Forge: Difference between revisions

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In addition to functioning as map editor, Forge is also a gameplay space. Up to eight players can be on a given map at a time, shifting back and forth between their chosen multiplayer model (''Player Mode'') and the ''Edit Mode'' model (a [[Monitor]]). A variety of Forge-specific settings can be altered by the party leader while in the Forge Lobby. As an example, players in Edit Mode can be granted more (or less) health and shielding as well as varying levels of Active Camouflage — editors can even be granted near or total invulnerability. There is also a setting that, if enabled, prevents all but the party leader from entering Edit Mode. Players can play actual games in Forge, experiment with Forge's features, kill each other, play diverse and varying 'honor rules' games, and do other things that aren't accepted in regular multiplayer.
In addition to functioning as map editor, Forge is also a gameplay space. Up to eight players can be on a given map at a time, shifting back and forth between their chosen multiplayer model (''Player Mode'') and the ''Edit Mode'' model (a [[Monitor]]). A variety of Forge-specific settings can be altered by the party leader while in the Forge Lobby. As an example, players in Edit Mode can be granted more (or less) health and shielding as well as varying levels of Active Camouflage — editors can even be granted near or total invulnerability. There is also a setting that, if enabled, prevents all but the party leader from entering Edit Mode. Players can play actual games in Forge, experiment with Forge's features, kill each other, play diverse and varying 'honor rules' games, and do other things that aren't accepted in regular multiplayer.


==''Halo 3'' Forge==
===''Halo 3'' Forge===
[[File:Forge2.jpg|thumb|300px|right|The Forge Menu in ''Halo 3''.]]
[[File:Forge2.jpg|thumb|300px|right|The Forge Menu in ''Halo 3''.]]
The tools in Forge in Halo 3 proved to be very primitive in terms of allowing players to edit maps. This is because Forge was created originally to allow players to make smaller changes to maps; Bungie did not expect such complex maps to be created with the tools they provided.  
{{Main|Forge/Halo 3|l1=Halo 3 Forge}}
As the first game to feature the Forge mode, ''Halo 3'' pioneered many of the features that are now staples of the mode including the pre-''Halo 5: Guardians'' control scheme and overall layout. In this iteration of Forge, all objects were bound by engine physics; meaning objects would fall when dropped. This is due to Forge's intention as a map ''editing'' as opposed to a map ''creation'' tool, with the intention being to replace weapons, vehicles, spawn points etc. Most maps featured only basic object palletes consisting of a selection of weapons and vehicles (though oftentimes not all - for example, the [[M7057 flamethrower]] was only available on a handful of maps even in Forge) and a small selection of scenery objects such as crates and barricades. The release of the maps Foundry and Sandbox greatly expanded upon the toolset available to Forgers via more dedicated scenery and structure objects, leading to "Forge art", the creation of new modes such as [[Grifball]] and the discovery of a number of exploits that allowed players to phase objects inside one another or float in the air.  


=== Object manipulation ===
===''Halo: Reach'' Forge===
In addition to modifying object spawn locations, Forge can also be used to change the properties of individual [[Forge Objects|objects]] as well as different types of objects. Pressing '''X''' over an item allows a player in Edit Mode to alter that item's settings. Pressing '''X''' again allows players to view the settings for all objects of that type. Per-type settings can also be accessed by highlighting the given object's entry in the spawn menus, and then pressing '''X'''. An individual object (e.g., a single Gravity Lift) may have its ''Respawn Rate'' (which determines how often it spawns) and its ''Place at Start'' settings altered. Types of objects (e.g., all Gravity Lifts) may have their ''Run-Time Minimum'' and ''Run-Time Maximum'' settings altered, which allows mapmakers to ensure that there is always less than or more than a certain amount of a given item during gameplay.
{{Main|Forge/Halo: Reach|l1=Halo: Reach Forge}}
 
=== Restrictions ===
There are some limits when placing items in Forge. The most obvious limit is the set of items permitted in a map—specific items are only allowed in specific maps. As an example, [[AV-14 Hornet|Hornets]] and [[M808B Main Battle Tank|Scorpions]] cannot be placed in [[The Pit]], and [[Deployable Cover]]s may not be placed in Sandtrap. (The technical explanation is that the [[tag]]s for certain objects are only present in certain maps. Bungie likely did not place them for balance issues.) There are also varying limits on how many of each item can be placed; while the player can usually place up to thirty-two [[M9 High-Explosive Dual-Purpose Grenade|Frag Grenades]], the player can only place two [[M808B Main Battle Tank|Scorpions]] when they are available on a map.
 
