealot looks like midship. Spire.. idk. I'm not really liking how it looks. It almost seems.. cartoony? Idk. Doesnt really look very covenant imo. :x
Any details on the max players in campaign, multiplayer, forge, theater?
I just have a thought, I'm so sure there is more than 16 players playing MP in the Forge 2.0 Vidoc.
July 23rd, 2010, 10:23 AM
Futzy
Re: [Reach] Halo: Reach Discussion
8 for forge, 16 for mp, the rest unannounced.
July 23rd, 2010, 12:14 PM
DarkHalo003
Re: [Reach] Halo: Reach Discussion
Quote:
Originally Posted by MrBig
8 for forge, 16 for mp, the rest unannounced.
Yeah, but it's probably 8 players for Forge development mode. You'll have 16 players when that Forge map is in Multiplayer.
I just thought the quoted post needed some clarification.
July 23rd, 2010, 12:34 PM
Limited
Re: [Reach] Halo: Reach Discussion
Holy fuck, Forge World is like Spark Edit on prime crack.
Has to do with the Firefight voice with no face...
EDIT: Oops, missed kornman's post above. Well, there's a picture anyways :p
July 23rd, 2010, 01:28 PM
FRain
Re: [Reach] Halo: Reach Discussion
IDK if its just the onboard computer, but Auntie DOT. might be the girl voice you hear in the Sabre "Stage seperation in five... four... three.. two... one. Stage seperation. Second stage ignition confirmed." because it doesn't sound robotic like some navigating computers i know.
July 23rd, 2010, 02:55 PM
paladin
Re: [Reach] Halo: Reach Discussion
Holy crap, use "The Rock" and make Yoyorast Lite.
July 23rd, 2010, 04:55 PM
English Mobster
Re: [Reach] Halo: Reach Discussion
Stacker confirmed! Yay!
"I would have been your daddy, but a dog beat me over the fence!"
I wonder if Keyes (Jacob or Miranda) makes a return. It'll be nice to see Capt. Keyes all sexified up, even if it's just for a brief moment in a cutscene or something.
July 23rd, 2010, 05:06 PM
Futzy
Re: [Reach] Halo: Reach Discussion
Quote:
Originally Posted by English Mobster
Stacker confirmed! Yay!
"I would have been your daddy, but a dog beat me over the fence!"
wat
July 23rd, 2010, 05:11 PM
Siliconmaster
Re: [Reach] Halo: Reach Discussion
Haha- quote from H1, as I remember. They later named the IWHBYD skull after it.
I'm a fan of this quote from the Halowiki:
Quote:
"Whoa...it's like a postcard! Dear Sarge: kicking ass in outer space, wish you were here." —Chips Dubbo
"I heard that...jackass!" —Avery J. Johnson
I'd never actually heard the name before, but when I looked him up on halowiki all of a sudden I realized that I had actually noticed him subconsciously in every Halo game, just never thought about it. Pretty awesome to see him in Reach too.
So did JamesD, first time I've seen him in a long time.
July 24th, 2010, 12:24 AM
Siliconmaster
Re: [Reach] Halo: Reach Discussion
WOah- a lot o questions, a lot of answers. Looking forward to this game more than ever now.
July 24th, 2010, 10:53 AM
t3h m00kz
Re: [Reach] Halo: Reach Discussion
first thing I'm doing when the game's out is remaking hang em high in that gigantic room
July 24th, 2010, 10:58 AM
Kornman00
Re: [Reach] Halo: Reach Discussion
Unless they beat you to it :realsmug:
July 24th, 2010, 11:10 AM
staticchanger
Re: [Reach] Halo: Reach Discussion
We'll probably see a butload of RP variants now.
July 24th, 2010, 11:52 AM
Futzy
Re: [Reach] Halo: Reach Discussion
I'm going to play through all the campaigns and make some maps based off campaign areas. I had been planning to do this in h3 but forge was too bad.
