Halo 4 forge maps.Browse Maps
7,383,950 results.Forge – Halo 4 Wiki Guide – IGN
Feb 27, · I’m not so sure it’d be possible in Halo 4’s Forge sadly. In Reach you could build on and in the water up to your helmet, in Halo 4 I can’t even build to have a little splash. Sadly that alone would debunk it’s creation, as running through the water is a huge part of Uplift. Jun 14, · There are a total of ten multiplayer Maps in Halo 4, with an additional nine maps releasing in packs of three in the near future. Eight maps have been confirmed. These ten maps . I understand the worry of flooding matchmaking with forge maps. I wanted bungie to do this in Reach because I hated most of the maps in Reach. From the looks of Halo 4’s maps I’m hopping that they’ll be much better. I do like the idea of a forge map playlist and maybe even split that category into throwback maps and new maps.
Halo 4 forge maps.Forge – Halo 4 Wiki Guide – IGN
Feb 16, · This was the fundamental problem that Industries tried to solve in Halo 4. I remember countless maps forged in Reach where the Weak Respawn Zone was used instead of the Respawn Zone. A single suicide could result in spawning across the map, even within steps of the enemy flag. Find the maps you’re looking for amongst the 56 available in MCC file shares! Halo 4 Filter by base map Search base map Abandon Adrift Anchor 9 Assembly Halo: Reach Forge World MCC Xbox. Oct 11, · ‘Halo 4’ Forge Trailer Details All Three Maps ‘Halo 4’ will give level creators a few different – and distinct – locations, from outer space to subterranean depths.
Recreated Past Maps in Forge
indepth articles on forging Halo 4
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Halo 4 Forge Maps Revealed
Stacking Respawn Zones
Recreated Past Maps in Forge – Halo 4
In a previous article, Spawning: Discovering The Weights , I presented a simplistic model of the influencers for the forger to see how they relate to each other. In this article, I want to further apply the analysis of the weights to show some alternate strategies for more robust CTF game play. So to begin this discussion, I want to see how the Reach spawn model succeeded, and what draw backs it presented. Then we will have some foundation to understanding what went wrong with the publication of Halo 4, and ultimately how we can forge around the problems that Halo 4 introduced.
No matter what you did, the two teams were forced to spawn only on their side of the map. They had to trek across the map to get to the enemy flag. The drawback to this design was that the Respawn Zone would force you to spawn in the Respawn Zone even if that meant you would spawn in close proximity to an enemy player. This was the fundamental problem that Industries tried to solve in Halo 4.
A single suicide could result in spawning across the map, even within steps of the enemy flag. The Weak Respawn Zone was useless in enforcing the game elements, because negative Influencers could push the spawning player to spawn outside the zone. And though it is 14 times stronger than the Weak Respawn Zone, it is not nearly strong enough to enforce spawning within its volume.
This was the result of preventing spawning by the enemy at all costs. Because I have seen a few maps that actually implement his model, I wanted to discuss it in more detail. Consider the following scenario. The total weight on the Respawn Points nearest the blue player is 0, but they are now the highest weighted Respawn Points on the map.
The blue players will spawn there instead. When the map is wider and the Respawn Points are spread out a bit more than what will fit within a PE Primary, the PE Secondary must be considered as well. In the picture above, the Respawn Points on the blue third of the map are all just below zero. Again, the blue player will spawn on the red end of the map.
If you are set on using zones to enforce static spawning on your map, I would suggest you consider an inverted pyramid scheme of layers of Respawn Zones. This design is more robust against the PA and PE Secondary, because neither of those two Influencers alone would tip the scale to push up or down to the next step of weight.
The only way to absolutely ensure that a set of Respawn Points is used only for one team is to assign them to that team. I would never advocate dividing the map in half with red Respawn Points on one side and blue Respawn Points on the other. If an enemy is at the flag, the red team can spawn elsewhere using the many neutral Respawn Points.
Update: Originally I had taken the position that I would never advocate dividing the map in half with red Respawn Points on one side and blue Respawn Points on the other. I said this because I felt it was too unpopular to advocate such an approach.
From a technical solution, it is the only viable solution a forger has available, and I now use it exclusively in all my Halo 4 maps. In hindsight, the team assigned Respawn Point is the only solution available to achieve the desired spawning experience.
When designing for BTB, the same principle applies. You have more PE Primaries to take into account, but you also have more distance to play with as well. This means that if the area you want to spawn a team in is SU Complex is SU of play area with a triple layer zone, and triple PE Primaries covering only SU, you should be able to spread out the Respawn Points to spawn in the triple layer as opposed to the next step down.
Again, there are a number of factors, such as geometry, elevation, etc. Unfortunately, no one from Industries, CertainAffinity, nor Bungie has to date commented any further on this behavior. But for most purposes a hill marker is a good way to get a sense of whether the Respawn Points should be moved about to ensure some are always outside the PE Primaries. You are commenting using your WordPress. You are commenting using your Google account. You are commenting using your Twitter account.
You are commenting using your Facebook account. Notify me of new comments via email. Notify me of new posts via email. Inverted Pyramid Layout If you are set on using zones to enforce static spawning on your map, I would suggest you consider an inverted pyramid scheme of layers of Respawn Zones.
Hard Enforcement Of Team Spawning The only way to absolutely ensure that a set of Respawn Points is used only for one team is to assign them to that team. Share this: Click to share on Twitter Opens in new window Click to share on Facebook Opens in new window Click to email this to a friend Opens in new window Click to print Opens in new window.
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