The amount of items the player can place in Forge is also regulated by an economy budget system.<ref>[http://halo.bungie.net/News/content.aspx?type=topnews&link=h3forgeobjects '''Bungie.net''': ''Halo 3 How-to: Forge Object Editing'']</ref> Different objects are assigned to different values. This is to keep the player from [[overload Glitch (Halo 3)|overloading]] maps and using excessive amounts of memory. Deleting items that are already on the map will free up more money for other items. The spending limit is merely a counter to help the player gauge how much they can place on the map at a given time; no real currency is used. The highest encountered budget is located on the map Sandtrap, with a grand total of 10,000 credits. However using the budget glitch, the player can go beyond the limit set, to do this make the run time maximum one more than the current amount placed on map.<ref>[http://www.forgehub.com/forum/forging-101/30898-ultimate-budget-glitch.html '''ForgeHub''': ''Forging 101: Ultimate Budget Glitch'']</ref> or they can download canvases with the budget glitch already in.
 
All maps have a maximum limit of 640 items.<ref>[http://halo.bungie.net/News/content.aspx?cid=17271 '''Bungie.net''': ''Sandbox Toolkit'']</ref> The 640-item limit behaves somewhat oddly; removing items that are in the map by default does not free up more of the 640 "slots", so when editing large maps like [[Sandbox]], it is best to move all default items to the side instead of deleting them and trying to replace them when they need them later.
 
Furthermore, [[Campaign]] objects, enemies, friendlies and “bots” cannot be added to map variants, and the basic geometry of the map cannot be altered.<ref name="8/22/08">[http://halo.bungie.net/News/content.aspx?type=topnews&cid=15268 '''Bungie.net''': ''Bungie Weekly Update: 8/22/08'']</ref>
 
===Forge filters===
{{Main|Forge Filters}}
Forge Filters, referred to in-game as FX, are objects listed in scenery which came in the [[Legendary Map Pack]] maps, [[Cold Storage]], and the Mythic Map Pack that change the camera settings. All the filters are as follows:
*'''Juicy''' - Everything is bright, vivid and colorful. Saturation is increased.
*'''Colorblind''' - Everything is displayed in grayscale.
*'''Gloomy''' - Everything is dark, shady, and somewhat desaturated.
*'''Nova''' - Everything is extremely bright and blurry, though really dark shadows look quite sharp.
*'''Old Timey''' - Everything looks like an old Western movie—the contents of the screen are displayed in sepia tones and are even given a flickering effect, making the screen resemble an old film projector.
*'''Ink''' - Scenes are displayed as if they were drawn using an inkpen. Bright areas tend to look more like a grayscale version of the Nova filter.
Bungie has stated that the filters were added for better experiences in gameplay, making interesting screenshots, and for making [[machinima]]. The Juicy filter helps with seeing through the Energy Blockers, as does the Old Timey filter.
Should more than one of these filters be spawned at one time, the effects will merge to create an entirely new effect. Combining all of the effects reduces visibility to the point where it is improbable to see.
 
