Halo 5 is now available on Xbox One and with a flood of positive reviews showering 343 Industries and Microsoft with praise, there’s still some more to come — especially for fans of custom games.
Forge mode is due for a December “holiday break” release and is poised to offer the most in-depth and intuitive player creation tool ever included in a contemporary triple-A game.
While 343i is dedicated to pushing out more free, developer-quality maps for use in the online multiplayer, fans will be able to make maps in a fashion more closely aligned with the developers own process.
Josh Holmes took to Halo Waypoint to describe what they were going for and how they wanted to build on Halo 4’s forge.
“The creativity of the Forge community knows no bounds and our goal was to give them more power and control than ever before. We wanted to remove as many constraints as possible so they can create high quality maps that rival the ones that we are shipping with the game.” – JoshingtonState, Halo Waypoint
Improved controls, better magnet between objects, and multi-select capabilities are among some of the improvements to the system.
Since Forge was introduced in Halo 3 creators would be given a cap on how many assets could be used with dollar values assigned to each object. That changes in Halo 5. Players will now get a greater idea of how they’re using resources with a “multi-budget system.”
“Multiple budgets based on real engine systems; max object counts, memory, etc. This means when placing something like a large terrain piece, its large texture will only eat into the memory budget once, and additional same/similar pieces will only use up the object count budget because their shared texture is already loaded.”
The amount of variety now is remarkable. Simple lighting changes can drastically alter the atmosphere of maps and combined with the new Forge canvases — similar to the Halo Reach forge world — reusing the same environment still offers a great amount of diversity.