Talk:Forge: Difference between revisions
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== Forge info and trivia == | |||
Not that anyone really checks Talk pages as bloated as this, but I found some interesting stuff that someone with more time may want to edit into the relevant articles. | |||
From http://www.bungie.net/News/content.aspx?cid=27445 | |||
*[[Chad Armstrong]] designed the more generically-shaped pieces in the [[Forge World]] palette. | |||
*[[Pete Parsons]] named Forge World. | |||
*[[Steve Cotton]] was influential in keeping Forge World in one piece. | |||
*Weather [[FX]] were planned, but there was no time to implement them. | |||
*[[Bungie]]'s internal tools, including those used to edit map variants, possess no Undo function. | |||
*Map load times mostly come from more "expensive" resources, like textures. | |||
*Forge World wasn't originally planned to be [[Halo: Reach]]'s Forge-dedicated map. Instead, an under-construction skyscraper in [[New Alexandria]] was planned for release as a level, flat Forge canvas. The introduction of the Phased physics mode resulted in that idea being scrapped in favor of canvases that had real terrain. | |||
*Forge's most crippling limitations stem from lighting and performance. This is part of the reason for Forge World's aesthetic, which is often criticized as bland and grey: neutral, low-contrast pieces were needed to maximize performance. | |||
From one-off sources: | |||
*Memory limits are a major factor when adding objects to a map's Forge palette. One can presume that "memory" refers to RAM. [http://www.bungie.net/Forums/posts.aspx?postID=46602215&postRepeater1-p=4#46618269 Sauce.] | |||
**This applies to vehicles as well, in most cases. [http://www.bungie.net/Forums/posts.aspx?postID=46602215&postRepeater1-p=22#46621343 Sauce.] | |||
***[http://www.bungie.net/Forums/posts.aspx?postID=46602215&postRepeater1-p=20#46620831 Indeed.] | |||
***Apparently, they're referring to the RAM needed for the vehicle's existence on the map ''and'' its actual physical operation. For example, a Scorpion's performance costs for both graphics and physics were considered when limiting the max count to 4. [http://www.bungie.net/Forums/posts.aspx?postID=46602215&postRepeater1-p=18#46620452 Sauce.] | |||
**[[Deployable Lookout Towers]] were likely omitted from Forge palettes due to memory constraints. [http://www.bungie.net/Forums/posts.aspx?postID=46602215&postRepeater1-p=18#46620514 Sauce.] | |||
*[[Jon Cable]] ''may'' have had something to do with the change in [[Teleporter]] behavior from [[Halo 3]] to Reach. Depends on how you interpret the wording of this [http://www.bungie.net/Forums/posts.aspx?postID=46602215&postRepeater1-p=25#46622580 sauce.] | |||
*Devices were introduced late in development, but scrapped due to insufficient testing and the belief that the feature was unnecessary. [http://www.bungie.net/Forums/posts.aspx?postID=46602215&postRepeater1-p=22#46621527 Sauce.] | |||
*The ability to limit the radius of an FX's effect was introduced too late in development to make it into the final game. [http://www.bungie.net/Forums/posts.aspx?postID=46602215&postRepeater1-p=20#46620898 Sauce.] | |||
Indirect source: | |||
*Forgeable callouts, like weather FX, were planned but scrapped. [http://www.bungie.net/Forums/posts.aspx?postID=46618424 Indirect sauce.] | |||
- DavidJCobb [[Special:Contributions/68.49.103.113|68.49.103.113]] 18:06, 4 February 2012 (EST) |