Extremely complex. It will take a lot to get used to.
I'm actually starting to get the hang of it pretty fast.
Must be your younger mind.
I'm getting better at it now that I've learned grouping. Building a good map isn't just throwing objects at a map though. Iteration, map choice, location, lighting and colours are all very important. While I can build some things faster, the result still has to look good or it won't be worth it.
Colour, tint, texture are proving to provide some fairly bland results so far for me. The initial forged maps from 343/community look kind of shitty to me. When I walk through structures, it feels like I've gone back in time 15 years to Halo CE. Blah.
Extremely complex. It will take a lot to get used to.
I'm actually starting to get the hang of it pretty fast.
Must be your younger mind.
I'm getting better at it now that I've learned grouping. Building a good map isn't just throwing objects at a map though. Iteration, map choice, location, lighting and colours are all very important. While I can build some things faster, the result still has to look good or it won't be worth it.
Colour, tint, texture are proving to provide some fairly bland results so far for me. The initial forged maps from 343/community look kind of shitty to me. When I walk through structures, it feels like I've gone back in time 15 years to Halo CE. Blah.
The forge controls have changed. There is a lot of new stuff to learn about here. I haven't even really started looking at the 1700+ forge objects yet. I'm gradually getting the hang of it, but I think it will take many hours to really get comfortable with it. I must admit it's a bit intimidating even for me.
I know 343 has decreased the restrictions for servers, meaning servers that you couldn't play on at launch are now possible, but hopefully the lag I was experiencing last night was more due to Xbox live's downtime and less to do with the servers, because some games were unplayable at times.
I know 343 has decreased the restrictions for servers, meaning servers that you couldn't play on at launch are now possible, but hopefully the lag I was experiencing last night was more due to Xbox live's downtime and less to do with the servers, because some games were unplayable at times.
Some scary moments when forge crashed. Frequently save and save under new filename at intervals.
One time after a crash, a grouped object would not allow access. I worked around it by creating a new object which miraculously merged with the inaccessible group. It somehow unlocked it.
I'm barely started and 67% of the light budget is used. I'll have to rethink my methods and make some hard choices. It never fails. Each new Forge offers so much promise and then it bites you in the ass.
Got a lot of good quality time in the new Forge this weekend. On Saturday I spent most of my time just figuring out how to do stuff. Didn't actually start making a map until Sunday. It's going pretty well, but it is slow-going right now as I get familiar with the new forge controls. It's like learning how to forge all over again. There certainly is a lot that you can do, but you have to learn how to do it first. I thought this was supposed to be easier, but it doesn't seem that way right now. It will take time.
Grouping objects saves time but is fraught with glitches or systemic finger problems. Ungrouped objects would mysteriously get grouped with something else. More than once I'd be changing attributes, moving or deleting one object only to find out it applied to unexpected objects. You have to be so careful once the serious construction begins.
I saw a Forgehub video yesterday that said the light budget doesn't matter too much. Psycho Duck even pointed out that his Guillotine map is over 100% on the light budget.
Another thing said that you should keep the initial spawns that are already on the map because deleting them can cause problems. I don't know what problems exactly, but I am worried about that since I already deleted all of the spawns on the map I'm making. Not sure if I should keep working on it or start over at this point. Some more clarification on that would be good.
"Note to all:
Do not delete the initial spawn points on your canvas. Set them aside or move them when you are ready. 343 is aware of issues that occur when these spawn points are deleted. They will resolve this in the future, in the meantime just keep them on your map.
I dont know why you would delete them saves you some trouble i just leave there and then move them to where i want then. Deep i notice i often forget to clear selected onjects before doing grouping or other things which is what makes things seem like something weird happened could be the problem you having at least every now and then. Ive been trying to make a sniper cliff for thursday but its tking lnoger thn i expected mostly because i can decide exactly what it is i want to do just kinda making it up as i go. Also you can turn lighting off on specific objects so maybe things that arent really afrcted. By it you can just turn it off for that object
I hadn't copied my latest version that had a few hours work in it. All I was doing was showing my wife the latest version. Then it locked up. I can no longer access that map.
For fucks sake! I was planning on running a field test tonight for shits and giggles.
So, my inaccessible map was accessible to other people. We played on it a bit even though it really wasn't ready for prime time. Deciduous Duke decided to mark it as inappropriate content. Go Duke. lol
For reasons unknown (even by 343), the map remained inaccessible to me. So I deleted it.
I recommend a map in progress be copied at the end of each forge session. I used to do it at the beginning but since the act of opening a file can lock it out, that's not a good choice.
Here's a horrible thought. This glitch can result in a sequence of locked files if each one locks as you try to open it.
I've bit the bullet and restarted my project. The undefined bugs that can occur if the original objects are deleted was probably going hit me sooner or later.
Most of my previous work effort was thinking time and reconstruction is well underway now that I have a better handle on the project.
