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Siliconmaster
July 25th, 2010, 10:02 PM
I thought this should get its own thread so that we stop sidetracking the general Reach discussion thread.

The proposed idea is some sort of Modacity Forging Team that would work together to make forge maps in Halo Reach. Not only is there a lot of interest, but this could provide a nice way for Modacity to actually make Halo content again.

Note: English Mobster was also making a thread, so he should get credit too. <3

Proposed names:
HEK (Halo Editing Kids)
The Operators
Modacity Forging Guild
The Foxtrotters
Forge Collective
Fall of Forge
Sgt Forge's Lonely Hearts Club Band
Don't Forge Me Bro
Fucking Space LEGO's: How Do They Work?
Gruesome Phasing Accident
Set It and Forge Get It
Forgers Crystals
LeVar Burton
Forgy McForgington
Forge Forge Forge Forge (Fourge)
Halcyon
La Forge
The Phasers

Discuss.

Theoretical members: name- XBL tag
ejburke- Echo Ten
Kornman00
Siliconmaster- Br0nto
English Mobster- a Mudkip army
Mr. Big- avp DRAGON
annihilation
DarkHalo003- DarkHalo003
Saggy- SaggDog7
Teltaur- Teltaur
Darqeness- Darqeness
vistea- Red vistea
Rob Oplawar
Arteen
BobtheGreatII
t3hm00kz
rentafence
paladin
Gwunty- CLS_GRUNT
Sanctus- AvalonGuardian
.Wolf™- TheExodios
rentafence- rentafence5
MrBig- Mr Kwatz (http://www.modacity.net/forums/showthread.php?22041-Modacity-Forging-Guild-%28Name-TBD%29&p=555807&viewfull=1#post555807)
CabooseJr- Shirayuki Jr
Necr0matic- Necr0matic

Kornman00
July 25th, 2010, 10:06 PM
Personally, right now I can only see myself being able to only help in the playability testing area and polishing existing geometry areas (ie, fine tuning object placements so the actual geometry cats can go mass out other parts of maps). My time spent in Forge for H3 wasn't all too much so I'll need some more time, especially with the new tools, to really get savvy with contributing in any other way.

Futzy
July 25th, 2010, 10:06 PM
I've got some plans drawn out based off the halo campaign maps. I've been playing through all the games and made a draft of some of the areas that would be good for multiplayer. I'll scan in some that have good potential.
Also, xbl is avp DRAGON. We should add tags to the names. I have silver right now and am waiting for reach to renew and will be changing my name then.

Siliconmaster
July 25th, 2010, 10:10 PM
I agree with you Korn- any team would have to take time to get to know the new tools first. Even those of us that used Forge in H3 a lot aren't going to immediately be able to use all the new goodies Bungie is giving us. Better to mess around for a while and be able to really use everything we can than to start right up and barely scratch the surface. Still, some basic planning is good in advance.

I'm all for any element of forging, be it structural, gametypes, weapons placement, or testing. Weapons placement I'm still a little rough on- I'm even going to need some help on that for my HCE projects. Still, I can do a decent first draft, so to speak.

English Mobster
July 25th, 2010, 10:11 PM
I could go about designing and building a few of these maps.
XBL gamertag: a Mudkip army ('twas a joke gamertag I made a while ago, too lazy to get the money up to change).

Kornman00
July 25th, 2010, 10:11 PM
Remember that there can only be 8 people in Forge together at a time. There could also potentially be a lot of passing the map around between people because of this; you'd have to make sure not to edit your share of work until the map comes back to you.
Even with 8 people on a team in a squad you can break it down as:
* 1 Producer
* 3 Geometry placers (or 2 if it is a small map)
* 2 Object placers
* 2 Decorators

And since they're all pretty much doing their job at the same time, work flows a lot faster. After the first build of the geometry gets massed out then the game type specialists can come in and do their magic, assuming they're not actually one of the geometry, object, etc guys.

ejburke
July 25th, 2010, 10:12 PM
I was thinking more of a loose confederation, rather than a Borg Collective. We could make ourselves available to help test and offer feedback, but as far as taking advantage of the networking capabilities of Forge, I don't think we should try to force anything. There are harsh lessons about "design by committee" and "too many chefs in the kitchen" that would make it counterproductive in many cases.

The initial idea was that we could be affiliated, but still be individuals. If somebody ever wondered what the maker of an old CE map was up to in Forge, he could find out and also check out other maps he might be interested in. To that end, I think we should be proactive and seek out the old names and faces. If they happen to be making Reach content, we post it. They wouldn't have to voluntarily join up or commit to anything.

But, we would need particapation in test labs from active members to make sure our "brand" means something and that people can trust it. All of my CE maps had one or two test runs before release, when they were at a point where I couldn't change anything from a gameplay perspective. It'll be nice to be able to properly iterate on a design, instead of just hoping it works.

Teltaur
July 25th, 2010, 10:15 PM
Well, I know I've been going through concepts for a Hang 'em High/Tombstone remake, but chances are most Halo 1/2/3 remakes are going to be spammed to hell and back, so it'd be more worth the effort to just avoid vanilla Halo remakes altogether.

I'd be more likely to take on geometry or something similar, as I've always seemed to suck at getting spawn points in Halo 3 to flow decently. GT's the same as my username.


EDIT: And, I was a long-time member of Bungie's Atlas system, where Forgers would submit their maps for Shishka to consider for use in Matchmaking (most Bungie vs. The World and 7 On The 7th maps came from it). Many of those systems would work well for a group like this, where before a map could even be considered, it had to pass a certain amount of tests for general use, have at least 3 full playtests, and plenty of other things that normal mappers would have usually missed in the creation process. I could always get a full list of what Shishka considered mandatory for a Forge map to be fully 'playable' if you want me to.

Siliconmaster
July 25th, 2010, 10:21 PM
A confederation would also be a good idea- no reason we can't do both. The overall concept would be that any Modacity member making a forge map that wanted to participate could submit theirs under the Modacity name. In addition, any groups that wanted to work together specifically on one map could do that as well. Either way, our group name would gain some weight.

Arteen
July 25th, 2010, 10:36 PM
At the very least, this would be good for playtesting each others' creations. I can't really see multiple people Forging at the same time working out, though.

Siliconmaster
July 25th, 2010, 10:38 PM
It would only work out if everyone weren't overlapping their efforts. Korn's plan seems to make sense, and if having a lot of people working at the same time is a pain, have one person do each task, and then send the map around to the next person. I think it will all depend on how things look once we start experimenting.

ejburke
July 25th, 2010, 10:39 PM
Certainly, if people want to build their maps Worker-Bee style, they should totally do that. I'm just saying that trying to force that on people would be a mistake. The more fluid and adaptable we are, the greater our odds of success will be.

Gamertag: Echo Ten

English Mobster
July 25th, 2010, 10:42 PM
According to Ferrex (http://halo.bungie.org/misc/ferrex_forgeworld_answers_round2_20100723.html), The Coliseum is about as long and wide as The Pit.
According to the picture in my Official Guide to Halo 3, The Pit is divided up into an approximate 30x30 square, where one square is approximate to the length of a Spartan's body.
Using this, we can judge how big the Coliseum is. While we don't have access to what pieces will be in it yet, it'll still be useful for planning.
Since I'm a nice person, I whipped up a 30x30 grid for all your planning needs.
Each square is 35 square pixels and equals the length of one World Unit.
http://i435.photobucket.com/albums/qq80/Mudkipz47/ColiseumGrid.jpg
A small box in Foundry/Sandbox is 1 square world unit, for comparison.

Cagerrin
July 25th, 2010, 10:49 PM
From what Ferrex was saying in the HBO q&a stuff, the grid that they made most of the parts to was 10'x10'. I may be misquoting, however.

Saggy
July 25th, 2010, 10:51 PM
Even with 8 people on a team in a squad you can break it down as:
* 1 Producer
* 3 Geometry placers (or 2 if it is a small map)
* 2 Object placers
* 2 Decorators

And since they're all pretty much doing their job at the same time, work flows a lot faster. After the first build of the geometry gets massed out then the game type specialists can come in and do their magic, assuming they're not actually one of the geometry, object, etc guys.
There's also the factor of whether or not all those people are online at the same time as well. Really though, I'm just posting the POTENTIAL problems; they're there to think about but you shouldn't really have to worry about them as long as the team is organized (which will definitely be a key component).

Also, my Gamertag is SaggDog7 if you want to add that to the list, Siliconmaster.

English Mobster
July 25th, 2010, 10:55 PM
However, the problem with that is:
a. That's referring to a 10 world unit grid.
b. That's not the entirety of the Coliseum.

That grid he refers to is those blue squares you see floating in the air in the ViDoc.

Edit: Further research determined that 1 Spartan is 1 world unit.
This means that the small boxes in Foundry and small blocks in Sandbox are 1 square world unit, allowing us to plan accordingly.

ejburke
July 25th, 2010, 11:01 PM
For a name, I kind of prefer it be kept to 2 words or less, so as to avoid nasty abbreviation. I'll throw out another suggestion, "The Operators". As in Delta Force, or in this case, Operational Detachment.... well, since Forge begins with "F", I guess it would be Foxtrot. I'm going to start working on my manly operator beard, just in case.

vistea
July 25th, 2010, 11:04 PM
I'm down for this whole thing. Probably best to get involved in something I know well, like forge.
Gamertag is Red vistea, I'm good at general geometry, but best with balancing weapon placements and decorating. (At least in Halo 3 I was).
HEK is a good name, in my opinion, so people know the roots of the whole deal.