==''Halo: Reach'' Forge==
[[File:ForgeMenu.jpg|thumb|300px|right|The Forge Main menu from ''[[Halo: Reach]]''.]]
[[File:ForgeMenu.jpg|thumb|300px|right|The Forge Main menu from ''[[Halo: Reach]]''.]]
Forge mode returns in ''[[Halo: Reach]]'' as Forge 2.0, with a variety of updated tools to allow players to more easily edit maps, and of course with a Forge palette which has been updated to include items from the ''Halo: Reach'' sandbox. A map designed for players to create their own Forge map variants named [[Forge World]] is shipped with the game.<ref>[http://xbox360.ign.com/dor/objects/14276699/halo-project/videos/halor_forge_vdp_072310.html/ '''IGN.com''': ''Halo: Reach Xbox 360 Preview - Forge Video Preview'']</ref>
Forge mode returned in ''[[Halo: Reach]]'' as Forge 2.0, with a variety of updated tools to allow players to more easily edit and create maps, and a larger Forge palette that was updated to include items from the ''Halo: Reach'' sandbox. A map designed for players to create their own Forge map variants named [[Forge World]] was shipped with the game.<ref>[http://xbox360.ign.com/dor/objects/14276699/halo-project/videos/halor_forge_vdp_072310.html/ '''IGN.com''': ''Halo: Reach Xbox 360 Preview - Forge Video Preview'']</ref> The mode was first shown off in the [[ViDoc]] "[[Halo: Reach ViDoc: Forge World|Forge World]]", showcasing a vast array of new tools and features, many inspired by community feedback and creations made in ''Halo 3''. Among the most notable were the introduction of object physics, allowing objects to be "Normal", "Fixed" and "Phased". When in normal physics, objects interact with the world as they did in ''Halo 3''. Fixed mode was similar, though objects would not fall when dropped; phased was the largest addition, allowing Forgers to disregard object collision entirely and place geometry inside other geometry. To suit the ability to create impractical structures, Forge World was set on a [[Halo Array|Halo]] ring and the item pallette was largely given a [[Forerunner]]-themed aesthetic. While Forge World was the then-largest map in ''Halo'' history, it was the only map on launch to be designed for Forging as a canvas, with most maps not supporting the vast majority of placeable items. Notable exceptions would include the map [[Tempest]] of the [[Noble Map Pack]] and the maps featured in the [[Anniversary Map Pack]], all of which supported a large complement of the objects placeable on Forge World.
 
=== Object manipulation ===
[[Forge Objects|Object]] manipulation in Forge 2.0 has been vastly improved.
*Players have the ability to select the physics of an object: normal, fixed or phased. Normal physics makes an object fall to the ground and interact with the world normally as it does in Halo 3. Fixed physics allows players to place an object and have it stay exactly where it was placed - even floating in the air. Phased physics is similar to fixed, but allows players to intersect objects with other objects or map geometry.
*Players can [[Forge Labels|label]] most objects, giving the ability to make any part on a map only spawn during a particular game type and allowing more control over player spawning and objectives.
*When an object is being held by a player, that player now "orbits" around the object in their grasp rather than having the object "orbit" around themselves (the camera moves around the object rather than the object around the camera).
*Players can alter the color of some structures and Vehicles to indicate team color.
*Players have the ability to "nudge" pieces, and the ability to edit an object's coordinates.
 
=== Restrictions ===
Though Forge 2.0 is vastly improved over Classic Forge, there are still a few restrictions on what a player may do to edit a map.
*The Forge budget returns to Halo: Reach, albeit vastly bigger.
*The limit of number of a particular items placeable in Forge mode returns, albeit with some changes. The limit now applies to categories of items; for instance number of walls now applies to walls as a category, with 50 wall objects placable rather than 25 single walls and 25 double walls.
*Forge cannot be used to Forge Firefight or Campaign maps.
*Most items in Forge cost around 10 credits, while large and complex items cost more.
 
