Halo: Reach Forum
This topic has moved here: Subject: Forge Lessons ***UPDATED*** Lesson 28 (10/6/10)
  • Subject: Forge Lessons ***UPDATED*** Lesson 28 (10/6/10)
Subject: Forge Lessons ***UPDATED*** Lesson 28 (10/6/10)

Go die

Has anyone posted the explodables cannon?


Make a grav-lift.
Make a mine away from the lift, or a plasma container. Something that explodes. Away, from the lift..

Set to 1 respawn, 1 sequence, max out the min/max count.

You can do this next part two ways.
The first, is to set it on the ground, and slowly pick up/drop it closer and closer to the lift. Eventually, it will take off by itself.

The second, is to somehow destroy the object while you are still holding it where you want it. You can do this by aiming the object over top of you, and switch into player mode. (Be sure to stay zoomed in, so it hits you) This will explode the mine, and glitches to think it is placed in the air, and will fall down onto the lift.

When these explode, they respawn almost immediately.
Creating a temporary 'cannon' effect, to simulate battle ongoing, etc..

You may add more of these, be careful about your timing. If you release more to close they will collide and explode before the lift. I would make some sort of vertical hallway, to hide them falling, and make a constant drop, 2-3 sec?

Enjoi

[Edited on 10.08.2010 5:34 AM PDT]

  • 10.08.2010 5:28 AM PDT

Check out my Forge Handbook blog at http://forge-life.blogspot.com for everything you could possibly need to know about the technical aspect of using Forge 2.0.

The Guide is nearly complete, but there is always room for new submissions, so remember to check back.


Posted by: CrazedMeatball
This thread inspired me to make a normal, slayer/objective map; you know, go back to the basics and free myself from all these stupid linear race tracks.
Also, have you done a leason about symetry of maps/gametypes yet?

CrazedMeatball.



Although he hasn't directly spoken on it, if you were to focus on the information from lessons 3,5,6,12,15, 21, 22, and 28, you would be better suited to craft symmetry into the gameplay experience. Now, that doesn't mean that those are the most important lessons, just the ones that would influence symmetry the most.

  • 10.08.2010 9:16 AM PDT

Check out my personal game/level design blog at:
http://www.reachingperfection.com

Want to get better at forging maps? Check out my
Forge Lessons.

Looking for a quality map to play with your friends? Then check out: Affinity and Think Twice.

Thank you Ardly... I actually haven't truly discovered any true theory behind the differences of designing a asymmetric vs a symmetric map. When I do come up with one you can count on me turning it into a lesson bro.

  • 10.08.2010 8:04 PM PDT

The only theory I follow for symmetric map making is that the map does not favor one side over the other (e.g.- both sides have the same distance to run, mirror/identical obstacles, etc.)

The back of my aircraft carrier is open for asymmetric games, but must be closed for symmetric games, lest the red team have a huge opening to fire into the blue team's side of the ship (which the red team does not suffer from for obvious reasons).

  • 10.09.2010 11:04 AM PDT
Subject: Are you waiting to make maps in Forge 2.0? This will help you wait...

I intend to live forever, or die trying,

so far, so good.

Thanks Godly_Perfection. Very handy user guide. Been working on REACH remake of my Halo 3 Forgemap Catwalks.

Taken some advice from your blog.

Maps looking good, and should play better than my Halo 3 Varient. Just working on spawn points.

Still some things that bug me with REACH Forge, but seem a made the remake - map in less than a day, which the map took 4 weeks to make in Halo 3. So it is much easier to use.

  • 10.10.2010 7:00 PM PDT

Check out my personal game/level design blog at:
http://www.reachingperfection.com

Want to get better at forging maps? Check out my
Forge Lessons.

Looking for a quality map to play with your friends? Then check out: Affinity and Think Twice.

Good news peepz... Lesson 29 is up and running here and over @ ReachingPerfection.com. Of course over there you get a nice little commentary intro paragraph that lets you in on what I'm working on in the background ;). Anyways, today's lesson is a very important one. Read, share, ???, and Profit. Link and synopsis:


Lesson 29: Degree of Focus

* Degree of focus is the amount of area that requires a player's attention in order to completely lock down and control their position
* Degree of focus can be used as a strong path manipulator giving designers the ability to use it as an incentive or deterrent
* Multiple paths don't instantly increase an areas degree of focus, multiple factors come into play such as perspective variance and lateral and vertical focus

  • 10.10.2010 9:39 PM PDT

The strongest Rivals are also the strongest allies.

need help.

is it possible to stop a kill ball form spawning, then respawning at the start every 30 secs. (changing repspawn times does nothing to alter the 30 sec despawn.)

