Editing Forge
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{{ | {{Era|RW}} | ||
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{{Center|You may be looking for the Marine of [[John Forge|the same name]].}} | {{Center|You may be looking for the Marine of [[John Forge|the same name]].}} | ||
[[File:HighGroundForge.jpg|thumb|300px|Using Forge to manipulate objects.]] | [[File:HighGroundForge.jpg|thumb|300px|Using Forge to manipulate objects.]] | ||
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==Background== | ==Background== | ||
{{Center|''For a comprehensive list of each game's improvements to Forge, please see the respective page - [[Forge/Halo 3|Halo 3 Forge]], [[Forge/Halo: Reach|Halo: Reach Forge]], [[Forge/Halo 4|Halo 4 Forge]], [[Forge/Halo 2: Anniversary|Halo 2: Anniversary Forge]] | {{Center|''For a comprehensive list of each game's improvements to Forge, please see the respective page - [[Forge/Halo 3|Halo 3 Forge]], [[Forge/Halo: Reach|Halo: Reach Forge]], [[Forge/Halo 4|Halo 4 Forge]], [[Forge/Halo 2: Anniversary|Halo 2: Anniversary Forge]] and [[Forge/Halo 5: Guardians|Halo 5: Guardians Forge]]''}} | ||
Forge is a game mode originally released in ''Halo 3'' designed to allow players to customize, save and share maps for [[custom game]]s. Forge was originally created to be used by players to make relatively simple changes to maps in order to tweak their gameplay experience. Maps altered in Forge are referred to as ''map variants'', and alterations | Forge is a game mode originally released in ''Halo 3'' designed to allow players to customize, save and share maps for [[custom game]]s. Forge was originally created to be used by players to make relatively simple changes to maps in order to tweak their gameplay experience. Maps altered in Forge are referred to as ''map variants'', and possible alterations include the modification of player spawn points, gametype objective points, [[Weapons|weapon]], vehicle and the addition of scenery items such as crates, [[Fusion coil|fusion coils]], [[gravity lift]]s, [[teleporter]]s, and various other [[Forge objects|items]]. The amount of time and dedication spent by players in Forge mode led to the release of two Forge-specific maps, [[Foundry]] - which was released in the [[Heroic Map Pack]] - and [[Sandbox]], which was released in the [[Mythic Map Pack]]. The scenery and layouts of these maps are almost entirely composed of movable and removable Forge objects. Throughout ''Halo 3'', players were able to find a number of exploits that would allow them to place objects in the air and phased inside one another, which [[Bungie]] eventually implemented as the "Fixed" and "Phased" physics features in ''Reach'', and have remained a staple of the mode since. ''Reach'' also brought with it an entirely dedicated Forge canvas and the currently-largest multiplayer space present in any ''Halo'' game, [[Forge World]]. With the release of ''Halo 4'' in 2012, Forge was once again updated with a number of quality-of-life fixes including snappable magnets, highlights of selected objects and baked lighting on user-made maps, alongside four new Forge canvases - [[Impact]], [[Erosion]], [[Ravine]] and [[Forge Island]]. The Forge component of ''Halo 2: Anniversary'' brought with it the inclusion of large terrain components and basic scripting, allowing users to make interaction with props in the world. | ||
With ''Halo 5: Guardians'', Forge was not included in the game's initial release, instead being delayed until the release of [[Cartographer's Gift]]. This improved variant of Forge brought about the most significant changes to the mode since those of ''Halo: Reach'', completely overhauling Forge to resemble an development kit moreso than a simple map editor. This new version of Forge allows users to choose up to three colours for any individual object, choose textures for objects such as dust, grime and snow, place weather and visual effects on a map and even change the map's skybox entirely. The mode also allows users to place more complex lighting with the addition of dedicated point and spotlight objects similar to those found in game development kits such as those of [https://en.wikipedia.org/wiki/Unreal_Engine ''Unreal Engine 4'']. In addition, ''Halo 5'' Forge brought with it an entirely revamped control scheme and a swath of new objects to place. For the first time in the series' history, Forge in ''Halo 5'' received multiple updates over the game's lifespan adding entirely new weapons, vehicles, [[REQ]] variants, maps and item sets. The mode also saw a number of quality of life changes to its toolset over the game's lifespan. On September 8, 2016, the Windows 10 PC store saw the release of the app ''[[Halo 5: Forge]]'', a free download containing the full ''Halo 5: Guardians'' Forge experience for PC players. | |||