I had several 'holy shit' moments when Live was erratic last night. Nearly lost work work more than one.
I recommend ungrouping any grouped objects when there isn't a requirement for them. Too often, new groups are attaching themselves to old groups. Not a finger problem either.
I did a test on Parallax by deleting all the initial spawns and respawn points on the default map and saving it. I was still able to load the map after that and forge on it. That surprised me. Now l'm not sure what to think on the whole deleting spawn points issue. Don't worry, I deleted it after that.
Last weekend I spent several hours just figuring out how to do the lighting on my map to make it look the way I wanted. Never had to do that before, but that's the way it is in H5 Forge now. If you forge any kind of indoor space you'll need to put in a lighting system for that space or else it will be too dark. I think I have a pretty good handle on how to do that now.
Extremely complex. It will take a lot to get used to.
I'm getting better at it now that I've learned grouping. Building a good map isn't just throwing objects at a map though. Iteration, map choice, location, lighting and colours are all very important. While I can build some things faster, the result still has to look good or it won't be worth it.
Colour, tint, texture are proving to provide some fairly bland results so far for me. The initial forged maps from 343/community look kind of shitty to me. When I walk through structures, it feels like I've gone back in time 15 years to Halo CE. Blah.
I can see a good map taking a fair bit of time.
In order for Halo 5 to excel, it has to be the best at everything.
It very possible to make fun maps. Scissor's Donut Derby and Free Radical's UT Dedication are excellent examples. I hope someone remakes them.
I should have Halo 5 within days!! - I'm dying to FORGE something!
There's fewer pre-built objects than in previous Forge's. I see this as a good feature but some quick and dirty maps will be harder to come by.
Some scary moments when forge crashed. Frequently save and save under new filename at intervals.
One time after a crash, a grouped object would not allow access. I worked around it by creating a new object which miraculously merged with the inaccessible group. It somehow unlocked it.
I'm barely started and 67% of the light budget is used. I'll have to rethink my methods and make some hard choices. It never fails. Each new Forge offers so much promise and then it bites you in the ass.
Man cannons are a dream to add.
In other news, H5 forge killed my Stonehenge dreams. It was the light budget. I am rallying and now hope to rebuild my H4 version.
Grouping objects saves time but is fraught with glitches or systemic finger problems. Ungrouped objects would mysteriously get grouped with something else. More than once I'd be changing attributes, moving or deleting one object only to find out it applied to unexpected objects. You have to be so careful once the serious construction begins.
Already deleted the initial objects. Some idiot at 343 decided to put them in the middle of the map and completely in the way.
The issue of deleting them probably has to do with total object count. I am reminded that happened in Halo 4 too.
I am avoiding exceeding any budget limit. That almost has to help prevent future problems.
Quote.
"Note to all: Do not delete the initial spawn points on your canvas. Set them aside or move them when you are ready. 343 is aware of issues that occur when these spawn points are deleted. They will resolve this in the future, in the meantime just keep them on your map.
#1
The objects were in the way. I tried to move them but that got effed up so I got peeved and deleted them.
I know about turning "light bake" off. I noticed it didn't seem to work anyway since the shadows kept generating. Another glitch for 343 to fix.
A cliff sniper map sounds like a lot of fun. Just like the good old days of Reach. :)
Just like 'that' Forge' screwed me!
I hadn't copied my latest version that had a few hours work in it. All I was doing was showing my wife the latest version. Then it locked up. I can no longer access that map.
For fucks sake! I was planning on running a field test tonight for shits and giggles.
I've heard of files corrupting but this is beyond stupid.
So, my inaccessible map was accessible to other people. We played on it a bit even though it really wasn't ready for prime time. Deciduous Duke decided to mark it as inappropriate content. Go Duke. lol
For reasons unknown (even by 343), the map remained inaccessible to me. So I deleted it.
I recommend a map in progress be copied at the end of each forge session. I used to do it at the beginning but since the act of opening a file can lock it out, that's not a good choice.
Here's a horrible thought. This glitch can result in a sequence of locked files if each one locks as you try to open it.
Oops, sorry about that! But you do have to admit that you did an obscene amount of work on the map before it got hopelessly corrupted!
Wow. Sounds like another well tested before release capability.
I've bit the bullet and restarted my project. The undefined bugs that can occur if the original objects are deleted was probably going hit me sooner or later.
Most of my previous work effort was thinking time and reconstruction is well underway now that I have a better handle on the project.
I had several 'holy shit' moments when Live was erratic last night. Nearly lost work work more than one.
I recommend ungrouping any grouped objects when there isn't a requirement for them. Too often, new groups are attaching themselves to old groups. Not a finger problem either.
READ BEFORE FORGING
Always have at least 1 initial spawn and 1 normal spawn on your map. Otherwise when you save and exit, a bug will prevent you from loading the map.