Talk:Forge: Difference between revisions

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Wrathanet
Wrathanet
why can't we forge firefight?
why can't we forge firefight?
== 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)
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