I've already got a layout based off 343 drawn up
July 24th, 2010, 11:57 AM
staticchanger
Re: [Reach] Halo: Reach Discussion
You know someone ought to make a "hek world" for CE. We have the tutorial map which is obviously to small, but if we make a grand map that has places to construct all sorts of things with scenery then maybe we can get these 3ds-faint-of-heart noobs to stop pumping out bloodgulch variants. A nice variable environment for people to play around on in sapien would be kind of cool.
July 24th, 2010, 12:06 PM
Rob Oplawar
Re: [Reach] Halo: Reach Discussion
Hm, that's actually not too bad an idea.
July 24th, 2010, 12:11 PM
Kornman00
Re: [Reach] Halo: Reach Discussion
But then they'd need tons of foragble objects. Reach has objects made purposely for use in forge but you won't find generic objects that can be used for building bases and other structures in the halo 1 palette (especially none that are uniform in design and looks).
July 24th, 2010, 12:14 PM
thehoodedsmack
Re: [Reach] Halo: Reach Discussion
Then we'd have to release model packs, I suppose. I think the main problem would be the size of these maps with all the unused space. If there was a way to pick and choose which sections of the giant map get used when compiled, that'd be ideal.
July 24th, 2010, 03:34 PM
Kornman00
Re: [Reach] Halo: Reach Discussion
Or you could use OS's added ability of mod-sets. Then all maps made from the same resources provided in the stock CE World would share bitmaps/sounds in a single set of data files.
Updates could be made to the CE World tag set and the mod-set files could then be updated without breaking old CE World maps.
July 24th, 2010, 05:18 PM
ejburke
Re: [Reach] Halo: Reach Discussion
Scenery in CE is different from the (I think) static meshes that Forge uses. If your camera is pointed away from the scenery's origin beyond a specified distance, the thing will disappear. So, you can't really have huge scenery objects that you can go inside or stand near. They'll blink in and out. At least that was my experience when I tried to make huge beams and crap out of scenery in one of my maps.
Anyway, I'm actually going to use Forge this time. I thought it was kind of a joke before. But please, for the sake of all that is good and decent, if some asswipe releases a World 1-1 map, don't download it. You'll just be encouraging people that should be rounded up and castrated.
July 24th, 2010, 05:38 PM
sevlag
Re: [Reach] Halo: Reach Discussion
Quote:
Originally Posted by ejburke
Anyway, I'm actually going to use Forge this time. I thought it was kind of a joke before. But please, for the sake of all that is good and decent, if some asswipe releases a World 1-1 map, don't download it. You'll just be encouraging people that should be rounded up and castrated.
TBH i would like some sort of puzzle map along the lines of a mario map
my idea was a massive invasion map with a huge UNSC fortress built into that cliff edge seen in the viddoc...imagine huge sky battles raging along side forces trying to push up
im gonna play through SP first though
July 24th, 2010, 05:47 PM
Futzy
Re: [Reach] Halo: Reach Discussion
I made a series of puzzle maps for H3, I'll be able to make some much better ones now
July 24th, 2010, 06:00 PM
thehoodedsmack
Re: [Reach] Halo: Reach Discussion
Quote:
Originally Posted by ejburke
Scenery in CE is different from the (I think) static meshes that Forge uses. If your camera is pointed away from the scenery's origin beyond a specified distance, the thing will disappear. So, you can't really have huge scenery objects that you can go inside or stand near. They'll blink in and out. At least that was my experience when I tried to make huge beams and crap out of scenery in one of my maps.
I ran into this problem when I made a Covenant cruiser scenery object. The solution was to make the frame gigantic in 3dsmax. I'm not sure why it worked or if it would work again, but scenery can be made to work properly.
July 24th, 2010, 06:06 PM
ejburke
Re: [Reach] Halo: Reach Discussion
I didn't think to try that. I didn't even think the volume of the frame object was even stored in the tag. I thought it was just a reference point. Oh well, live and learn.
