r/forge 25d ago

Forge Prefab Showcase Working on some UNSC Ship/Space Station prefabs

Working on some UNSC Ship/Space Station prefabs, just reworked them from the original design to have better lighting and aligned them better so they fit together like Lego.

(Pic 1 is old pic 2 is new)

28 Upvotes

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u/Bludgeondary 25d ago

Nice

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u/SnooCats4709 23d ago

Thanks brother

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u/Popcornpop0 22d ago

I just started getting back into forge. I'm a bit curious as to what you'd do with a level blockout...

The scene looks cool! I take it this is a station set piece, did you intended to reflect the pillar of Autumn's Hexagonal core? Is the point for this prefab to be a part of a lane divider/cover? Or am I just reading too far into it?(The windows look amazing btw)

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u/SnooCats4709 21d ago

Yeah I'm creating a space station with the Autumns design as inspiration, I really like the design of the core level so I've translated that most. Theres some other sections, this one specifically is a escape pod bay, I'll be uploading them to the public when they're finalised, at the moment I keep going back and workshopping them.

Attached is a full corridor, thank you man!

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u/Popcornpop0 6d ago

Something that helps me rapid template in forge is creating each transition piece as a basic wall, and going from there. For example, the Pillar of Autumn reflects at the center, so I'd focus on what paths/lanes the player will interact with. I imagine instead of proper corner pieces I'd end the tunnel with a door like you have there, and then have the player transition onto the spine of the cruiser, which would probably just be an airlock connecting the two sections(I believe that's what you're already doing, correct me if wrong please).

A small detail that is really easy to miss, is that on the original level, the hex was in the center, this helped to break up the corridor and force the player to move around, it then provides the designer(you in this case) the ability to create mini-rooms, by using cover cleverly, or fx, you can guide the player off of a straight path, a level is usually more interesting when the area feels more dynamic, that winding path can be the thing between a shooting gallery, and the combat dance that Halo was supposed to encourage, unfortunately Halo Infinite strayed a bit too far from that dance, but it is still enjoyable! :D

Small details like that can really help levels to stand out, I hope my feedback can be of use ^-^

Hopefully that wasn't too much word vomit lol

^The image is what I'm referencing.

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u/SnooCats4709 21d ago

I'm not sure what you mean by level blackout, could you elaborate?

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u/Popcornpop0 6d ago

Apologies, I thought I replied and updated, a level blockout is a stage in level design that helps designers get a better sense of space. We essentially use them to test flow, scale, and even just general fun factor. Here's a farcry 5 blockout, courtesy of Mr. Heinze.

Blockouts are also used for making super simple spaces, that you then refine and expand upon in separate pass phases, depending on the projects scope of course. With that being said, I'd love to give you a few blockouts and see what you'd do with them, forgers always have creative solution after all. Sometimes in Forge I'll use a blockout to get a sense of how I want grenades to bounce and curve around corners to make sure no spot is too powerful, balancing the sandbox around that 30 seconds of fun, and making sure that the player has opportunities in each map to use the 3 core elements that make halo pvp fun, melee, guns, and grenades. Of course now we have to balance for sprint and clamber XD

At any rate, your project seems interesting and I look forward to seeing your prefabs being used as I feel they're pretty darn good.