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''Halo 5: Guardians'' features Forge 5.0, an even more advanced form of Forge than ''Halo 2: Anniversary''. It will be released as a free feature in December [[2015]] and will be given new features and content on a regular basis. Forging will available for any [[Arena]], [[Breakout]] and [[Big Team Battle]] maps, as well as the three blank canvas maps [[Alpine]], [[Glacier (Halo 5: Guardians level)|Glacier]], and [[Space]].<ref name="Waypoint">[https://www.halowaypoint.com/en-us/community/blog-posts/building-the-biggest-forge-yet '''Halo Waypoint''': ''Building the Biggest Forge Yet'']</ref> | ''Halo 5: Guardians'' features Forge 5.0, an even more advanced form of Forge than ''Halo 2: Anniversary''. It will be released as a free feature in December [[2015]] and will be given new features and content on a regular basis. Forging will available for any [[Arena]], [[Breakout]] and [[Big Team Battle]] maps, as well as the three blank canvas maps [[Alpine]], [[Glacier (Halo 5: Guardians level)|Glacier]], and [[Space]].<ref name="Waypoint">[https://www.halowaypoint.com/en-us/community/blog-posts/building-the-biggest-forge-yet '''Halo Waypoint''': ''Building the Biggest Forge Yet'']</ref> | ||
Among the improved features are the control scheme, selecting and manipulating up to 64 objects at once, a free camera, and smart magnets.<ref name="Waypoint"/> Objects are no longer constrained to certain maps, as was the case in previous games. Up to | Among the improved features are the control scheme, selecting and manipulating up to 64 objects at once, a free camera, and smart magnets.<ref name="Waypoint"/> Objects are no longer constrained to certain maps, as was the case in previous games. Up to 1700+ objects can be spawned into the map and new types have been added. Terrain objects are designed to seamlessly blend into the prebuilt terrain. Objects can be grouped with a single button press and "welded" to a parent object, allowing the objects to physically move around together. Almost any object can be scripted to move, change colors, spawn, and etc.<ref name="Waypoint"/> | ||
The budget system has been improved, including a multi-budget system, where a terrain piece will only eat into the memory budget once. Additional pieces only use up the object count because the shared texture is already loaded.<ref name="Waypoint"/> Other budgets are considered "soft" and can be exceeded, but doing so causes glitches.<ref name="Waypoint"/> | The budget system has been improved, including a multi-budget system, where a terrain piece will only eat into the memory budget once. Additional pieces only use up the object count because the shared texture is already loaded.<ref name="Waypoint"/> Other budgets are considered "soft" and can be exceeded, but doing so causes glitches.<ref name="Waypoint"/> |
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