===Forge filters===
Some forge filters are limited to Forge 2.0 only. Below is a list of them.
*'''Colorblind''' - Available in Classic and Forge 2.0. It makes the map appear in grayscale.
*'''Next Gen''' - Available in Forge 2.0 and Classic as ''Gloomy''. It makes the environment have slightly darker colors.
*'''Juicy''' - Available in Classic and Forge 2.0. Makes the environment look more vivid, as it increases saturation.
*'''Nova''' - Available in Classic and Forge 2.0. Makes the environment look really bright and blurry.Hence the name.
*'''Olde Timey '''- Available in Classic and Forge 2.0. Olde Timey makes the entire map appear to be an old movie.
*'''Pen and Ink''' - Available in Classic and Forge 2.0. Turns the environment to look as if it was drawn with an ink pen.
*'''Purple''' - Available in Forge 2.0 only. It turns the environment purple, thus giving the effect of night.
*'''Green '''- Available in Forge 2.0 only. It turns the environment green. Useful for [[Infection]] game types, as it makes the environment look scarier.
*'''Orange''' - Available in Forge 2.0 only. It turns the environment orange, thus giving the effect of a sunset or a desert-savanna effect.
 
===Forge save glitches===
'''Glitch 1:''' Occasionally and seemingly randomly, one or more of a player's custom maps will fail to save, even when the in-game message "Save Succeeded" pops up after saving a map. Because of this, when the player selects a new map to forge on, the previous map will be, in essence, deleted.
 
'''Glitch 2:''' Occasionally and seemingly randomly, any number of a player's custom maps will be put under another custom map's name, and the original title(s) of the moved map(s) will house a different map(s) (not necessarily a map title that the original map/maps is/are now under). This "shuffling" of maps may result in one or more maps disappearing.
 
====Avoidance====
To avoid being a victim of the Forge Save Glitches, it is advisable for players to:
*Choose "Save As New Map" rather than "Save" when saving a freshly-changed map.
*Without selecting a new map in the Forge or Custom Game lobbies, play a custom game; this will ensure that the map is put into a player's Temporary History, and can be accessed from there if the map does get "deleted".
*Upload maps to their Fileshare; if a map is deleted, it can be downloaded from the Fileshare, thereby salvaging the map.


==''Halo 4'' Forge==
===''Halo 4'' Forge===
{{Main|Forge/Halo 4|l1=Halo 4 Forge}}
[[File:RTX Halo 4 Forge.png|250px|thumb|right|Halo 4's Forge, as displayed at RTX 2012.]]
[[File:RTX Halo 4 Forge.png|250px|thumb|right|Halo 4's Forge, as displayed at RTX 2012.]]
Forge returns in ''Halo 4'' as Forge 3.0, an improvement from its previous iteration in ''Halo: Reach''. The duplication tool has returned from ''Halo 3'', and selected objects now glow a certain color depending on what type of object is selected for better precision. The feature now supports dynamic lighting on Forge objects, enabling each individual pieces to cast shadows. It features additional tools for user for map-making such as the ability to link Forge objects seamlessly through the use of the magnet utility and adding trait zones (such as enhanced movement and gravity). Objects can be locked, preventing being grabbed/moved. More Forge objects have been added to the sandbox to provide variety to the map-making experience.<ref name="RTX Forge">[http://www.youtube.com/watch?v=iFr2JMmr_aE '''YouTube''': ''Halo 4 Forge Demo at RTX <nowiki>[HD] [1080p]</nowiki>'']</ref> Infinity ordnance will be a customizable feature.<ref>[http://halo.xbox.com/blogs/Headlines/post/2012/07/06/The-Halo-Bulletin-7612.aspx '''Halo Waypoint''': ''The Halo Bulletin: 7.6.12.'']</ref> Halo 4 features four different Forge maps: [[Erosion]], [[Impact]], [[Ravine]] and [[Forge Island]]. Each map features a different environment and unique palette elements.<ref name="Examiner">[http://www.examiner.com/article/final-halo-4-forge-map-goes-spelunking-holds-griffball-arena-video '''Examiner.com''' ''Final Halo 4 Forge map goes spelunking, holds Griffball arena in video'']</ref>
Forge returned in ''Halo 4'' with several improvements from its previous iteration in ''Halo: Reach'', though not to the same extent as the changes experienced going into ''Reach''. The duplication tool has returned from ''Halo 3'', and selected objects now glow green depending on what type of object is selected for better precision, preventing players from accidentally deleting objects they did not intend. The feature now supports dynamic lighting on Forge objects, enabling each individual pieces to cast shadows. It features additional tools for user for map-making such as the ability to link Forge objects seamlessly through the use of the magnet utility and adding trait zones (such as enhanced movement and gravity). Objects can be locked, preventing being grabbed/moved. More Forge objects have been added to the sandbox to provide variety to the map-making experience.<ref name="RTX Forge">[http://www.youtube.com/watch?v=iFr2JMmr_aE '''YouTube''': ''Halo 4 Forge Demo at RTX <nowiki>[HD] [1080p]</nowiki>'']</ref> Infinity ordnance will be a customizable feature.<ref>[http://halo.xbox.com/blogs/Headlines/post/2012/07/06/The-Halo-Bulletin-7612.aspx '''Halo Waypoint''': ''The Halo Bulletin: 7.6.12.'']</ref> Halo 4 features four different Forge maps: [[Erosion]], [[Impact]], [[Ravine]] and [[Forge Island]]. Each map features a different environment and unique palette elements.<ref name="Examiner">[http://www.examiner.com/article/final-halo-4-forge-map-goes-spelunking-holds-griffball-arena-video '''Examiner.com''' ''Final Halo 4 Forge map goes spelunking, holds Griffball arena in video'']</ref>
{{Clear}}