Rob Oplawar
July 25th, 2010, 11:11 PM
I'm interested in this, and I think the discussion seems more or less productive. I'm in for solo Forging towards group goals in my free time and/or group Forging whenever it fits in my schedule. Reach Forge looks awesome.
I think "Modacity Forging Guild" itself isn't too bad a name, simply because the abbreviation "MFG" feels good. But then, I'm an engineer, and everybody knows engineers love abbreviations.

e: Initially I want to play around with some designs I have floating around from my BCE days, but assuming this thing is as cool as it looks I can definitely see myself getting behind somebody else's design in a support role.

Kornman00
July 25th, 2010, 11:17 PM
The Foxtrotters (like The Globetrotters)

But yeah, those ideas I was throwing out were meant as team breakdowns for people who actually came together and put some forthought into their work (read: pre-production). Then they'd band together into a Reach party and start actually Forging the idea (or start the pre-production in forge to start). I wasn't suggesting you just fire up a party, invite 7 random joes then say "ok you two go make some geometry over there", etc. I was talking as if you had a team like that of H2CE or CMT where there are defined members and defined member roles. Like in a recent Reach Q&A, Chris O. said that everyone knew their roles and responsibilities so when there was an issue, they also knew who they could go to to get it fixed. As long as you have organization the idea I threw out there should jive.


HEK is a good name, in my opinion, so people know the roots of the whole deal.
ooo, got a point there heheh

DarkHalo003
July 25th, 2010, 11:43 PM
My Gamertag is the same as my username (it's also in my sig).

I can be a visionary designer and other stuff. I have a TON of designs plotted out, ready for building that I was originally going to make for HaloCE, but I'm cut short due to time and crap. I can be a Decorator, Object Placer, and a Geometry placer.

jcap
July 25th, 2010, 11:45 PM
This is awesome, and I fully support this. I'm going to flip through later, but I just want to say thanks so much for bringing this up and your support.

We have a lot of talent here, and we'd all like to move on to Reach. This is the second best thing.

Darqeness
July 25th, 2010, 11:59 PM
I'd be up for any position. I've made a couple of Rube Goldberg machines in H3 forge so if anyone needs help with some physics based stuff, bring me to the party. My GT's "Darqeness" by the way.

ej's idea of the borg collective gave me the idea of "Forge Collective" for a name.

Arteen
July 26th, 2010, 12:02 AM
I would like to be associated with this. It would make mapmaking in Forge feel a bit more worthwhile. I'm not sure how roles would work in this, though. Forge is a heck of a lot simpler and more user-friendly than regular mapmaking, so you hardly need more than one or two people to make a map. Modding teams like CMT are more specialized because there is much more to do. But even with CE, most of my maps have been one-man jobs. I could see this working as a way to help members polish and playtest their maps.

As for team names, let's call ourselves the Arteam. I always suggest it for every team I'm in, but no one ever likes it!


This is awesome, and I fully support this. I'm going to flip through later, but I just want to say thanks so much for bringing this up and your support.

We have a lot of talent here, and we'd all like to move on to Reach. This is the second best thing.
It's a bit pathetic though, wasting all this talent to play with virtual Legos!

Siliconmaster
July 26th, 2010, 12:04 AM
Ah, but really cool virtual legos! :3

Kornman00
July 26th, 2010, 12:25 AM
ej's idea of the borg collective gave me the idea of "Forge Collective" for a name.
That actually sounds saucesome. Even if it is just a bunch of people and not just a defined team, it could work. The borg is made up of N cyborgs who come and go (thanks to futuristic space battles) so when one leaves, another one just takes its spot. We'd just be a collective group of people forging ideas into a central place, assimilating CE maps

Resistance will be futile :ohboy:

ejburke
July 26th, 2010, 12:44 AM
"Mapping Team"-like projects would be the domain of sub-teams. Like the Decepticons have the Constructicons.

I'm a little worried about variety. We're not really making maps, we're making variants of a single map. Things could become repetitive and redundant very quickly. We'll know better whether this thing will have legs when we get the game in our hands and can see what's possible.

English Mobster
July 26th, 2010, 12:45 AM
This idea really seems to be taking off. I haven't seen a thread here move this fast in ages.

E: ejburke, look at all the Sandbox/Foundry maps there are. They're using the same map, yet both have a lot of variants that are fresh and new.
Not to mention, with the skillset of our community and Reach's gametype tools, we could really do some cool things. One of my favorite times playing Halo was when they had that playlist that was all user-made maps on Sandbox, and there was a gametype where a VIP had to run to a bunch of locations on the bottom level while another team was on the top level with sniper rifles taking potshots.
What I'm saying here is that with our community, even if things begin to grow stale (and with all the ideas everyone has, I know it won't), we could simply mix things up a bit by inventing maps centered around new gametypes.

BobtheGreatII
July 26th, 2010, 01:47 AM
I'm in.

t3h m00kz
July 26th, 2010, 01:56 AM
I have full intentions of remaking Hang Em High the day the game is released.

jcap
July 26th, 2010, 02:19 AM
I would like to be associated with this. It would make mapmaking in Forge feel a bit more worthwhile. I'm not sure how roles would work in this, though. Forge is a heck of a lot simpler and more user-friendly than regular mapmaking, so you hardly need more than one or two people to make a map. Modding teams like CMT are more specialized because there is much more to do. But even with CE, most of my maps have been one-man jobs. I could see this working as a way to help members polish and playtest their maps.
Yes. All of this.


It's a bit pathetic though, wasting all this talent to play with virtual Legos!
Yeah, really. At least there's major improvements from Halo 3. Halo 3 was more like building with virtual LEGO blocks. Reach is closer to building with ripped geometry in Max. While we still won't be able to create custom weapons, vehicles, or textures, or sounds, at least we can have fun recreating classic maps and even new ones in Reach. Hell, maybe because it's so easy to make a map in Reach, we might see some forge designs come into CE?

Or at least it would hold us over until Halo Reach PC. :rolleyes:


I have full intentions of remaking Hang Em High the day the game is released.
Who says it isn't already done? :o

Rentafence
July 26th, 2010, 02:24 AM
Can I be gay with you guys too? I miss modalcadacities :saddowns:

English Mobster
July 26th, 2010, 02:37 AM
Because I was bored, had a grid, and had access to Photoshop, I re-imagined Gridlock in the space I guesstimated was allocated for the Coliseum. Granted, as I have yet to get my hands on the game, it will probably need a few tweaks, but hey.
Should be self-explanatory, I'll be on hand to answer any questions/suggestions if they arise.
http://i435.photobucket.com/albums/qq80/Mudkipz47/gridlock.jpg
The CE version I had a few small betas with worked well, I'd imagine the same would transfer over to Reach.

E: The arrow I have going on there indicates that the rocket bridge is, well, a bridge, and the path goes underneath it.

EE: By "Sniper Tower", I mean the Sniper Tower from Ascension. Bungie said they ripped the geometry out of that tower and made it into a Forge piece, so that would be the piece to use there. I purposely gave the surrounding area a lot of give since this was all guesstimates.

EEE: I just came up with a spectacular idea for a third top level to that to utilize the jetpack, but it'll be hard to express in a single image.

EEEE: Top floor!
http://i435.photobucket.com/albums/qq80/Mudkipz47/gridlocktopfloor.jpg
Mostly, I just fucking love the Pro Pipe. I wanted to fit it in somewhere.

ejburke
July 26th, 2010, 02:59 AM
You know, we really shouldn't be trying to come up with a name to describe ourselves. The name we come up with should be applied directly to our content, like a record label or a brand name. The distinction might seem subtle, but I think it's an important one to make. We don't really want to obscure authorship. It should be very clear to the end user that these maps were produced by individuals and teams of individuals. The goal of the label is not to share work, so much as it is to cause chain-reactions of interest. To get our maps to the level of popularity and polish they need to be to qualify for considerations in playlists.

As a matter of fact, playlists are the whole reason I suggested the idea. We're much more at the mercy of popular opinion and level of exposure than we ever were with Halo CE. We can't just make stuff and figure someone will probably slap it on their dedicated server. We have to work the system to give the stuff we work on a fighting chance. As individuals, our chances of success would rely too much on the size of our friend list and dumb luck than I would be willing to accept.

It's funny, because I never really cared about how popular my maps were. It was fun to release them, but I always chuckled when others seemed to live and die by how many people were playing their stuff. But I guess somewhere deep down, I must have cared that someone was playing, because the thought of using Reach's Forge without this kind of support mechanism just seems futile.

English Mobster
July 26th, 2010, 03:11 AM
Releasing the next Yoyorast was too much of a Pipe Dream for me, I knew I came in too late for Domain or Gridlock to become imPortent enough.
Reach gives me a way for my maps to be popular while CE slowly climbs into its Grove.

paladin
July 26th, 2010, 03:13 AM
Death Island here we come.

Kornman00
July 26th, 2010, 03:59 AM
In that case, "Fall of Forge", eheh? How's that for a Forge record label :p

well, that or "Sgt Forge's Lonely Hearts Club Band"...but that doesn't seem to roll off the tongue so well

English Mobster
July 26th, 2010, 04:11 AM
Sargent Forge's Looonely Hearts Club Band, we hope you will enjoy the show..
http://media.giantbomb.com/uploads/1/17531/914099-sergeant_forge_on_harvest_super.png
Sargent Forge's Lonely Hearts Club Band, sit tight and let the evening roll...

(Srsly, I like the name Halo Editing Kids still.)

ejburke
July 26th, 2010, 04:31 AM
Don't Forge Me Bro
Fucking Space LEGO's: How Do They Work?
Gruesome Phasing Accident
Set It and Forge Get It
Forgers Crystals
LeVar Burton
Forgy McForgington
Forge Forge Forge Forge (Fourge)
Halcyon

t3h m00kz
July 26th, 2010, 04:53 AM
Who says it isn't already done? :o

if it is that'll just save me the trouble

neuro
July 26th, 2010, 05:57 AM
forge = no custom content, amirite?

Darqeness
July 26th, 2010, 06:00 AM
Yeah, you're stuck with whatever Bungie gives you. You can't import any of your own assets from outside the game.

Kornman00
July 26th, 2010, 06:12 AM
LeVar Fucking Forging Burton

ftfufm

You've been LaForge'd

http://www.sliceofscifi.com/images/LAFORGE.jpg

E: Yes. 'La Forge'. The Forge. It may be feminine form, but hey, it works :party:

English Mobster
July 26th, 2010, 06:58 AM
Gruesome Phasing Accident
Set It and Forge Get It
Halcyon
My personal favorites from that list, in order.

Arteen
July 26th, 2010, 08:07 AM
I'm partial to the name 'Modacity Forging Guild'. It's simple, descriptive, and to-the-point.


As a matter of fact, playlists are the whole reason I suggested the idea. We're much more at the mercy of popular opinion and level of exposure than we ever were with Halo CE. We can't just make stuff and figure someone will probably slap it on their dedicated server. We have to work the system to give the stuff we work on a fighting chance. As individuals, our chances of success would rely too much on the size of our friend list and dumb luck than I would be willing to accept.
I don't mind too much if we never succeed at popularizing a map, because creating this guild has the added side-affect of the occasional gamenight where we get to play on each other's maps and mess around in Forge.

thehoodedsmack
July 26th, 2010, 09:56 AM
It seems like rather than making a Forging Guild under the Modacity banner, it'd be more beneficial to create a sister-site, where we could also focus on making Forge tutorials, dedicating Forge discussion, and showcasing maps that the team is currently working on.

Futzy
July 26th, 2010, 10:40 AM
Or just a sub forum, as not to split people apart.

thehoodedsmack
July 26th, 2010, 10:59 AM
Then it's still just a club within Modacity. Personally, I think this idea could be turned into something huge, akin to an online hub for all Forge material.

jcap
July 26th, 2010, 11:15 AM
Don't Forge Me Bro
Fucking Space LEGO's: How Do They Work?
Gruesome Phasing Accident
Set It and Forge Get It
Forgers Crystals
LeVar Burton
Forgy McForgington
Forge Forge Forge Forge (Fourge)
Halcyon
The Phasers ;p

Futzy
July 26th, 2010, 11:17 AM
There is already a well establish Forge Hub (http://www.forgehub.com/).

thehoodedsmack
July 26th, 2010, 11:25 AM
Huh. That's too bad. I'm sure we could have done better.

Futzy
July 26th, 2010, 11:36 AM
Yes, we certainly could have. But I don't believe we should split up the community, its not like we do any modding here that would be opposed by bungie if we were to be noticed.
All we need is a dedicated halo reach and forge category.

Arteen
July 26th, 2010, 12:02 PM
Then it's still just a club within Modacity. Personally, I think this idea could be turned into something huge, akin to an online hub for all Forge material.
I don't see what's wrong with this just being a club within Modacity. Isn't the point that we, as fellow Modacity members, all want to work together and promote each others' work? We should just see how this little guild works out before trying to make this any sort of 'Forge hub'. It's better to get to the moon before reaching for the stars.

jcap
July 26th, 2010, 12:36 PM
We should just start out with ourselves. If we can set up well with a nice, organized content system (using the downloads system, which p0lar almost has ready for showing), then we might actually end up bringing in people as a result of this. While we should focus on being attractive to new members, if we try to focus on being the "one stop shop" without having anything to actually show first, we won't have anything.

My biggest concern is actually just how to host the maps. PC games are different because we can locally host files. However, with the Xbox, Bungie hosts the files. That's a problem because users are limited in "slots" and we could end up with missing items.

thehoodedsmack
July 26th, 2010, 12:46 PM
My biggest concern is actually just how to host the maps. PC games are different because we can locally host files. However, with the Xbox, Bungie hosts the files. That's a problem because users are limited in "slots" and we could end up with missing items.

Host accounts, maybe? Static gamertags that just hold the maps on their fileshares. Since it would get expensive to host every map this way at once, you could implement a rolling archive.

Futzy
July 26th, 2010, 12:49 PM
There could be one or two designated "features" people with bungie pro to host the groups maps. then, as new maps get released the original creator can just continue hosting the map on his own fileshare for anyone else that wants it.
Having two people with BP would mean almost 50 maps, which is quite a lot and could hold them all for a long time

Arteen
July 26th, 2010, 01:10 PM
I already have Bungie Pro so I guess I could host a few of the maps. It's going to be a while before we even have one map at a satisfying level of quality, and even longer before we have a bunch.

DarkHalo003
July 26th, 2010, 01:14 PM
I have a static gamertag to store crap on. This is a great way for me to use one of my XBL accounts too, I made it for a Facebook group back when Groups were like Farmville is now.

Rentafence
July 26th, 2010, 01:38 PM
What about the Modacity gamertag someone made as a pseudo "clan friend list"

ThePlague
July 26th, 2010, 02:07 PM
Use the money generated from donations to make a few Static Gamertags. And we should get set up before the Reach release storm. That way we'll be ready to post content and shit right as the game comes out and content starts being created.

leorimolo
July 26th, 2010, 02:07 PM
Hey guys, if you really want to try this out, you should take a look at darkshall falls forge 2.0 mod, it does most of the important things for halo 3 sandbox. Non collidable and floating platforms always, lets you make some pretty sick maps. Ohh and you need a jtag.

Rob Oplawar
July 26th, 2010, 08:29 PM
This thread still seems to be on track, just piping in to cast my vote for Halo Editing Kids since it harkens back to our roots :)

IMO all we need is an explicit sub-forum on Modacity to make this 'official'. I'd volunteer to mod, but I'm pretty busy what with work and all. But yeah, we just need a gathering place for this Forge Collective so people know where to go to get help on their project, join somebody else's project, or share their work/ideas.

Siliconmaster
July 26th, 2010, 08:41 PM
For that matter, I propose that Reach be split off into its own section, with a subsection for this group/collective/thing. Having Halo 3, ODST, and Reach all in one section is ludicrous with all the features Reach has to offer. It was ok when Reach was just a blip on the horizon, but now it's just as big as the other games, if not bigger.

jcap
July 26th, 2010, 09:00 PM
Host accounts, maybe? Static gamertags that just hold the maps on their fileshares. Since it would get expensive to host every map this way at once, you could implement a rolling archive.

There could be one or two designated "features" people with bungie pro to host the groups maps. then, as new maps get released the original creator can just continue hosting the map on his own fileshare for anyone else that wants it.
Having two people with BP would mean almost 50 maps, which is quite a lot and could hold them all for a long time
We can actually create a boatload of accounts, like 20+, which are all sequential in name to host files. You don't need to have gold to copy an item to your file share, just to play in multiplayer (I think?).

Siliconmaster
July 26th, 2010, 09:05 PM
Unfortunately silver accounts can't place anything in their file share. Otherwise, that would be a brilliant plan.

ejburke
July 26th, 2010, 10:37 PM
We should just have everyone have their own stuff on their own file share and link to them. There will be a ton of redundancy, because we'll all have most, if not all, of the variants saved to our hard drives. If something happens to an account, we can put the files up on another person's file share. Hopefully, we'll have a lot of people that are in it just for the opportunity to play custom games and not really interested in making content.

We're going to have to come up with some criteria for submissions, because we won't be able to test everything that gets shat out. We just won't have enough testing bandwidth. So, unfortunately, we're going to have to devise a few hoops to jump through, to help separate the wheat from the chaff. Above all, it has to be fair and impartial. We don't want politics to disenchant potential contributors.

We want to attract talent. Our shared history in Halo CE gives us a leg-up, but I don't think we should use that as our calling card. People might want to join -- sign up at these forums -- that had nothing to do with Halo modding. We should embrace that. The more talented designers we have, the stronger the brand will be, and the more fun we'll have testing and playing.

Regarding the name, I now think it should be simple, and evocative of quality. There has to be a visual component to it, so maybe we should narrow it down to a few candidates, make an insignia for each one, and then vote based on the name and insignia combo.

I'm against HEK, because it's confusing. People are going to think we hacked the HEK to work with Forge and I can just picture all the idiots we'll attract ("plz send hek forge or i has hax thx bye"). Secondly, I don't like "kids". It has negative connotations, especially in the Halo community ("bad kids"). And again, who knows where this thing ends up? When it's all said and done, the CE pedigree may be so watered down that we have to come up with something else for HEK to stand for. Or like IGN, deny that it stands for anything at all. Let's just cut that potential problem off at the legs and use something else.