July 24th, 2010, 06:23 PM
=sw=warlord
Re: [Reach] Halo: Reach Discussion
Quote:
Originally Posted by thehoodedsmack
I ran into this problem when I made a Covenant cruiser scenery object. The solution was to make the frame gigantic in 3dsmax. I'm not sure why it worked or if it would work again, but scenery can be made to work properly.
I always used to edit the bounding radius in the scenery tag as that solved the issue.
July 24th, 2010, 06:59 PM
ejburke
Re: [Reach] Halo: Reach Discussion
That, I tried. Didn't work for the beams I had, which went from one side of a huge map to the other. No matter what I set the radius to, they would occasionally disappear. It probably had more to do with the portals than the bounding radius, but I didn't really fight or investigate the issue. I just gave up and modeled them into the BSP.
Back on topic: versus firefight. So, we can do any combination of 4 players? 3v1, 2v1, etc. on either side?
Invasion on the entirety of Forge World? I pity the poor Elite who has to walk the core from one end of Forge World to the other.
July 24th, 2010, 10:07 PM
ODX
Re: [Reach] Halo: Reach Discussion
Surely you could enable him to be able to drive vehicles?
July 24th, 2010, 10:36 PM
Kornman00
Re: [Reach] Halo: Reach Discussion
pretty sure the core is just like missile pods and gun turrets, so no
July 24th, 2010, 11:13 PM
ODX
Re: [Reach] Halo: Reach Discussion
But this is Halo: Reach, where everything can pretty much be done by customizing options :downs:
(At least I hope they don't take away 'impractical' things and seriously let you do whatever the hell you want)
July 24th, 2010, 11:40 PM
sevlag
Re: [Reach] Halo: Reach Discussion
worst case scenario, elites would disable a falcon and have the elite with the core hop in the hold and surf to safety
July 24th, 2010, 11:45 PM
Sasc
Re: [Reach] Halo: Reach Discussion
Quote:
Originally Posted by Kornman00
pretty sure the core is just like missile pods and gun turrets, so no
But in the beta, you could use the Plasma Turret from the Phantom while in the passenger seat of the Warthog, and It worked fine too.
I think I'm going to be recreating some of my scrapped CE projects on Forge World.
July 25th, 2010, 09:36 AM
sevlag
Re: [Reach] Halo: Reach Discussion
Quote:
Originally Posted by English Mobster
I think I'm going to be recreating some of my scrapped CE projects on Forge World.
like gridlock?
July 25th, 2010, 09:45 AM
Futzy
Re: [Reach] Halo: Reach Discussion
Who here has made some really good forge maps in H3? Perhaps we get some people working together.
July 25th, 2010, 10:56 AM
Rob Oplawar
Re: [Reach] Halo: Reach Discussion
Too bad you can't forge Firefight maps. With a few tweaks, my favorite combat arena from BCE would make a great Firefight map.
July 25th, 2010, 12:32 PM
Kornman00
Re: [Reach] Halo: Reach Discussion
Yeah, would have been nice to at least edit the existing objects in a map's FF scenario :saddowns:
But that would be a pretty big thing to test I guess. Seeing as how you're now introducing some many new dynamic factors for the AI to compensate for. They may have used some new systems which optimize AI calculations at the cost of using the layout of objects and such at the time of a map's build. And you know some jokers would have walled off the areas where Phantoms come in at. Just more stuff for them to program to either make sure you don't do or make the AI adjust for.
July 25th, 2010, 01:14 PM
English Mobster
Re: [Reach] Halo: Reach Discussion
Quote:
Originally Posted by sevlag
like gridlock?
Gridlock was one, my old map still going by the internal name "Hangar" was another, there was one more that never got a name, although that one isn't flat and thus would be considerably harder.
I may also remake some other maps I had a hand in, like the old UMT Archive.
E: Domain might make a comeback as well. That was a fun map.
July 25th, 2010, 01:20 PM
paladin
Re: [Reach] Halo: Reach Discussion
Anyone up for making Narrows?