==''Halo 2: Anniversary'' Forge==
===''Halo 2: Anniversary'' Forge===
{{Main|Forge/Halo 2: Anniversary|l1=Halo 2: Anniversary Forge}}
[[File:H2A_Forge_info.png|thumb|250px|An overview of the features in ''Halo 2: Anniversary'''s Forge mode.]]
[[File:H2A_Forge_info.png|thumb|250px|An overview of the features in ''Halo 2: Anniversary'''s Forge mode.]]
''[[Halo 2: Anniversary]]'' features a Forge mode, Forge 4.0, though only in the reimagined multiplayer component. The new Forge features several bug fixes, including menu polishing and adding magnet location consistency. Precision control and zoom have also been added. New features include "Snap to Ground", "Align to Ground", and "Movement Snap". Tool settings are now stored between Forge sessions. The Forge "Structure" palette is now cleaner and smoother, along with new mirrored versions of objects. Additional natural and terrain structure pieces—including cliffs and large pieces of land—have also been added to the Structure palette.<ref name="gameinformerH2A">[http://www.gameinformer.com/games/halo_master_chief_collection/b/xboxone/archive/2014/08/30/343-details-halo-2-s-many-changes-and-additions.aspx '''GameInformer''': ''343 Details Halo 2’s Many Changes And Additions'']</ref> Three Skybox-only maps—[[Awash]], [[Nebula]], and [[Skyward]]—have been added, allowing players to create maps and structures without interference from previous existing structures.<ref>[https://twitter.com/Halo/status/505789783004958722 '''Twitter''': ''Halo'']</ref><ref name="ign demo">[http://www.ign.com/videos/2014/10/28/halo-2-anniversary-forge-demo-halo-the-master-chief-collection-ign-first  '''IGN.com'' - ''See Forge in Halo 2: Anniversary'']</ref>
''[[Halo 2: Anniversary]]'' features a Forge mode, the first available on the [[Xbox One]], though only in the reimagined multiplayer component based on the ''Halo 4'' engine. The new Forge features several bug fixes from ''Halo 4'', including menu polishing and adding magnet location consistency. Precision control and zoom have also been added. New features include "Snap to Ground", "Align to Ground", and "Movement Snap". Tool settings are now stored between Forge sessions. The Forge "Structure" palette is now cleaner and smoother, along with new mirrored versions of objects. Additional natural and terrain structure pieces—including cliffs and large pieces of land—have also been added to the Structure palette.<ref name="gameinformerH2A">[http://www.gameinformer.com/games/halo_master_chief_collection/b/xboxone/archive/2014/08/30/343-details-halo-2-s-many-changes-and-additions.aspx '''GameInformer''': ''343 Details Halo 2’s Many Changes And Additions'']</ref> Three Skybox-only maps—[[Awash]], [[Nebula]], and [[Skyward]]—have been added, allowing players to create maps and structures without interference from previous existing structures.<ref>[https://twitter.com/Halo/status/505789783004958722 '''Twitter''': ''Halo'']</ref><ref name="ign demo">[http://www.ign.com/videos/2014/10/28/halo-2-anniversary-forge-demo-halo-the-master-chief-collection-ign-first  '''IGN.com'' - ''See Forge in Halo 2: Anniversary'']</ref>