I have less of a problem with Modacity Forgers Guild, but I do have problems with it. Promoting Modacity is fantastic, but we can do that by making this place our base of discussion. Putting Modacity in the name is going to limit the potential. They'll look at it and think, "Oh, I don't know about Modacity, this must not be for me." just like someone might skip over the Cincinatti Roofers Co., because they don't live in Concinatti.

So, you chop off Modacity and you have "The Forger's Guild". Simple, evocative of quality... one problem: many of us haven't touched Forge yet. We know mapping, but we don't know Forging. We didn't suffer through H3's Forge the way others did. It would just feel phony and disingenuous to take that name. Mappers Guild, maybe? Eh.

Right now, I'm thinking along the lines of stuff like: Black Label, Par Excellence, Ready for Primetime, Center Mass. Nothing cute. We don't have to provide hints at where we come from or what we do. Just something synonymous with "good job" that we can apply to our maps.

"Hey, have you checked out the newest Black Label map variants?"

And can you see how some idiots might think we're "official"? Instead of pestering us for a Forge HEK that doesn't exist, they'll go around thinking our maps are Bungie-approved. That is what you call Moron Judo -- using their own ignorance against them. I will not lose sleep if that happens. As long as we don't actively try to trick people, I don't see anything wrong with a little ambiguity.

And yes, if you were wondering, I do overthink things.

Kornman00
July 27th, 2010, 12:13 AM
"Noble Variant(s)". Name covers both map and game types (which in most cases goes hand in hand). Also pays homage to the fact we're about Reach, because Forge 2.0 puts 1.0 to shame. To shame. RIP 1.0.

Also sounds kinda official IMO.

Futzy
July 27th, 2010, 01:03 AM
I quite like HEK
http://derekdennison.codebrainshideout.net/haloeditingkids.jpg

99.9% of halo players don't know what HEK is.

Rentafence
July 27th, 2010, 01:08 AM
Sapiens? It hearkens back to the CE roots the community has, and is relevant to forge in that they're similar what with the world population thing.

ejburke
July 27th, 2010, 01:33 AM
"Noble Variant(s)". Name covers both map and game types (which in most cases goes hand in hand). Also pays homage to the fact we're about Reach, because Forge 2.0 puts 1.0 to shame. To shame. RIP 1.0.

Also sounds kinda official IMO.I like it. It's a bit of a gamble, because Bungie might release a Noble Map Pack to avoid having to use Mythic twice. But that's a gamble that's probably worth taking.

E: Instead of Noble Variants, how about Noble Customs?

Heathen
July 27th, 2010, 02:21 AM
I dig Korns name.

English Mobster
July 27th, 2010, 02:57 AM
Just pitching these ideas out there (if any of this is completely fucking retarded, I just spent the better part of 2 hours over a hot solder gun for the Model Railroad in my sig, and I think the fumes went to my head. I feel a bit woozy and it's hard to think/type straight, so excuse any typos as well):

An idea for a name to keep the HEK acronym: Halo Editing Kollective. Gets rid of the connotations of "Kids", plus it's a cool name. Another option is Halo Editing Komrades.

Our subforum should be set up similar to how CMT was set up here a long time ago, and should be laid out like so:
* Halo: Reach Discussion (General discussion for Halo: Reach and home of the Halo Editing Kollective.)
** Halo Editing Kollective (The official domain for the Modacity Halo Editing Kollective. Post your Forge 2.0 works in progress and ask for our experienced mapmakers for advice or help on making your map all it can be!)
*** Official Releases (Experience maps made by the members of the Halo Editing Kollective.)
*** Playtests (Take part in a Halo Editing Kollective playtest to experience maps made by the HEK and vote on the ones to become official releases!)

Any mapmakers can post a WIP thread for their map in the HEK subforum, similar to the current WIP threads in the CE section. The main difference, however, is that they can elect to "call for aid" and set up a date for the HEK community to come in and help them out. We'll come in, help them out with their map, do all that good stuff. Once they've finished, if they want to make it an "Official" release, they can tell one of the section mods that they want to submit their map for playtesting.

Every week, one of the section mods will create a thread in the "Playtest" section. This thread will contain download links and screenshots of every map in that week's playtest. It would also contain a date and time for the playtest, typically held over the weekend. During a playtest, each map on the list will be played for a grand total of three games (by default, Slayer, Team Slayer, and Assault/CTF, unless a mapmaker is designing a map for a specific gametype), to thoroughly investigate the playability of a map.
I would suggest a cap on the number of maps per playtest thread, say, five per week, as three 10-minute games on five maps would consume over 2 hours, and any more will go on for too long for playtesting to really be useful. This may lead to long wait times if 15 maps are released a week, however, unless 3 playtests are held, one of Friday, another on Saturday, and yet another on Sunday. However, we will have to see how many maps we release a week to really get a grip on if this cap is needed or not.

After a playtest, a thread is made for voting on which maps will make the grade and discussion on the playtest itself. The poll should be a multiple-choice poll with public voting, so we can see if anyone just votes for every single map week after week and punish them accordingly. Voting for your own map is discouraged.
At the end of the weekend (or however long the poll runs for), the top three maps will be chosen to become "Official Releases", and the remaining two would be sent back for gameplay tweaks.
Each "Official Release" should be hosted on a static account with Bungie Pro, so they could be available for download without the possibility of people removing them from their file share to save space (which WILL be a problem for people without Bungie Pro who make a lot of maps, as they will have to constantly rotate out the maps in their own file share).
However, after 16 weeks or so (assuming a constant stream of 3 maps/week), the maps will be removed from the Official Release section so that particular static account's File Share could be re-used for the influx of new arrivals.
The only way a map can be saved from a File Share "purge" is if it receives a substantial amount of downloads. If a map receives an abnormally high number of downloads, a poll is made deciding whether or not to move that map to a "Greatest Hits" account. If the majority votes yes, the map is moved to a "Greatest Hits" account so truly spectacular maps can avoid being purged. Another sticky at the top of the Official Release section contains a list of all 25 maps on the current "Greatest Hits" list for easy access.
One flaw with this system that will have to be addressed is what happens if a map is selected to be moved onto the "Greatest Hits" and the static "Greatest Hits" account is full? My solution is to have a vote, but selecting one of 25 equally-great options would be a pain in the ass. However, that is a long way off, and we should worry about that when we come to it.

Using this system, Modacity would only have to maintain a grand total of 3 static Bungie Pro "storage" accounts, all of which SHOULD be funded through donations. It's the best compromise between potential storage space and economics. It should hold for quite a while; if the system really begs to be expanded sometime in the future, it can be relatively easily.
This system will also require a few dedicated Section Mods to keep an eye on the HEK subforum every week and manage the playtests. If I could take the liberty of nominating someone, I would say Arteen would do a great job of being one of these section mods, although the choice really is up to him and the mods.

ejburke
July 27th, 2010, 05:32 AM
File Share - Okay, I didn't realize the basic service was only 6 slots. Bungie Pro quadruples that, (assuming they keep capacity the same) so we should encourage people to upgrade and donate space. We can buy 5 Pro upgrades for the price of one dummy account.

But it's not really necessary to have all the approved maps available at all times. We can have an active playlist of maps that are guaranteed to be available for share, but if a map isn't available at a certain time and someone wants to play it, we can have a thread for requests. Of course, we'd try to keep everything available, but I don't think it's the end of the world if we're unable to do that. It's certainly not worth the hassle of asking for donations. It also represents a conflict of interest when we're accepting money from people who want our approval and endorsement.

Approval Process - Here's how I see it:

1) Applicant posts images and/or video demonstrating their work
2) Someone with the authority to inspect submissions will download and walk through the map
3) If deemed worthy of further review, the map will be upgraded to Candidate status and a link will be posted.
4) Three appointed panels of judges (Red, Blue, Green) will take turns testing candidates in scheduled sessions.
5) 2/3 majority approval by one panel upgrades candidate to Bronze Tier
6) 2/3 majority approval by two panels upgrades bronze to Silver Tier
7) 2/3 majority approval by three panels upgrades silver to Gold Tier
8) Platinum Tier would be the Hall of Fame tier. We'll know them when we see them.

The panels could be a fluid thing, changing by the week depending on who is available. A Blue panelist could be red the next week or replaced completely, if need be. We just need a general pool of people whose opinions are trusted by the community that we can randomly select from. That way, there aren't any hard feelings.

Forum structure - Just one forum with several stickies is probably best. We can play it by ear and adjust accordingly, but it's a good thing to have a bunch of active threads on the same page. Divide it up too finely, and you have ghost towns and sections that people just stop checking.

Kornman00
July 27th, 2010, 06:10 AM
Well since this is more than just a community based idea, but rather a "record" label in a sense, we shouldn't constrict the flow of data down to threads. Yes, they could start off in threads, but then should get "signed" into a content system capable of centralizing information about the variants, where the approval process can take place.

We already dedicate SO much forum space to everything else, that adding to the space would just be like beating a dead horse. In order to survive you'd need to bring to the table something new for people other than just being a "hub". Reach will be bigger and more active than CE, and especially so for all our "other" games that we have forums for. Why throw such a dedicated and new idea into what has basically become a trashcan?

A content system has a means of uniquely displaying data. Forums are fucking forums, they're generic. We can manage "mirrors" of where to find approved variants (map/game types), multimedia content (either inline images or links to youtube demos, or even saved films). We can link to the original user accounts and have the current approval status displayed. Then you could also put advertisements of scheduled playtests. If you wanted to do all of this in a fucking POS forum, you'd have to make every single person have some sort of mod status plus you'd have to deal with some fugly ass forum display which doesn't/can't provide templates to display and edit the content needed for "signed" variants.

