PraetoriaGuard is back for week two of their spotlight, sending Eisen Feuer into the fold to provide details on his Forge creation, Access. If you want to see some of the custom content they have on offer, or you simply want to check out some of their thoughts on what they think could make the Forge a little bit easier to use, you're in luck, we've got what you need below.
Map Variant - Access
Q. What inspired your creation?
A. Access is a Frankenstein of all my favorite maps in Halo CE and Halo 2. There's a little bit of everything in there. My favorite map in Halo CE was Chill Out and in Halo 2 it was Ivory Tower. The defining feature of these for me was the weapons setup; both had a Sniper Rifle, a Rocket Launcher, a Shotgun/Sword, and an Overshield. That really kept you on your toes as the power weapons were constantly changing hands like rock/paper/scissors and they'd come back to bite you unless you kept track of them in your head.
Access's layout itself is a combination of Prisoner and Lockout. It has three distinct levels and a sniper tower like Lockout, and it's enclosed with a bridge spanning the center like Prisoner. Also likening back to Halo 2, there are a smattering of crouch jumps that can get you to the top in seconds and a few grenade jumps that will cost you your shield, but can also prevent you from getting cornered into a more deadly situation. Every level has its own perks but generally speaking you want to be on the top level, shooting down on the denizens of the pit below you.
Q. How long did it take to create?
A. Access began as a larger map with vehicles (taking up half of Foundry) built around what would become the fence wall skybridge that holds the Fuel Rod Cannon. Enclosed ramps caged the action and after attaining your prize weapon—you couldn't jump off, you had to fight your way out. But when I started on my final design there was no room for them inside the box I had made, so I started deleting my wall and put features like that on the outside, with fence box U-bends allowing for a view. The map was "complete" for a month or so, but in testing the lower level was a butcher shop; I could never provide enough cover without the place looking like a junkyard. So again I carved into the wall and added another wing to siphon some of the action away from dead center, which also provides cover against those shooting down from the top.
Access was the product of many hours spent in Forge elsewhere, so making its final version came in under 24 hours. Maybe someday I'll return to make every corner razor sharp, but I'm satisfied with its current state. Function before fashion.
Q. How could The Forge be improved?
A. I hope I don't make anyone cry because I know something that seems very simple to the end user (like rewinding in Theater Mode) can turn out to be a game engineer's nightmare, but here I go:
1. Undo last action (or maybe just last delete): "Oops, I deleted a part that cannot be put back, now I need to disassemble everything and recreate it from scratch" could be a thing of the past.
2. Snap/Align to: A box is a box, but sometimes that thousandth of a degree off makes a huge difference when everything else has been aligned to it. Ideally, you'll be able to snap an object to another object like Legos, but just being able to align an object to the cardinal directions (and keep it that way) would be a godsend.
3. Turn off physics: A lot of cool creations are done Mario-style with blocks floating in midair, it would be nice to eliminate the need for scaffolding and/or the constant save and reload regime, and just have an object float there when you let it go.
4. FFA: the ability to turn off teams. This would be great for machinima, we wouldn't need to switch back and forth from Forge to Custom Games as the needs on set change.
5. Guns-down. I'd like to see the old Left-Trigger Gun-Down Animation from Halo 2 return in Forge. Machinima makers will kiss your feet.
No tears on our end. And feet-kissing is right out. But, we always want to hear what players think of our title, whether good or bad. And once again, we want to thank our friends at PraetoriaGuard for engaging with us over these last two weeks. If you're looking for a great group to join, and you're not a jerk, go ahead and enlist. If you just want to check out what they have on offer in
Bungie Favorites, everything is live and ready for download.