  • 10.12.2010 3:39 PM PDT
Subject: Forge Lessons ***UPDATED*** Lesson 28 (10/6/10)


Posted by: Godly_Perfection
Thank you Ardly... I actually haven't truly discovered any true theory behind the differences of designing a asymmetric vs a symmetric map. When I do come up with one you can count on me turning it into a lesson bro.


What are symmetric and asymmetric maps??? I've been wondering for ages and it's been killing me!

  • 10.12.2010 4:15 PM PDT
Subject: Forge Lessons ***UPDATED*** Lesson 29 (10/10/10)

RIP Deathpimp72 - A friend, a brother, a man who will never be forgotten. This place isn't going to be the same without you.

RIP ~B.B.

Hey, I just started reading through these. Great stuff, thanks a bunch for posting it all!

Keep it up!

  • 10.12.2010 9:16 PM PDT

GET MY MAP

http://www.bungie.net/Stats/Reach/Screenshot.ashx?fid=6830601 &size=medium

Hey this is an awesome read. I had made a map recently (in my file share as "suspension" and I have tried to incorporate these aspects. I was hoping you could take look and critique my work. Even now it's a work in progress. Haven't got the kill zones completely down yet but thecoordinate manipulation is pretty on point. I tried to combine elements of blackout and narrows... I was also wondering how u felt on verticality, because it's not exactly prevalent in many of reaches maps save for ONI sword base.

  • 10.12.2010 11:19 PM PDT

Check out my personal game/level design blog at:
http://www.reachingperfection.com

Want to get better at forging maps? Check out my
Forge Lessons.

Looking for a quality map to play with your friends? Then check out: Affinity and Think Twice.


Posted by: OldLegoexpert

What are symmetric and asymmetric maps??? I've been wondering for ages and it's been killing me!


Symmetric maps are basically maps that can be cut in half or fourths and have it still be the same. Basically you can just copy and paste the whole half of the map to finish it. Asymmetric is the opposite there is nothing similar about each side. Maps can also be considered aesthetically asymmetric, but have symmetric gameplay. Basically the two sides look different, but they have the same paths, the same weapon placement, same time it takes to get to objectives, etc.


Posted by: notoRAIous
Hey this is an awesome read. I had made a map recently (in my file share as "suspension" and I have tried to incorporate these aspects. I was hoping you could take look and critique my work. Even now it's a work in progress. Haven't got the kill zones completely down yet but thecoordinate manipulation is pretty on point. I tried to combine elements of blackout and narrows... I was also wondering how u felt on verticality, because it's not exactly prevalent in many of reaches maps save for ONI sword base.


I would love to look at your map bro, but I have tons of people asking me to check their maps out. Your best bet is getting active on my blog @ ReachingPerfection.com. I get to know all of my regular commentors and hang out with them and personally check out their maps and stuff. As far as verticality goes I will be covering verticality in a future lesson. I still have a couple of other lessons to cover before I jump into that to use them as base lessons.

  • 10.13.2010 1:19 AM PDT

GET MY MAP

http://www.bungie.net/Stats/Reach/Screenshot.ashx?fid=6830601 &size=medium

thanks, i sent a comment in your help section.
otherwise, thanks for the guide, its pretty downpact. IF you need any help with anything at all let me know.

  • 10.13.2010 3:49 PM PDT

Herp derp.

You sir, are epic.

  • 10.13.2010 8:02 PM PDT

this isnt just a how to forge tut... this is a way of life <3

  • 10.16.2010 1:54 AM PDT
  • gamertag: [none]
  • user homepage:

GrownPrism is NOT my gt. Happened when signing into my xbox live account. My real gt is here:

http://www.bungie.net/Stats/Reach/Default.aspx?player=SYNTHES lS&sg=0

Thanks for the lessons. They are helping me out a lot.

:)

  • 10.17.2010 10:33 AM PDT
Subject: Forge Lessons ***UPDATED*** Lesson 24 (9/22/10)


Posted by: Bartoneye93
This is complete and total crap. For instance, under the "Color Contrast" section, the first two sentences were:

"So everything we see exists on our visible color spectrum with each color slowly blending into the next and becoming a new color. A natural occurrence of the color spectrum is a rainbow."