I'm tired of seeing so much shit get thrown into forums like it was a catch-all. Don't treat it like Bungie did the texture cache in Halo 1/2. If modacity actually becomes the one who governs this, it better be done, and done right, in a CMS.

ejburke
July 27th, 2010, 07:13 AM
Can you manage to infiltrate Bungie and steal us a copy of RAID?

Forums be ghetto. No denying. A CMS would be a great thing. But is it do-able? I figured we were just going to use Google Docs or something for sharing administrative info.

We're all excited now, but who knows how we'll feel once the game is in our hands. So maybe ghetto is better until we know for sure that all the effort spent on making this a well-oiled machine is worth it.

Arteen
July 27th, 2010, 08:13 AM
We're all excited now, but who knows how we'll feel once the game is in our hands. So maybe ghetto is better until we know for sure that all the effort spent on making this a well-oiled machine is worth it.
This is what I think. We should just wait to see if we even enjoy Forging that much before we do anything major. Just having forums will be fine, too. It works for ForgeHub.

jcap
July 27th, 2010, 06:42 PM
Well, here's what CAN be done without any massive code revamping:

The downloads system can be set up to include categories for Reach. When someone submits a new item, they can specify whether it is a map or gametype, they can provide multiple pictures and a description (including a YouTube video if they want), and they can specify the gametypes a map would be designed for. Since we can't actually host files, they would also need to provide a link to the Bungie page. Members would be able to rate and comment.

That's just for downloads. For organization of teams, we have absolutely nothing. I mean, we have blogs which multiple users can edit, but that's it.

Arteen
July 27th, 2010, 07:50 PM
Meh. That seems like it would distance content from its creators. That works well for static content like in CE. Everyone has to download the same exact map, and once you release a map out into the wild, it's too late to make any changes. You cannot play on a map unless everyone else has not just the same map, but the same exact version of it.

With Reach, there's more room for iteration and conversation with players. Want to tweak a map based on player feedback? Bump your thread, describe the update and redirect the download hyperlink to the latest version. Players can now download this new map without any worries of version conflicts with other players. Forums threads seem more intimate and constructive than a download page with comments. ForgeHub seems to be going strong with their forum-based setup.

Teltaur
July 27th, 2010, 08:16 PM
Well, figured you guys might be interested in this:


But while I might not have what it takes to make an amazing map destined for our official matchmaking playlists, I can show you the basic steps. I can walk the path.
...
When I'm finished, I’m going to submit my creation through some of the same channels and mechanisms you’ll be using post-launch so you can see what the process might be like in Reach. Ready?

Let’s begin.http://www.bungie.net/News/Blog.aspx?mode=news#Incomp_Cartog_1

Might be something to watch for, just to give a better idea of how the system works and how a map could even be considered for Matchmaking use.

Gwunty
July 27th, 2010, 09:10 PM
im down, I used to make maps and shit a while ago.
CLS_GRUNT

Futzy
July 29th, 2010, 06:16 PM
This may help in project coordination
http://lifehacker.com/5599895/quickly-create-shared-task-lists-with-divvyus

Kornman00
July 29th, 2010, 08:05 PM
I think wave would be better: https://wave.google.com/wave/

Futzy
July 29th, 2010, 08:10 PM
Oh, I forgot about wave; would be a lot more useful

jcap
August 1st, 2010, 11:41 AM
The best thing you guys could use is Microsoft Sharepoint. If set up properly, it's an amazing tool. But, I am not going to dedicate a server to just running Sharepoint (uses 2 GB RAM idle) or the time to setting it up properly........ (it's a bitch to properly configure, and it works off of Active Directory). But Sharepoint would allow ever team to basically have their own site, calendars, message boards, etc.

Wave is a good service to use for teams, so they have everything in one place. A Wave can also be displayed publicly through their web API, so we might be able to create a BBcode tag to allow teams to post their waves in a thread.

http://code.google.com/apis/wave/embed/

Kornman00
August 1st, 2010, 08:40 PM
By 'we' you mean p0lar bear right? Yeah, like he doesn't have enough beans on his plate already.

http://www.google.com/#hl=en&source=hp&q=google+wave+bbcode&aq=f&aqi=&aql=&oq=&gs_rfai=CWrQDIRNWTOK0AorAM6CPoYEKAAAAqgQFT9Ccv90&fp=8410c427d86c9751

http://forumsgoogle.com/google-wave-extensions/phpbb3-google-wave-bbcode/

Teltaur
August 8th, 2010, 12:38 AM
Think you guys might want to check this out:

http://www.bungie.net/Forums/posts.aspx?postID=47302440

Nice way to plan out some maps ahead of time, even if there's no geometry to base it on it still works for the Colosseum and suspended maps.
http://mickraider.com/wp-content/uploads/2010/08/advancedobjects.png

Cagerrin
August 8th, 2010, 12:42 AM
"Is that what I think it.. it is sketchup".

"oh god what have they done, learn to normal direction"

Going to try and fix those models once I tear myself away from this SS13 map.

e: on further inspection it would probably be easier to start them over from scratch. non-planars, interior garbage faces, messy overlapping.

Futzy
August 8th, 2010, 01:05 AM
"Is that what I think it.. it is sketchup".

"oh god what have they done, learn to normal direction"

Going to try and fix those models once I tear myself away from this SS13 map.

Would be quite nice to layout a map in max before bringing it into halo. That way the design could be pretty much set and people could be assigned parts for team projects

.Wolf™
August 8th, 2010, 09:26 AM
Bought an xbox and i am zeh down for this.

Lateksi
August 14th, 2010, 12:57 PM
What would really set your forging guild apart from the masses would be recreating some Custom Edition maps. I don't know if you already planned that cause I didn't read the whole thread but yeah... just my 2C.

Futzy
August 14th, 2010, 01:21 PM
I was planning on doing Garden, but its a good idea to do more

.Wolf™
August 16th, 2010, 09:33 AM
I'd like to see delta ruins..

Futzy
August 16th, 2010, 11:07 AM
Anyone still remember new mombasa?

Siliconmaster
August 16th, 2010, 04:54 PM
Who could forget that map? Good times were had on those city blocks.

Kornman00
August 16th, 2010, 04:56 PM
Fuck, I miss the days of playtesting that map with the rest of the gang :(

Futzy
August 16th, 2010, 04:58 PM
It might have to be shortened to about half - 3/4 the length it is, but we have to make it.

Mass
August 17th, 2010, 08:50 PM
I think there will have been a failure on our parts if some representative of the shwinnz formula is not present, and I would nominate grove as by far the best place to start.

Siliconmaster
August 17th, 2010, 09:36 PM
Shwinnz does indeed require some representation- I an see it being difficult to pull off the tunnels in those maps though- I seem to remember both grove and cove having multiple large overlapping paths for vehicles. Since we can't burrow into terrain, would we be able to pull that off with a combination of existing terrain and forerunner blocks?

Arteen
August 17th, 2010, 11:45 PM
I'd love to see someone do justice to the Schwinnz map style, be it Cove or Grove or something new.

Heathen
August 18th, 2010, 11:45 AM
I would love to see tension remade. I still play tension on Halo 3.

Pooky
August 18th, 2010, 07:23 PM
I'd love to see someone do justice to the Schwinnz map style, be it Cove or Grove or something new.
What's the Schwinnz style? Vehicle chokepoints in front of the bases, teleporters leading to the center?

Kornman00
August 18th, 2010, 07:38 PM
Entertaining and nostalgic?

Alpha was so simple it was fun, which is great for jumping in and out of games just to kill some time. It also had specific points where you'd get some heated battles as the game played out. It fit CE because the engine itself was simple too. I don't think a respectable recreation could be made in forge world TBH. Sure you could "Reach" it but then it wouldn't be Alpha and I still don't think you'd get the same feeling as before. Just like every game sequel I've ever played, it's always a different experience and most typically, not as entertaining as the first/one before.

kid908
August 21st, 2010, 02:24 PM
I'd join. I might have to go buy gold again.

gt: kid908

jcap
August 21st, 2010, 05:47 PM
I have the forum mod I need to get ready for forge file hosting, but I don't want to install until we upgrade to vB 4.0.6.

But that's another problem. We need a real template that isn't hacked to pieces like our current one. There's so few people who know how to use vBulletin 4 though... ;_;

Futzy
August 21st, 2010, 05:53 PM
What system could we use for hosting? You have to set the file to download from bungie.net, right?

jcap
August 21st, 2010, 06:25 PM
Oh, I mean is our system for organization. We would be able to create a very nice index of files that link to Bungie, since they are the only ones who can queue a file for download.

It turns out that our concerns over file shares is actually not a concern at all. When you upload a file, as long as you copy the URL, it will remain in Bungie's database forever. So, people can remove items from their file shares and upload new ones, linking to them through our system.

The system I have picked out allows ratings, comments, downloads, version numbers (so you only need one thread for all versions), date posted, last modified, authors, and a few more things I can't remember off the top of my head.

I'd like to do it, but it would require an overhaul of templates I'm really not up for.

Siliconmaster
August 21st, 2010, 10:38 PM
Oh wow- that does make things easier. I'd help, but I have no clue about web design, sorry

Futzy
August 22nd, 2010, 08:11 AM
Design I can help with, but I can't do anything with coding.

