- TW InKoGnIto
- |
- Fabled Mythic Member
DISCLAIMER
The order described here is not in any way the order you have to follow. You can do whatever you want with your map.
And it does not matter if people abuse the system. People will abuse every system, including Halo 3 forge. And frankly, it doesn't matter because you will not be forced to play on them.
I know a lot threads have been made on the topic of forge, but no thread I have seen has put everything into one.
For starters, I hope we can just have a map editor like Far Cry 2s.
I am not saying we need over 40,000 objects and textures, but I think that having around 100 to 200 objects would be perfect.
We don't need a huge canvas like the one in Far Cry 2, but having a large area (size of Sand box) would be great too.
Halo 3 forge problems
-Moniter is solid and can be killed
-Confined to a default map
-Difficult to place objects because physics affect them
-You cannot geomerge without glitching
-Takes a long time in general to do anything
-Budget and small object limit
-You cannot change the time of day, the theme of the map, etc.
Halo 3 forge good aspects
-Can play with up to 8 people
-Can alter re spawn rates of objects
-Please mention anything I am forgetting
The next section will include details for what would be good to have at each stage of forge
Beginning
I personally would love to have a large blank canvas, and be able to change its theme:
Desert
Snow
Industrial -> Option for Human, Covenant, and Forerunner
Jungle
These themes apply to everything else on the map. Although if you make a snow map, you can put in a desert object if you want. It will just look out of place, but there is nothing stopping you from putting whatever you want on your map.
Each of these would cover the canvas with a preset theme that resembles the one you choose.
Terrain
At this point we have a select theme for our map. Now would be a good time to add terrain; mountains, hills, rivers, lakes, ponds, etc.
Just like in the map editor linked to at the top of this thread, we would be able to create mountains, cliffs, basically define the physical boundaries of the map, as well as background scenery.
Large objects
Now we can add the main objects to the map. This includes bases, bunkers, trees, rocks, man cannons, etc.
This defines the paths that players will be able to take to get from point A to point B
For example, if we were trying to re-create Last Resort, this stage would include making the wall, the factory, the wheel, etc.
Smaller objects
Now that we a basic map design, we can add in smaller objects, filler if you will.
This would be the time to add barriers, flood lights, turrets, fusion coils, grenades, supply cases, vehicles, and whatever else you might have in mind.
Basically, destructible scenery.
Respawn rates and re spawn points
Now it is time to select how long each destructible object take to re-spawn
It is also the time to choose where each team spawns at the beginning of the game. To prevent spawn camping, you can also place neutral spawn points throughout the map so your teams "spawn base" is always changing.
And if you want to make an objective map, now is also the time to place flag spawn points, etc.
And, BOTS. You can choose bots, you can make them drive vehicles, select their team, their re-spawn time, etc.
Final touches
So you have everything with your map set up, but you are not done yet.
Now you can place "death barriers/Guardians" on your map to make sure that nobody escapes, or gets into a place you don't want them to.
Finally, select the weather and time of day:
Sunrise
Morning
Afternoon
Sunset
Night
Stormy, rainy/snowy, etc.
DISCLAIMER
The order described here is not in any way the order you have to follow. You can do whatever you want with your map.
And it does not matter if people abuse the system. People will abuse every system, including Halo 3 forge. And frankly, it doesn't matter because you will not be forced to play on them.
[Edited on 08.09.2009 1:41 PM PDT]