Since when did this become a Kindergarten lesson? I thought this was supposed to be a guide to help people understand the Forge better and utilize it? While I don't believe myself acclimated enough with Forge to make a guide myself, this one is a slap to the community's face.

If you're going to make a guide, make a GUIDE. Not a post full of blatant, obvious, information that has nothing to do with the Forge or Halo itself.


1.) If it bothers you, don't read it.
2.) Some prior knowledge is needed to understand the main topic
3.) In writing a detailed guide you cannot assume anything apart from the most basic of things (adding, subtracting, how to read...)

Why?

Because Assuming makes an Ass out of You and Me.

  • 10.17.2010 11:17 PM PDT

Niko4life

Cool new map for Team slayer. Download and provide feedback via sending me a message on bungie.net. please include what you liked and what you think needs improvment. download link:http://www.bungie.net/stats/reach/fileshare.aspx?player= niko4life&fc=4

  • 10.18.2010 5:34 AM PDT

Some pictures would be nice =[

  • 10.18.2010 10:38 AM PDT

Sorry if this has been asked already:

Is there a way to have destroyed vehicles as scenery?

  • 10.18.2010 12:52 PM PDT
Subject: Forge Lessons ***UPDATED*** Lesson 30 (10/18/10)

Check out my personal game/level design blog at:
http://www.reachingperfection.com

Want to get better at forging maps? Check out my
Forge Lessons.

Looking for a quality map to play with your friends? Then check out: Affinity and Think Twice.


Posted by: Non Offender
Some pictures would be nice =[


I agree, however I wanted to focus on getting the lessons written out first that way pictures didn't delay the time in which they would be released. I have a tendency to stop something if it is too much effort. lol... so this was a way to ensure that I at least got these all written out. If I started adding pictures it would add to the overhead of the lessons and I would end up loosing motivation.

Anyways, sorry for the long delay between lessons. I have been busy working with friends for the forgetacular competition and working on my own things over @ ReachingPerfection.com. Here is Lesson 30 for you guys to enjoy. Here is the link and synopsis:


Lesson 30: Application

* You can never truly know something for sure until you have experienced it yourself
* What could be true can be completely false in another situation depending on the context of the situation
* Part of reading these lessons is applying them to truly learn them and experience them in your own context

[Edited on 10.18.2010 6:47 PM PDT]

  • 10.18.2010 6:47 PM PDT

Join Halo Haven for all things related to Halo 4


Tell her that If you jingle my bells, Ill promise you a white Christmas - Call Me Venom
The world can't end next month. My yogurt expires in 2013 - Princess Cadence
If Apple invented a car, would it have windows? - Xxembers

If you haven't already posted it, I've got a suggestion for the next lesson. Have you written one about building smart? For instance, you don't want to use a Covenant barrier when 2 crates cost the same. You don't want to decorate the place with a bunch of railings if it's going to cost you a lot of budget you'll need later on.

Throughout my experience building my latest map, I've learned how to build smart and eliminate the need for unnecessary or expensive objects. It allows me to add much more to the map.

I also would alway set aside $1000 for weapons and vehicles, so you never need to delete part of the map to add weapons. At the very least, put all the ones you think you'll need out up front.

Building smart allows you to build all the way to $0 budget and have everything necessary for the map.

[Edited on 10.19.2010 1:36 AM PDT]

  • 10.19.2010 1:35 AM PDT


Posted by: Godly_Perfection

Posted by: OldLegoexpert

What are symmetric and asymmetric maps??? I've been wondering for ages and it's been killing me!


Symmetric maps are basically maps that can be cut in half or fourths and have it still be the same. Basically you can just copy and paste the whole half of the map to finish it. Asymmetric is the opposite there is nothing similar about each side. Maps can also be considered aesthetically asymmetric, but have symmetric gameplay. Basically the two sides look different, but they have the same paths, the same weapon placement, same time it takes to get to objectives, etc.


Can you message me or (don't mean to sound demanding because of how long it might take to write these lessons) make a new lesson on it to explain this more thoroughly. That would really be appreciated.