Pooky
August 27th, 2010, 07:44 AM
Entertaining and nostalgic?

Alpha was so simple it was fun, which is great for jumping in and out of games just to kill some time. It also had specific points where you'd get some heated battles as the game played out. It fit CE because the engine itself was simple too. I don't think a respectable recreation could be made in forge world TBH. Sure you could "Reach" it but then it wouldn't be Alpha and I still don't think you'd get the same feeling as before. Just like every game sequel I've ever played, it's always a different experience and most typically, not as entertaining as the first/one before.

Eh, I've never made it any secret that I didn't really care for those maps, but that's more because long range pistol-strafing combat was never really my thing. I prefer the maps like Fissure Fall and The Narrows (the CE one by Peter Sakievich, not the shit-tastic Halo 3 one) that focused on more on CQB and smart movement. Damnation is and always will be my favorite stock Halo 1 map.

Sanctus
August 27th, 2010, 10:44 PM
I'd very much like to be a part of this
XBL: AvalonGuardian

leorimolo
August 28th, 2010, 08:56 PM
Well here are the first pics of my lockout remake, of hopefully the first release of our guild. Take note, this was my first time forging on reach, this took me around 5 hours, and its a near perfect remake. Central platform is a little bigger thats all, but works out with the new engine.

Played pretty good on xlink, just like the original


http://img827.imageshack.us/img827/3298/barkodezsniperspro.th.jpg (http://img827.imageshack.us/i/barkodezsniperspro.jpg/)
http://img821.imageshack.us/img821/9321/barkodezforgeworldlocko.th.jpg (http://img821.imageshack.us/i/barkodezforgeworldlocko.jpg/)
http://img838.imageshack.us/img838/9321/barkodezforgeworldlocko.th.jpg (http://img838.imageshack.us/i/barkodezforgeworldlocko.jpg/)
http://img829.imageshack.us/img829/9321/barkodezforgeworldlocko.th.jpg (http://img829.imageshack.us/i/barkodezforgeworldlocko.jpg/)
http://img831.imageshack.us/img831/9321/barkodezforgeworldlocko.th.jpg (http://img831.imageshack.us/i/barkodezforgeworldlocko.jpg/)
http://img441.imageshack.us/img441/9321/barkodezforgeworldlocko.th.jpg (http://img441.imageshack.us/i/barkodezforgeworldlocko.jpg/)
http://img844.imageshack.us/img844/9321/barkodezforgeworldlocko.th.jpg (http://img844.imageshack.us/i/barkodezforgeworldlocko.jpg/)
http://img412.imageshack.us/img412/9321/barkodezforgeworldlocko.th.jpg (http://img412.imageshack.us/i/barkodezforgeworldlocko.jpg/)

ejburke
August 28th, 2010, 10:15 PM
I have a problem with that. I have a severe problem with that.

We shouldn't release a thing until well into October, if only to remove ourselves from this nonsense. It also gives us time to understand the game's intricacies, develop standards, organize, and do quality work. This is not a race to be first.

When we finally do release something, it should not be a single map, but a selection of maps that will introduce our brand. We need to take that process slowly and seriously. Those first seed maps will be the most important.

Futzy
August 28th, 2010, 10:33 PM
Yes, I agree with ejburke. It won't do any good to release a map right off the bat when you can have more time to refine it and make it look presentable and place nicely.

Your remake looks accurate but is a little bland and there are quite a few holes in the map.

I also think we should avoid having any remakes at all in our first releases.

e: for the OP, I've changed my GT to Mr Kwatz

leorimolo
August 28th, 2010, 10:34 PM
Who says im releasing? Its not close to done.

jcap
August 28th, 2010, 11:34 PM
I'm extremely disappointed in Forge World's soft boundaries. For whatever STUPID reason, Bungie thought that they wouldn't allow anyone to go behind the waterfall. Of course this BLOWS because it means we can't recreate Fissure Falls to its fullest awesomeness.

ejburke
August 29th, 2010, 12:58 AM
Maybe they don't want the waterfall to come in contact with forge pieces, because it would look stupid passing right through them?

jcap
August 29th, 2010, 01:14 AM
Maybe, but that's only the fault of whoever is designing the maps. If they were so worried about appearances, they should have double checked their UVing first...

ejburke
August 29th, 2010, 01:28 AM
Ooh, burn!

Kornman00
August 29th, 2010, 06:43 AM
This Guild won't be associated with any leaks. If anyone has any ideas, hold off on presenting them in-game until the game is actually out.

ejburke
August 30th, 2010, 05:44 PM
Yes, that is the "severe problem" I was alluding to.

The irony of this thread is that we don't need a name, we don't need a label, we don't need data tracking, we don't need an approval process -- the only thing we NEED is a pool of people that are willing to play custom games with each other. And that's the thing we've been failing to take seriously. We need to get over ourselves and start sending out friend invites and, later, game invites. This isn't going to work otherwise.

That is the only level of association we need. We can be individual groups and individual labels with individual standards and ideals. In fact, we're probably never going to agree on any of those issues. The only thing that matters is that we participate.

Rentafence
August 30th, 2010, 08:17 PM
Yes, that is the "severe problem" I was alluding to.

The irony of this thread is that we don't need a name, we don't need a label, we don't need data tracking, we don't need an approval process -- the only thing we NEED is a pool of people that are willing to play custom games with each other. And that's the thing we've been failing to take seriously. We need to get over ourselves and start sending out friend invites and, later, game invites. This isn't going to work otherwise.

That is the only level of association we need. We can be individual groups and individual labels with individual standards and ideals. In fact, we're probably never going to agree on any of those issues. The only thing that matters is that we participate.

So post your gamertag <:haw:>

ejburke
August 30th, 2010, 08:40 PM
Check the first post of the thread. SM made it easy. For others, you may have to do some detective work, like checking their profiles. If everyone sent out a few at a time, we'd be set.

.Wolf™
August 31st, 2010, 12:42 PM
XBL= TheExodios . Contributing to the cause!

Rentafence
August 31st, 2010, 05:41 PM
XBL= TheExodios . Contributing to the cause!

rentafence5 here

staticchanger
August 31st, 2010, 06:45 PM
XBL: General Routon

Put your from Modacity in the message so I know your not some 12 year old..... Or I at least know your a 12 year old from Modacity

Futzy
August 31st, 2010, 06:56 PM
It'd also be nice if we can say what people are going to be doing for team projects.

I guess this could also be incorporated into the OP

Geo/General map design (laying out the map and setting the overall playstyle)
Member name - Gamertag
MrBig - Mr Kwatz

Detail (Finishing touches and population. Checks for holes and makes sure there is no way to escape the map)

Gameplay Designers (Weapons, spawns, and flow)

Playtesters (Everyone can join in with this, as well as people who aren't actually helping to make the maps)


And then of course anyone from here can release a map on here to help with promotion.

Siliconmaster
September 1st, 2010, 10:40 AM
I don't have time to restructure the entire OP to include jobs, but I did link you name to your post with more details. If others wanted to do that, I could do the same for them. Just edit your original name- gamertag post and then say so in the thread.

jcap
September 13th, 2010, 09:16 PM
You guys are literally going to shitbrix when you see what I've been working on for about 24 hours.

Futzy
September 13th, 2010, 09:49 PM
pix

jcap
September 14th, 2010, 12:55 AM
Well, here's a quick preview:

http://jcap.h2vista.net/files/halo/reach/condemnation/condemnation_preview1.jpg

http://jcap.h2vista.net/files/halo/reach/condemnation/condemnation_preview2.jpg

Arteen
September 14th, 2010, 01:02 AM
Better not run out of budget, there. Pretty cute putting that near the waterfall.

jcap
September 14th, 2010, 01:08 AM
Budget isn't a problem. Item limits are. For some stupid reason, Bungie thought it was smart to limit you to 100 of the items which you actually build maps out of. I have about 10 left and I need maybe 30.

I'll probably need another head to think about the few problems I've encountered. The entire map layout is complete.

Also, I absolutely love the waterfall. I wanted to build Fissure Falls at first, but you can't get within 2 world units of it. When building Condemnation, I wanted to get as close to the waterfall as possible, though. So I spent about 30 minutes poking away at the soft kill boundary to create the perfect parallel outline for the map. The entire thing is built on a 25 degree angle, which you can imagine is the biggest bitch ever to work with when you have one thumb stick and coordinates that lock to the nearest tenth.

Arteen
September 14th, 2010, 02:08 AM
Not that I don't want to see Damnation back, but you totally should remake Fissure Fall, even if it's more 'Fissure' and less 'Fall'.

.Wolf™
September 14th, 2010, 04:44 AM
Looks gorgeous! But as Arteen said, Fissure falls would be awesome. Besides, Some changes could prove to be better than the original version.

Kornman00
September 14th, 2010, 04:48 AM
Needs more Prisoner

t3h m00kz
September 14th, 2010, 10:06 AM
http://i655.photobucket.com/albums/uu279/m00kz/reach_58549_Full.jpg

getting there... gotta worry about spawns and layout. gonna worry about it tomorrow.

E: Fuck sleep. have a V1 download.

http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=65870&player=t3h%20m00kz

doesn't support KOTH or Oddball yet.. I placed flag spawns but in basic editing, so I don't know if they'll work in CTF.

jcap
September 14th, 2010, 01:27 PM
You really should put the effort into making those bunkers sunken into the ground. It's little details like that which make the map stand out.

