Page 261 of 577 FirstFirst ... 161 211 251 259 260 261 262 263 271 311 361 ... LastLast
Results 2,601 to 2,610 of 5765

Thread: Halo: Reach Discussion

  1. #2601
    Kid in the Hall Kornman00's Avatar
    Join Date
    Sep 2006
    Location
    ◕‿◕, ┌( ಠ_ಠ)┘
    Posts
    3,130

    Re: [Reach] Halo: Reach Discussion

    Quote Originally Posted by Siliconmaster View Post
    I'm there. Would give us something new and timely to work together on- might just be the thing to help give this community a direction.
    ejburke, Siliconmaster, and kmzz for HCEFT
    Reply With Quote

  2. #2602
    Free Kantanomo English Mobster's Avatar
    Join Date
    Nov 2008
    Location
    Southern California
    Posts
    1,932

    Re: [Reach] Halo: Reach Discussion

    I'll be a part of your team, too, Korny.
    You could probably pull some strings and get Louis Wu to mention us over at HBO. That'll get us some hits. =D

    E: We could call ourselves "Alphabet Soup" for short. =P
    Reply With Quote

  3. #2603
    halord Futzy's Avatar
    Join Date
    Jun 2009
    Location
    irc
    Posts
    1,447

    Re: [Reach] Halo: Reach Discussion

    I'd definitely be helping
    Reply With Quote

  4. #2604
    Movie Maker Siliconmaster's Avatar
    Join Date
    Sep 2006
    Location
    NJ (College)
    Posts
    2,192

    Re: [Reach] Halo: Reach Discussion

    Heh. This idea is sounding better and better. This needs to happen. Reach Forging forum section, go!
    Reply With Quote

  5. #2605
    huehuehue annihilation's Avatar
    Join Date
    Jul 2009
    Location
    California
    Posts
    1,488

    Re: [Reach] Halo: Reach Discussion

    Quote Originally Posted by Kornman00 View Post
    ejburke, Siliconmaster, and kmzz for HCEFT
    I wanna join too!

    We can remake Sciophobia!
    Reply With Quote

  6. #2606
    Foot Dragger ejburke's Avatar
    Join Date
    Sep 2006
    Posts
    878

    Re: [Reach] Halo: Reach Discussion

    I was thinking, "Guerilla-Sapiens". I want to actually mess around with Forge before I commit to anything, though.
    Reply With Quote

  7. #2607
    Kid in the Hall Kornman00's Avatar
    Join Date
    Sep 2006
    Location
    ◕‿◕, ┌( ಠ_ಠ)┘
    Posts
    3,130

    Re: [Reach] Halo: Reach Discussion

    Quote Originally Posted by English Mobster View Post
    I'll be a part of your team, too, Korny.
    You could probably pull some strings and get Louis Wu to mention us over at HBO. That'll get us some hits. =D

    E: We could call ourselves "Alphabet Soup" for short. =P
    I probably wouldn't be a good "lead" for the team, I was just shouting out ideas lol

    You'd really need an actual team for stuff like this (yes, I'm captain obvious). Unlike Sapien, it's cooperative (both game wise and communication wise). So you can have all of your team in game doing their parts. You'd have maybe two or three geometry guys working on an agreed layout or just messing around. As they mass out respected parts of the level you then have populators start fielding the world with weapons and decorators. Then you have the game type people come in and populate the currently loaded game type's data (spawn points, objectives, etc). You can also have people in testing things while parts are still being worked on. They can make sure objects are completely aligned, or that one weapon doesn't favor one side, etc. It's a very multithreaded process, everyone can be doing their part at almost the exact same time, and communicate in real time.

    Because of that, old habits and ideas used in HaloCE map making don't really apply or need to be reworked to fit in. The "team" would now become a squad, with multiple teams of people underneath it. Each team would be working on a different map. Like say, due to the networked ability of Forge, you can now have 5 people doing the same work at the same time as just one.

    This enables you to truly start to compartmentalize your work force. Think of it as the the "hyperthreading" age of map making. We use to run on single cores (one person working in one editor) but now we have multiple cores (multiple people working in the same editor).

    You wouldn't want to advertise until you have something solid. That is, known squad\team members and their responsibilities in their respected departments.

    E: the team could also go by HEK: Halo Editing Kids . You know, only add more ambiguity to Halo acronyms like Custom Edition did lol.
    Last edited by Kornman00; July 25th, 2010 at 07:59 PM.
    Reply With Quote

  8. #2608
    Free Kantanomo English Mobster's Avatar
    Join Date
    Nov 2008
    Location
    Southern California
    Posts
    1,932

    Re: [Reach] Halo: Reach Discussion

    I like the idea of the HEK. Good acronym, Korn! Those years in the military sure paid off!
    Reply With Quote

  9. #2609
    It Isn't Easy Being Green DarkHalo003's Avatar
    Join Date
    Apr 2008
    Posts
    4,152

    Re: [Reach] Halo: Reach Discussion

    I'm in. I'd be glad to help and crap. I'll probably spend the rest of my free time this year doing Forge stuff anyways.
    Reply With Quote

  10. #2610
    Senior Member Saggy's Avatar
    Join Date
    Nov 2006
    Posts
    1,122

    Re: [Reach] Halo: Reach Discussion

    Quote Originally Posted by Kornman00 View Post
    I probably wouldn't be a good "lead" for the team, I was just shouting out ideas lol

    You'd really need an actual team for stuff like this (yes, I'm captain obvious). Unlike Sapien, it's cooperative (both game wise and communication wise). So you can have all of your team in game doing their parts. You'd have maybe two or three geometry guys working on an agreed layout or just messing around. As they mass out respected parts of the level you then have populators start fielding the world with weapons and decorators. Then you have the game type people come in and populate the currently loaded game type's data (spawn points, objectives, etc). You can also have people in testing things while parts are still being worked on. They can make sure objects are completely aligned, or that one weapon doesn't favor one side, etc. It's a very multithreaded process, everyone can be doing their part at almost the exact same time, and communicate in real time.

    Because of that, old habits and ideas used in HaloCE map making don't really apply or need to be reworked to fit in. The "team" would now become a squad, with multiple teams of people underneath it. Each team would be working on a different map. Like say, due to the networked ability of Forge, you can now have 5 people doing the same work at the same time as just one.

    This enables you to truly start to compartmentalize your work force. Think of it as the the "hyperthreading" age of map making. We use to run on single cores (one person working in one editor) but now we have multiple cores (multiple people working in the same editor).

    You wouldn't want to advertise until you have something solid. That is, known squad\team members and their responsibilities in their respected departments.

    E: the team could also go by HEK: Halo Editing Kids . You know, only add more ambiguity to Halo acronyms like Custom Edition did lol.
    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.

    This is definitely an interesting idea though, and I'd be down for joining a team. Granted, I'd want to get hands-on with the new Forge first and create something worthwhile on my own before teaming up with anyone.
    Reply With Quote

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •