The first article, in a new ongoing series, takes a look at the Datapads in Halo: Reach. A secret cabal of AI Minds have been operating in the background of the Halo universe – we take a look at this hidden history. Click here to read Triumvirate – See No…
Forward Unto Dawn Posts
After the first major redesign, we start the process of building out the bases and segmenting the sight lines, and in the process make a pair of breakthroughs which solve key problems on map flow. Click here for part 5, Home Sweet Home. Click here to keep tabs on the…
With a foundation set for the map, we test out how well suited the space is for ground vehicles, and get a hard lesson in vehicle physics. The map layout gets its first major revision to account for vehicle handling and to vary the base approaches.
Taking lessons learned from the budget limitations of Halo 3’s Forge, we explore the planning process for a large-scale BTB map in Reach using entirely objects from the Forge palette. In planning the foundation of the map, we test the limit of the new Forge’s ability to create enough terrain to support ground vehicles and come away impressed.
Continuing with the Forge theme of the past few articles, this is the first in what will be an ongoing series about crafting maps in Reach’s Forge mode, from tinkering to designing to play testing. In the first installment, we establish the premise for the series and look ahead to where it’s going soon.
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Exciting times here at Forward Unto Dawn!
We would like to announce the latest staff member to join us here. A big welcome to Hedgemony, our resident Halo imagery specialist. He has kindly provided the Halo images in our latest article, touched up with his great, unique style. Shortly, we’ll have a gallery on the site dedicated to his current and future contributions. We are happy to welcome him
Cleaning and tidying the site and forums. Remain calm and all that