.Wolf™
September 14th, 2010, 03:57 PM
Found this:


http://www.youtube.com/watch?v=nYMbYi7Vvw8

Yours is looking good though.

t3h m00kz
September 14th, 2010, 06:24 PM
Found this:


http://www.youtube.com/watch?v=nYMbYi7Vvw8

Yours is looking good though.

that one's definitely more to-scale.



You really should put the effort into making those bunkers sunken into the ground. It's little details like that which make the map stand out.

with seven building blocks left, that's definitely not going to happen.

Futzy
September 15th, 2010, 07:32 PM
Welp I made a quick map in forge to try out all the new features

No pre-planning or anything, just a few hours work in forge

http://derekdennison.codebrainshideout.net/reach/reach_345184_Fu1ll.jpg
http://derekdennison.codebrainshideout.net/reach/reach_345173_Ful1l.jpg
http://derekdennison.codebrainshideout.net/reach/reach_345137_Fu1ll.jpg

Set up for Slayer and CTF. Download:
http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=342177&player=Mr%20Kwatz

Limited
September 15th, 2010, 07:33 PM
WIP :D
http://limited-development.net/Reach/Forge/reach_348789_Full.jpg

Lateksi
September 19th, 2010, 05:28 AM
This is not mine but here goes Damnation:
http://www.youtube.com/watch?v=qQyvPdq1Eyo

http://www.bungie.net/Stats/Reach/FileShare.aspx?player=Wyld3%20KNFr
It's not finished.

TeeKup
September 19th, 2010, 08:00 AM
I'm working on a map that essentially entails the small lagoon behind blue base in the gulch, the beach tunnel, the beach, and a small part of the island. I could use some help on proper setup, I though I had an idea down but it seemed too linear with just the tunnel and the over head plateau. Add my gamer tag if you wanna help. I'm eager to make a map in a Halo Custom Edition "traditional" style. Imagine Cliffhangar, Fox Island, and Siege.

KnightOfAvalon.

sevlag
September 19th, 2010, 09:37 AM
I have opposing Forts almost finished and tested...the new system for marking flags is weird

anyways Opposing forts is a semi symmetrical map with tow bases on either side of the chasm with a vehicle bridge running to connect the two bases with a on foot walkway and a man cannon. so far it supports slayer (team variant) CTF, and team KoTH...trying to get assault to work with it

red base:
http://www.majhost.com/gallery/Keyes/Reach/maps/reach_1481946_full.jpg

the bridge and man cannons
http://www.majhost.com/gallery/Keyes/Reach/maps/reach_1481941_full.jpg

Blue Base
http://www.majhost.com/gallery/Keyes/Reach/maps/reach_1481886_full.jpg

and if you havent noticed, op forts is set at dusk

anyways V1 link:
http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=1484292&player=about%2075%20tacos

.Wolf™
September 19th, 2010, 10:04 AM
WIP :D
http://limited-development.net/Reach/Forge/reach_348789_Full.jpg

Might it be mombasa? or something else?

Going to try your map, Sevlag.

jcap
September 19th, 2010, 10:39 AM
This is not mine but here goes Damnation:
http://www.youtube.com/watch?v=qQyvPdq1Eyo

http://www.bungie.net/Stats/Reach/FileShare.aspx?player=Wyld3%20KNFr
It's not finished.
Yeah but, that kind of sucks. Take a look at his screenshots and you'll see why it's not just about putting building blocks together to form a map, but it's also about making it look good.

His: http://www.bungie.net/Stats/Reach/Screenshots.aspx?player=Wyld3%20KNFr

Now compare those to: http://www.bungie.net/Stats/Reach/Screenshots.aspx?player=jcap14

I really could use some help finishing this. It takes a lot of thought and patience though. There's one area that everything needs to be shifted a foot over, but that is only if there are enough resources left over. I would really like to delete a lot of those 3x3 squares, but I will only do so if I can replace them with something else.

Also, I started at blue base and worked my way up to red. That's why the blue side is pretty much finished and the red side is lacking walls.

Futzy
September 19th, 2010, 10:42 AM
I can help you out when ever your on, and I need some help finding ways to conserve objects for my headlong remake.

sevlag
September 19th, 2010, 11:20 AM
i need to populate op forts with a few more weapons and when i do that i can release V2 which will also come with a description

.Wolf™
September 19th, 2010, 11:42 AM
i need to populate op forts with a few more weapons and when i do that i can release V2 which will also come with a description
Suggest you remove all spawnpoints from the map and replace them. And maybe place a safezone?

Futzy
September 19th, 2010, 03:37 PM
Can someone help me out with this? I'm running out of pieces and have been working on it for too long to think of other ways to do things.
http://derekdennison.codebrainshideout.net/reach_1583594_Full.jpg
It's not an exact remake, but a "spiritual successor"

sevlag
September 19th, 2010, 05:03 PM
Suggest you remove all spawnpoints from the map and replace them. And maybe place a safezone?
its not configured for FFA slayer...

also when i did this i didn't know what the safe zones dide, now that i do ill go back in and place them down in the proper places

but as for spawns sure ill remove all on map and replace them

EDIT: DONE!

refined and placed default spawns for FFA, tanks only spawn during CTF

http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=1636755&player=about%2075%20tacos

paladin
September 19th, 2010, 07:16 PM
My brother and I are working on an assualt/1 flag/ invasion map called air defense. Basically, on team has to hold the fort, while the other attacks with falcons.

http://www.bungie.net/Stats/Reach/Screenshot.ashx?fid=1660372&size=medium
http://www.bungie.net/Stats/Reach/Screenshot.ashx?fid=1660494&size=medium
http://www.bungie.net/Stats/Reach/Screenshot.ashx?fid=1660323&size=medium
http://www.bungie.net/Stats/Reach/Screenshot.ashx?fid=1660170&size=medium
http://www.bungie.net/Stats/Reach/Screenshot.ashx?fid=1660185&size=medium

Limited
September 19th, 2010, 10:40 PM
Thats a sick map, only problem I see is once those shades are down, the falcons will just own the base.

t3h m00kz
September 21st, 2010, 07:51 AM
Basic single-player agility course using Armor Abilities and Concussion Rifle jumping. Nothing fancy, save for a few teleporter tricks.

I guarantee you'll enjoy the final room.

http://i655.photobucket.com/albums/uu279/m00kz/reach_2050507_Full.jpg

Download:
http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=2049967&player=t3h%20m00kz

CntryBoy1538
September 21st, 2010, 11:59 AM
I'd like to join the Guild, but I'm also interested in trying out game variants... is that something that the group will do as well?

t3h m00kz
September 22nd, 2010, 08:13 AM
my next project... recreating the best Unreal map for Reach.

Pic related.

http://www.quantumrarity.com/wp-content/uploads/2010/03/deck16_1.jpg

sevlag
September 22nd, 2010, 10:56 AM
oh look its that one map you ported to CE...have fun

t3h m00kz
September 22nd, 2010, 03:47 PM
shit I didn't think anybody would remember that

Corndogman
September 23rd, 2010, 10:08 AM
http://www.bungie.net/Stats/Reach/Screenshots.aspx?player=cpizze004

Map a friend and I have been working on. We also have another version where one of the bases is the floating part instead of underneath. Havent set up gameplay at all though.

ejburke
September 25th, 2010, 03:30 PM
http://www.bungie.net/Stats/Reach/FileShare.aspx?player=Echo%20Ten

I hit the hard object limit like Wile E Coyote into a painted-on tunnel. Looks like some of the game types won't make it in. And I think we all know which ones are getting their throat slit.

Futzy
September 25th, 2010, 07:35 PM
Still needs tweaking. I'd like to get some people to help test it out; by the time i finally got leader in customs everyone had left and it was no fun for 3v3
http://derekdennison.codebrainshideout.net/reach_3109428_Full.jpg
http://derekdennison.codebrainshideout.net/reach_3109369_Full.jpg
http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=3062849&player=Mr%20Kwatz

DarkHalo003
September 26th, 2010, 11:03 AM
I'll help out. My gamertag is in my Sig, but I won't be home during the week until 4:00PM EST.

CabooseJr
September 30th, 2010, 10:11 AM
I have a lot of free time on my hands now. GT= Shirayuki Jr

I also have a map I'm working on. I just need some help with the weapon spawns and objectives.

http://img810.imageshack.us/img810/5381/reach4074468full.jpg
http://img813.imageshack.us/img813/3614/reach4074471full.jpg
http://img521.imageshack.us/img521/5593/reach4074484full.jpg
And before anyone asks, no it's not what you think it is

.Wolf™
September 30th, 2010, 03:45 PM
That looks good. And yes if you mean that,it does resemble it a little.

Arteen
October 1st, 2010, 11:02 AM
Reach's Forge is so sweet.

http://img.photobucket.com/albums/v248/Arteen/halo_ss/reach_4233347_Full.jpg

spoilered for size:

http://img.photobucket.com/albums/v248/Arteen/halo_ss/reach_4233352_Full.jpg
http://img.photobucket.com/albums/v248/Arteen/halo_ss/reach_4233364_Full.jpg
http://img.photobucket.com/albums/v248/Arteen/halo_ss/reach_4233396_Full.jpg
http://img.photobucket.com/albums/v248/Arteen/halo_ss/reach_4233410_Full.jpg

.Wolf™
October 1st, 2010, 01:42 PM
Looks Awesome:)

Arteen
October 2nd, 2010, 06:19 PM
Intensity Bungie.net download (http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=4524170&)
It supports every gametype worth supporting, has proper safe/kill zones, player spawns, and weapon spawns. Haven't had a chance to play a match on it yet.

