More xbox bullshit, this one's a dopey little venomoth forge art on halo reach
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More xbox bullshit, this one's a dopey little venomoth forge art on halo reach
Fun fact fact fans:
Before CRASH I dabbled in making Halo maps. Here's a few I've worked on for Infinite that I'm still pretty proud of
Jericho Station:
Orbital stations like this once served as a gateway to families wishing to visit distant horizons... But after the Massacre of the Outer Colonies, they serve only as a reminder that peace is now a luxury few can afford. (2 - 8 players)
Ravenrock:
Unnervingly still and bathed in starlight, constructs like these stand in stark contrast to the ever-changing galaxy around them. (8 - 24 players)
Darkwater:
Officially, FARSIDE adapted decommissioned city infrastructure into training facilities for its agents. Few, if any, knew of their true purpose.
Firewater:
An unfinished Firefight variant of Darkwater/Badwater
I need to figure out how Forge works in Infinite, I want to make a Signalis-inspired map.
This is a 1v1 map I made in Halo Infinite’s forge mode called “Aligned”, set inside a mysterious Forerunner structure located deep inside a cave.
The map features a circular ring with two floors connected by teleporters surrounding colourful monoliths arranged in a peculiar pattern.
The pillars were designed with gameplay in mind first as I wanted to make a map where as players move around, different sightlines and cover would present themselves, creating a constantly evolving play-space despite its small size and simple layout.
Despite being happy with how it turned out visually and gameplay-wise, I ended up losing interest in completing it because I couldn’t come up with a good enough answer as to why two cyborg super-soldiers would be fighting inside of an ancient alien stonehenge…
forgin time!
I bring you Overgrown Wizard!
An overgrown remake/reimagine of Wizard from Halo CE
A few more ships
Again and again, I keep coming back to this idea of having a map based around fully controllable custom scripted ships in Forge. It’s so tantalizingly possible. But every time I try, it just never seems to work.
...Probably because I jump straight from “I can control this single block” to “the same principle should work for anything, so I’ll make an entire ship.” Somewhere in the middle there, things get a bit wonky.
Take this guy, for instance. The red cockpit area can be flown around just fine, but once you add in the rest of it, not so much.
I wasn’t all that happy with the design anyway though, so I started over.
This vaguely steampunk-ish thing was meant to fill the same role: a mobile base that a team could use as a jumping-off point into the rest of the map, or maybe duel another identical ship.
The three circles on the ground there are the controls: forward, turn left, turn right. All you gotta do is stand on them. But when I tried it, nothing moved no matter what I did. After a bit of experimentation, I’ve come to the tentative conclusion that if a scripted group involves more than 64 individual objects, it either fails to move or doesn’t move properly. This ship was a little under 100 objects IIRC, so I had to redesign it.
This slimmer version had under 64 parts and could indeed be steered, but for some ungodly reason, it completely refused to move forward. I could get it to go backward, down, up, side to side, anything... except forward. Reorienting the parent object, using a different parent object, reversing the values of the “go backward” script, absolutely nothing worked. :|
...and I never figured out a workaround. There is no happy end to this story, other than that I made something kinda neat. :P