July 25th, 2010, 01:30 PM
Futzy
Re: [Reach] Halo: Reach Discussion
I'll be doing gephyorphobia, which is better
July 25th, 2010, 01:33 PM
DarkHalo003
Re: [Reach] Halo: Reach Discussion
Please do.
Basically, I plan on converting my three current (and more) multiplayer project maps. I think they'll be a lot of fun on the Reach engine, probably more fun than in the CE engine.
July 25th, 2010, 02:11 PM
Teltaur
Re: [Reach] Halo: Reach Discussion
I honestly think a Revelations styled map would work pretty well in Reach, especially with all the cliff edges in Forge World to work with. And, The Pit would be a great choice for a remake since the jetpack would let that upper spawn level actually serve some purpose rather than just being a camping spot/annoyingly removed spawn. I've even been thinking of Bungie's original concepts for The Pit that set it as a mutli-leveled Big Team map, with the 'highway' and catwalks above the basic map.
July 25th, 2010, 02:11 PM
English Mobster
Re: [Reach] Halo: Reach Discussion
Looking through my old CE Data folder (which I salvaged when I wiped my hard drive! Yay for smartness!), there are a lot of maps I made that had potential to be good in the Reach engine. I might just consider a few of these.
July 25th, 2010, 03:22 PM
sevlag
Re: [Reach] Halo: Reach Discussion
dude remake domain
July 25th, 2010, 04:34 PM
English Mobster
Re: [Reach] Halo: Reach Discussion
So remake Domain, which itself was a remake of Turf? A remake of a remake, akin to Hemorrhage, the new BG shipping with Reach? Good idea.
Or do you mean remake Domain in CE? Because I don't have CE installed anymore, and if I did I'd be focusing on Gridlock.
July 25th, 2010, 05:45 PM
ejburke
Re: [Reach] Halo: Reach Discussion
I couldn't do faithful or even semi-faithful remakes of my maps in Reach, nor would I want to. They weren't exactly perfect to begin with. Maybe I could do a shrunken Launch bay X in that Forerunner hangar and maybe I could do something vaguely reminiscent of Portent, without the bases, "bottomless" pit, or crappy aurora. We'll see.
But what we should do is band together as former Halo CE mappers to help promote our maps. It's going to be hard to stand out as individuals, especially individuals trying to make legitimate, playable maps. Stunt tracks, Rube Goldbergs, and Super Mario remakes are going to bury us.
July 25th, 2010, 06:06 PM
Kornman00
Re: [Reach] Halo: Reach Discussion
In before HCEFT (HaloCE Forge Team)
July 25th, 2010, 06:30 PM
Siliconmaster
Re: [Reach] Halo: Reach Discussion
Quote:
Originally Posted by ejburke
I couldn't do faithful or even semi-faithful remakes of my maps in Reach, nor would I want to. They weren't exactly perfect to begin with. Maybe I could do a shrunken Launch bay X in that Forerunner hangar and maybe I could do something vaguely reminiscent of Portent, without the bases, "bottomless" pit, or crappy aurora. We'll see.
But what we should do is band together as former Halo CE mappers to help promote our maps. It's going to be hard to stand out as individuals, especially individuals trying to make legitimate, playable maps. Stunt tracks, Rube Goldbergs, and Super Mario remakes are going to bury us.
Quote:
Originally Posted by Kornman00
In before HCEFT (HaloCE Forge Team)
I'm there. Would give us something new and timely to work together on- might just be the thing to help give this community a direction.
And Portent is still my inspiration- don't put down your own map, man. :P
July 25th, 2010, 07:01 PM
English Mobster
Re: [Reach] Halo: Reach Discussion
Well, if Reach really takes off, I could see Modacity reforming around Reach maps.
If we become large enough, we could even become a selector of Bungie favorites, giving our maps out to the world.
For example, here's a list of maps I'm going to personally try to remake in the Reach engine:
Gridlock
Domain
UMT Archive
Sympathy (unless Selentic is doing a remake himself)
Hangar (needs new name)
Hemel
And a few other concepts I worked out a while ago.