NotZac
October 3rd, 2010, 01:33 AM
That looks amazing. It reminds me of all the fun times I had on those [very] symmetrical maps like Wizard/Warlock. Definitely downloading.

Arteen
October 8th, 2010, 02:30 PM
Delta Remnant
http://img.photobucket.com/albums/v248/Arteen/halo_ss/reach_5510800_Full.jpg

http://img.photobucket.com/albums/v248/Arteen/halo_ss/reach_5510826_Full.jpg
http://img.photobucket.com/albums/v248/Arteen/halo_ss/reach_5510832_Full.jpg
http://img.photobucket.com/albums/v248/Arteen/halo_ss/reach_5510865_Full.jpg
http://img.photobucket.com/albums/v248/Arteen/halo_ss/reach_5510884_Full.jpg
http://img.photobucket.com/albums/v248/Arteen/halo_ss/reach_5510887_Full.jpg
http://img.photobucket.com/albums/v248/Arteen/halo_ss/reach_5510888_Full.jpg
http://img.photobucket.com/albums/v248/Arteen/halo_ss/reach_5510907_Full.jpg
http://img.photobucket.com/albums/v248/Arteen/halo_ss/reach_5510914_Full.jpg

.Wolf™
October 8th, 2010, 03:22 PM
Sweet! Thats the map i wanted :D

Futzy
October 10th, 2010, 10:48 AM
In an effort to make this have a chance, does anyone want to pick up my waterworks remake? I don't want to work on remakes anymore and I've got a lot of other work I have to do now besides Halo.
Just one or two people so that there isn't multiple versions. For who ever wants to do it I'll just send you a fr and go into the map in forge so you can save it. I have the weapon placements sketched out along with a top down view that I can scan in. I was using this for geo placement http://hce.halomaps.org/index.cfm?fid=3757

Arteen
October 10th, 2010, 05:59 PM
I had a chance to play some customs on both Intensity and Delta Remnant, and both were pretty fun! Now I just need to add more gametype support to Delta.

Kornman00
October 10th, 2010, 10:41 PM
Limited and I were massing out some play areas which were based around the same gameplay ideas as NMC and Boarding Action...sadly though, I don't have the will power to sit there and forge when I know that I could be A) earning cReditz B) engineering software or C) playing my guitars instead :x

L0d3x
October 11th, 2010, 09:49 AM
I had a chance to play some customs on both Intensity and Delta Remnant, and both were pretty fun! Now I just need to add more gametype support to Delta.

Intensity was pretty fun yeah, wasn't a huge fan of Delta Remnant though...but that's just me not liking the layout of the map, the forging was fine.
I also had alot of fun playing CTF on Shrine though :D

.Wolf™
October 11th, 2010, 11:53 AM
I liked both. But thats just me. :P

Necr0matic
October 14th, 2010, 06:20 PM
Hey guys, I was curious if I could join the guild! I've been forging since the days of Halo 3 in that good ol' map known as Foundry and quite learning the ropes of Forge World, and at the moment I'm currently remaking the map Gephyrophobia!

Now some images.

http://i52.tinypic.com/k3oidw.jpg
http://i53.tinypic.com/2v3sgsj.jpg
http://i54.tinypic.com/2u8f1ph.jpg
http://i51.tinypic.com/29psqdd.jpg
http://i55.tinypic.com/2nl8ytc.jpg
Object' info
Vehicles:
Ghost x6
Banshee x4
Shade Turret x4

Weapons:
AR: x2
Magnum x4
Sniper x7
Plasma Repeater x2
Shotgun x5
Needler x2
Fuel Rod Gun x2
Rocket Launcher x2

Equipment and Powerups:
Healthpacks x5
Overshield x4
Active Camo x1
Frag Grenade x2
Plasma Grenade x8

Pros:
-There are no “hiding spots” in the map.
-All of the weapons and vehicles have the same clip/spawn time as they did in Halo 1.
-The map is to scale with Halo 1.


Cons:
-Elites were unable to go through teleporters, so teleporter frames had to be removed.
-Catwalks are slightly shorter.*
-The level isn’t surrounded by a canyon.*
-There are only 8 railings on the map.*
-The middle of the bridge isn’t elevated on both sides.*
* = Due to problems with the budget and not having enough items/money.

The map went through lots of playtesting, including players trying to “break” the map. I received help with someone on the spawn points, and got the idea of using $10 flat rocks instead of the $50 decorative covers.


Bungie.net Necr0matic's File Share Download (http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=6566612&player=Necr0matic), feel free to edit it as you will, upload it to your account I really don't mind, we are a community after all. :downs:

My next forge map:
http://www.modacity.net/forums/attachment.php?attachmentid=1750
http://www.modacity.net/forums/attachment.php?attachmentid=1749
It's gonna be hard due to the island not being flat and everything as Danger Canyon. :V

Siliconmaster
October 14th, 2010, 06:33 PM
I added your name to the list.

As for your map, I like it. It's a little simple, but so was the original. based on the pics, it looks like you've gotten the gameplay of the original, even if it isn't quite as ominous and imposing, since you obviously can't add fog and epic lighting.

Necr0matic
October 14th, 2010, 08:14 PM
Thanks man, I appreciate it. (I also will be editing the post and adding a Bungie.net Download link now that I just got Bungie PRO.)

Also, I went on the Bungie forums earlier about Forge World, apparently they were going to add more features to Forge World, but had to ship it in Augest.

ejburke
October 14th, 2010, 09:40 PM
You can add post process color effects to the map. "Purple" kind of simulates night.

paladin
October 15th, 2010, 01:49 PM
gephyrophobia was amazing. nice job

TeeKup
October 15th, 2010, 02:50 PM
Yay a mini Gephy. :D

sevlag
October 15th, 2010, 02:58 PM
gonna need testers for either this week or next for Quarantine

it comes in two flavors, Wall and Zone. both are VERY different in gameplay, but are the same aesthetic wise. I think i found my forge calling in invasion maps

Arteen
October 16th, 2010, 08:16 AM
Destiny
http://img.photobucket.com/albums/v248/Arteen/halo_ss/reach_6604166_Full.jpg
Blue side


http://img.photobucket.com/albums/v248/Arteen/halo_ss/reach_6604100_Full.jpg?t=1287230708
Rocket launcher spawn

http://img.photobucket.com/albums/v248/Arteen/halo_ss/reach_6604160_Full.jpg?t=1287230709
Plasma pistol spawn

http://img.photobucket.com/albums/v248/Arteen/halo_ss/reach_6604167_Full.jpg?t=1287230710
Red side

http://img.photobucket.com/albums/v248/Arteen/halo_ss/reach_6604188_Full.jpg?t=1287230711
Glass canopy

http://img.photobucket.com/albums/v248/Arteen/halo_ss/reach_6604183_Full.jpg?t=1287230712
Blue basement

http://img.photobucket.com/albums/v248/Arteen/halo_ss/reach_6604182_Full.jpg?t=1287230712
Blue side (alternate view)

http://img.photobucket.com/albums/v248/Arteen/halo_ss/reach_6604177_Full.jpg?t=1287230713
Basement (former flamethrower spawn)


Despite using little more than half my budget, I ran out/nearly ran out of more than a few categories of structures. 100 building blocks isn't nearly enough!

Necr0matic
October 16th, 2010, 07:48 PM
I'm liking your map Arteen, is it a original concept? Because it looks AMAZING!

Arteen
October 16th, 2010, 08:42 PM
Thanks! It's based off of a CE map of mine, (http://www.modacity.net/forums/showthread.php?16785-Destiny) like the other two Forge maps I'm working on.

Limited
October 16th, 2010, 09:45 PM
I'm trying to think of some Halo CE maps that can be remade pretty accuratly in Forge, theres obviously lots of the Halo PC remake maps (http://www.forgehub.com/forum/reach-competitive-maps/?daysprune=-1&order=desc&sort=views), but not like custom maps.

How about Launch Bay X? That was a great map, underplayed imo.

.Wolf™
October 17th, 2010, 04:17 PM
Yes, Launch Bay X deserves to be remade.. Question is.. Is it possible?

Also did anyone come up with a good forging guild name? Not that it's important:P

L0d3x
October 17th, 2010, 04:36 PM
How about Forge City?
Btw I'd also like to be part of this guild!

We should/could do Forge City map testnights and stuff :o

Arteen
October 17th, 2010, 04:44 PM
Too bad we have yet to do anything guild-y.

Necr0matic
October 17th, 2010, 07:01 PM
We could have play-dates or something, maybe organize a time to have a good custom game/matchmaking game? Beats me doing a Campaign mission on Mythic every day. :V

.Wolf™
October 18th, 2010, 11:38 AM
How about "Forge Frontier" ? Proceed with caution;)

L0d3x
October 31st, 2010, 06:43 AM
Okay there needs to be more action on this. I suggest a testing day next weekend on Saturday 3 EST. Each participant could have like 2 maps tested or something?
If there's enough response I'll make a thread about it.

Arteen
October 31st, 2010, 02:10 PM
Yes, that would be nice. I have five maps I'd like to submit for the contest.

TVTyrant
December 1st, 2010, 04:08 AM
Jesus Arteen. Way to show off your awesome skills. It's not like we haven't already playe your maps for like a billion hours together :-3