[Edited on 10.19.2010 12:40 PM PDT]

  • 10.19.2010 12:38 PM PDT

jack scoville!!!!!!!!!!!!! awesome

shut the -blam!- up he made this and it took him a long time so -blam!- off you -blam!- -blam!-
Posted by: OldLegoexpert

Posted by: Godly_Perfection

Posted by: OldLegoexpert

What are symmetric and asymmetric maps??? I've been wondering for ages and it's been killing me!


Symmetric maps are basically maps that can be cut in half or fourths and have it still be the same. Basically you can just copy and paste the whole half of the map to finish it. Asymmetric is the opposite there is nothing similar about each side. Maps can also be considered aesthetically asymmetric, but have symmetric gameplay. Basically the two sides look different, but they have the same paths, the same weapon placement, same time it takes to get to objectives, etc.


Can you message me or (don't mean to sound demanding because of how long it might take to write these lessons) make a new lesson on it to explain this more thoroughly. That would really be appreciated.

Posted by: OldLegoexpert

Posted by: Godly_Perfection

Posted by: OldLegoexpert

What are symmetric and asymmetric maps??? I've been wondering for ages and it's been killing me!


Symmetric maps are basically maps that can be cut in half or fourths and have it still be the same. Basically you can just copy and paste the whole half of the map to finish it. Asymmetric is the opposite there is nothing similar about each side. Maps can also be considered aesthetically asymmetric, but have symmetric gameplay. Basically the two sides look different, but they have the same paths, the same weapon placement, same time it takes to get to objectives, etc.


Can you message me or (don't mean to sound demanding because of how long it might take to write these lessons) make a new lesson on it to explain this more thoroughly. That would really be appreciated.

  • 10.19.2010 1:08 PM PDT


Posted by: jack68125
shut the -blam!- up he made this and it took him a long time so -blam!- off you -blam!- -blam!-
Posted by: OldLegoexpert

Posted by: Godly_Perfection

Posted by: OldLegoexpert

What are symmetric and asymmetric maps??? I've been wondering for ages and it's been killing me!


Symmetric maps are basically maps that can be cut in half or fourths and have it still be the same. Basically you can just copy and paste the whole half of the map to finish it. Asymmetric is the opposite there is nothing similar about each side. Maps can also be considered aesthetically asymmetric, but have symmetric gameplay. Basically the two sides look different, but they have the same paths, the same weapon placement, same time it takes to get to objectives, etc.


Can you message me or (don't mean to sound demanding because of how long it might take to write these lessons) make a new lesson on it to explain this more thoroughly. That would really be appreciated.

Posted by: OldLegoexpert

Posted by: Godly_Perfection

Posted by: OldLegoexpert

What are symmetric and asymmetric maps??? I've been wondering for ages and it's been killing me!


Symmetric maps are basically maps that can be cut in half or fourths and have it still be the same. Basically you can just copy and paste the whole half of the map to finish it. Asymmetric is the opposite there is nothing similar about each side. Maps can also be considered aesthetically asymmetric, but have symmetric gameplay. Basically the two sides look different, but they have the same paths, the same weapon placement, same time it takes to get to objectives, etc.


Can you message me or (don't mean to sound demanding because of how long it might take to write these lessons) make a new lesson on it to explain this more thoroughly. That would really be appreciated.


If you have an issue, send the person a message discussing it. If you just start posting it on a forum (this one in this case) so that you want to look tough, And I do realize that it took him a long time to write these lessons. I clearly stated it it in the reply to him: ...because of how long it might take to write these lessons...



Also these lessons were made to help current and future forgers. We are allowed to ask or suggest things as long as they are reasonable. Have you ever been in an elementry school, junior high, high school, college, etc. where you weren't allowed to do so? Asking questions helps us progress in things or details that we do not comprehend.



I hope I have made it clear for those who are reading this.



P.S. Why do people mod their games for achievements?
A. No fun comes out of it
B. You get in-game items without even earning them
C. People look down on you as a cheater, deceiver, hacker, scam, etc.
D. People work hard to earn them while others don't even work to earn them, they just mod their games.

[Edited on 10.19.2010 4:56 PM PDT]

  • 10.19.2010 2:42 PM PDT

Aaaaaaaaaaaaaaaammmaaaaaaaaaaaaaaaaaaziiiiiiing!

*Thread Saved*
This is the best thread I have ever laid my eyes on

  • 10.19.2010 5:54 PM PDT