- The EAKLE
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Posted by: mubox47
$.50 in store credit.
From what i've heard, Reach will be Bungie's last Halo game. If that is true, Reach will need a lot of re-playability if people are going to play it for a long time. a major part fo this is forge. Many people think forge needs more objects, paint, AI controlled NPCs, and other things to be able to really "make" maps, instead of just stacking blocks. I think all it needs is lighting, FX, and some natural scenery.
Forgers can already make almost anything with the objects they've been given. an issue, however, is that the maps always look the same. A warehouse filled with boxes, or some ruins in a desert. Lights, FX, and natural objects could be used to add much more originality to a map, so instead of a fortress being set in a desert, it could be in a forest or bog.
Lighting
Sandbox came with two new useful objects, the red and blue lights. These lights can be used to mark bases and areas as a specific team's. Lights could also have other uses. If we had a "Clear Light" we could light up dark areas without marking it as a certain team's. Other colors could be used to mark areas for more than just Red and Blue.
Light, Clear
This would be a plain light. it would make ares brighter without marking it as a certain team's base or building.
Light, Colored
This would be just like the Red and Blur lights in sandbox. It could be used for marking bases and locations, and for giving maps a better appearance. The improvements would justbe more colors, such as yellow, purple, green, pink, or orange.
Shadow Ball
This would do the opposite of a light, clear. It would be used to make areas look darker.
Re-sizable Lights
Forgers could do much more with lights if thy were re-sizable. That way you could make a light bigger or smaller to fit the size of the are you want to light up.
FX
The FX we currently have can be used for making pictures and maps. Gloomy, Juicy, Colorblind and Old timey can all be used to give a map more of a setting. There are other FX that i think could be added, and they too would be re-sizable
Fog
Fog would be used to create a smokey effect in a map. It would be re-sizable, so you could make it only in certain rooms, or only waist high. This would be very useful in making maps feel and look original.
Snow
Im not sure how possible weather effects are. I played a computer game where effects like this caused massive lag. However, i have seen some shooter games where it works out fine, so i think it would work in the right amount. Snow, obviously, would be used to amke snow appear on the map. I dont know if re-sizing would be possible.
Rain
same as snow. It would be a weather effect used to create rain.
Water
Water would also be a re-sizable effect. It could also be tipped, to make it appear to be a waterfall.
War sounds
I noticed on Ghost Town you can hear guns and explosions in the distance. Sound effects are great or setting a map's theme. War Sounds would be the sound of Explosions and gunfire.
Machinery Sounds
Machinery sounds would sound like being in a factory.
Wind sounds
this one seems pretty obvious. It would make it sound very windy.
Screams and Thunder suggested by Wolverfrog.
Screams
Screams would basically be screaming. It could be used to make maps seem much scarier, and would be great for infection maps.
Thunder
Thunder would be loud thunder noises. It could be used in effect with the wind and rain effects to make a map seem like a storm.
Animal sounds, suggested by ramenloverninja.
Animal Sounds
Animal sounds would make a forest or woodland map seem much more realistic. It could have effects such as birds chirping. A variety of animal effects (i.e. Jungle Animal, Desert Animal, Mountain Animal) could be added to give the right sound to every map.
Those are just a few examples of Sound FX. Post ideas and i will add them.
Natural Objects
Natural objects would be used to make a map seem less like a player made map. Trees, rocks, bushes, water, and other things could be added to make a map seem more natural.
Stones
Stones would come in two sizes. Small Stones would be about the size of a crouched spartan, large stones would be larger, but still small enough to jump onto.
Boulders
Boulders would be much larger then stones. They would be to high to jump on, and could be used to make walls and structures.
Soft Collision stones Suggested by SS_Crow.
If i understand him correctly, these would be stones that are solid, but their edges merge with other objects, similar to the doors in foundry.
Trees
Trees could come in multiple shapes and sizes. There could be trees like the ones at Isolation and High Ground you can stand in, and some that are just used for scenery.
Bushes
Small bushes would be tiny little plants used mainly for scenery. Large Bushes would conceal a crouched spartan and could be used to change the game play of a map.
Cars
Cars would be used like the Trucks on foundry. They are jut pieces of cover, but can be placed to make a map look more like a city, or like a destroyed city.
Buildings Suggested by purew4rrior.
These would be full building that could be placed in maps. They could come in multiple forms, such as Small, Tall, Long, huge.
Machinima Objects Suggested by purew4rrior.
These would be scenery objects made to make a map look better, but dont reall effect game play. Things like computers, telephones, and other common objects that make a map seem real. They would be great for Machinimas.
Suggested by Debo37
Retexturing would be the big one - in fact, I think it would work best as one of those aforementioned Effects. Apply a Respawn Area-esque "Grass" object to your map, and all of the default map geometry within the area is retextured to be Grass. Perhaps there could even be a Forgeable object whose texture responded to these effects - for instance, a perfectly cubic "blank block" would respond to the texture of its environment, and in this case would become textured with the Grass texture due to the object's influence. There could only realistically be a few of these textures - idiots would overlap different textures. Unless, of course, textures were given a Spawn Order setting that allowed for overlapping textures. The lower the Spawn Order number, the higher the priority is that that texture be rendered. Bungie could force the game to assign subsequent Spawn Order numbers to each texture object spawned - that way the game wouldn't conflict with itself when trying to render overlapped Texture Areas.
The other thing I would like to see is a Forgeable elastic barrier. Because we will likely be unable to construct maps from scratch (as others couldn't join the game without having downloaded the map being played which would severely limit the accessibility of the Forge), I would like to be able to insure that players stay within the confines of my map. You see it all too often with enclosed Sandbox maps, specifically in the Crypt or on the Ground Floor - they're built high enough that players can't easily escape, but the Forger doesn't have enough resources for a roof so they remain open at the top and therefore escapable. For true map-making freedom, the ability to confine players within the map would be of paramount importance - maps' layouts would become far more organic and unique.
Suggest new Lights, FX, and scenery and i'll add it to the list.
[Edited on 08.06.2009 8:45 AM PDT]