The new Forge budget is now based on the amount of objects in a map. The budget can essentially be replaced by a "Performance Meter", presumably determining how well the map will run given the amount of objects placed.<ref name="gameinformerH2A"/> In an official demonstration, the developers showcased a map containing a remake of [[Beaver Creek]] within a much larger Forged landscape, built completely on a flat canvas using the new terrain pieces. "Simple scripting objects" have been added as Forge objects; these allow players to create interactive systems including switches that can be used to perform various tasks, including opening [[door]]s, spawning vehicles or terrain objects, or triggering explosions.<ref name="ign demo"/> There have also been Gadget improvements and new Gadgets.<ref name="gameinformerH2A"/>
The new Forge budget is now based on the amount of objects in a map. The budget can essentially be replaced by a "Performance Meter", presumably determining how well the map will run given the amount of objects placed.<ref name="gameinformerH2A"/> In an official demonstration, the developers showcased a map containing a remake of [[Beaver Creek]] within a much larger Forged landscape, built completely on a flat canvas using the new terrain pieces. "Simple scripting objects" have been added as Forge objects; these allow players to create interactive systems including switches that can be used to perform various tasks, including opening [[door]]s, spawning vehicles or terrain objects, or triggering explosions.<ref name="ign demo"/> There have also been Gadget improvements and new Gadgets.<ref name="gameinformerH2A"/>


All seven of the ''Halo 2: Anniversary'' remastered maps feature dynamic features that alter gameplay, such as falling stalactites and breakable glass roofs on [[Lockdown]]. These features can be disabled to Forge if the players wish to have a gameplay experience that is closer to the original ''[[Halo 2]]''.<ref name="gameinformerH2A"/>
All seven of the ''Halo 2: Anniversary'' remastered maps feature dynamic features that alter gameplay, such as falling stalactites and breakable glass roofs on [[Lockdown]]. These features can be disabled to Forge if the players wish to have a gameplay experience that is closer to the original ''[[Halo 2]]''.<ref name="gameinformerH2A"/>
{{Clear}}


==''Halo 5: Guardians'' Forge==
===''Halo 5: Guardians'' Forge===
{{Main|Forge/Halo 5: Guardians|l1=Halo 5: Guardians Forge}}
[[File:H5G-Forge.jpg|right|thumb|250px|Forge in ''Halo 5: Guardians''.]]
[[File:H5G-Forge.jpg|right|thumb|250px|Forge in ''Halo 5: Guardians''.]]
''Halo 5: Guardians'' features Forge 5.0, an even more advanced form of Forge than ''Halo 2: Anniversary''. It was released as a free feature on December 16 [[2015]] and it will also be given new features and content on a regular basis. Forging is available for any [[Multiplayer#Halo 5: Guardians|Arena]], [[Breakout]] and [[Big Team Battle]] maps, as well as the seven blank canvas maps [[Alpine]], [[Barrens (Halo 5: Guardians level)|Barrens]], [[Depths]], [[Glacier (Halo 5: Guardians level)|Glacier]], [[Parallax]], [[Tidal]] and [[Breakout Arena]].<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 was released as a free feature on December 16 [[2015]] and it will also be given new features and content on a regular basis. Forging is available for any [[Multiplayer#Halo 5: Guardians|Arena]], [[Breakout]] and [[Big Team Battle]] maps, as well as the seven blank canvas maps [[Alpine]], [[Barrens (Halo 5: Guardians level)|Barrens]], [[Depths]], [[Glacier (Halo 5: Guardians level)|Glacier]], [[Parallax]], [[Tidal]] and [[Breakout Arena]].<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>