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 | |||
===''Halo 3'' Forge=== | ===''Halo 3'' Forge=== | ||
[[File: | [[File:H3_ForgeHighGround.jpg|thumb|300px|right|The Forge Menu in ''Halo 3''.]] | ||
{{Main|Forge/Halo 3|l1=Halo 3 Forge}} | {{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. | 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. | ||
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===''Halo: Reach'' Forge=== | ===''Halo: Reach'' Forge=== | ||
{{Main|Forge/Halo: Reach|l1=Halo: Reach Forge}} | {{Main|Forge/Halo: Reach|l1=Halo: Reach Forge}} | ||
[[File: | [[File:HR_Forge_Menu.jpg|thumb|300px|right|The Forge Main menu from ''[[Halo: Reach]]''.]] | ||
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. | 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. | ||
===''Halo 4'' Forge=== | ===''Halo 4'' Forge=== | ||
{{Main|Forge/Halo 4|l1=Halo 4 Forge}} | {{Main|Forge/Halo 4|l1=Halo 4 Forge}} | ||
[[File: | [[File:H4_Forge_Reveal.png|250px|thumb|right|Halo 4's Forge, as displayed at RTX 2012.]] | ||
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> | 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> | ||
===''Halo 2: Anniversary'' Forge=== | ===''Halo 2: Anniversary'' Forge=== | ||
{{Main|Forge/Halo 2: Anniversary|l1=Halo 2: Anniversary Forge}} | {{Main|Forge/Halo 2: Anniversary|l1=Halo 2: Anniversary Forge}} | ||
[[File: | [[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, 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> | ''[[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> | ||
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===''Halo 5: Guardians'' Forge=== | ===''Halo 5: Guardians'' Forge=== | ||
{{Main|Forge/Halo 5: Guardians|l1=Halo 5: Guardians Forge}} | {{Main|Forge/Halo 5: Guardians|l1=Halo 5: Guardians Forge}} | ||
[[File:H5G-Forge.jpg|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 | ''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 map)|Barrens]], [[Depths]], [[Glacier (Halo 5: Guardians map)|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> | ||
Among the improved features are the control scheme, selecting and manipulating up to 64 objects at once, a free camera, and smart magnets.{{Ref/Reuse|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/Reuse|Waypoint}} | Among the improved features are the control scheme, selecting and manipulating up to 64 objects at once, a free camera, and smart magnets.{{Ref/Reuse|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/Reuse|Waypoint}} | ||
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===''Halo Infinite'' Forge=== | ===''Halo Infinite'' Forge=== | ||
{{Main|Forge/Halo Infinite|l1=Halo Infinite Forge}} | {{Main|Forge/Halo Infinite|l1=Halo Infinite Forge}} | ||
''Halo Infinite'' | ''Halo Infinite'' will feature Forge, with its development being led by ''Infinite''{{'}}s Forge Lead, [[Michael Schorr]]. At ''[[Halo: Outpost Discovery]]''{{'}}s Anaheim event, panellists from a panel run by the community site ForgeHub were able to discuss ''Infinite''{{'}}s Forge with Schorr. During this discussion, Schorr confirmed that it would allow players to undo and redo actions, a feature that had been heavily requested in previous versions of Forge. Schorr also commented that he wished to extend Forge's capabilities to be more comparable to a professional level-building toolkit. Finally, Schorr mentioned having read a large number of Forge wishlists, including one penned by ForgeHub itself, and during their discussion, features such as a terrain editor, liquid volumes and higher object budget were brought up - although none of these features were confirmed to be in the game.<ref>[https://www.forgehub.com/threads/outpost-discovery-round-up-halo-infinite-forge-first-details-exclusive.159009/ '''''ForgeHub''''' - ''Articles'', Outpost Discovery Round-Up + Halo Infinite Forge First Details! (EXCLUSIVE)]</ref> | ||
==Trivia== | ==Trivia== | ||
{{Cleanup|section}} | {{Cleanup|section}} | ||
{{ | {{Outofdate|Thorage updates to H3, HR, and H4; Halo now owned by 343Ind; among others}} | ||
*If the player fires their weapon and then immediately enters Edit Mode, upon returning to Player Mode, they ''may'' find that they have lost no ammo. | *If the player fires their weapon and then immediately enters Edit Mode, upon returning to Player Mode, they ''may'' find that they have lost no ammo. | ||
* Whatever happened to the player in Player Mode (stuck grenades, fire) will be put in stasis when the player is in Edit Mode. When they return, whatever was in stasis will return to play. | * Whatever happened to the player in Player Mode (stuck grenades, fire) will be put in stasis when the player is in Edit Mode. When they return, whatever was in stasis will return to play. | ||
**It also applies to any momentum that the player gathered while in Player Mode. If they jump into a Grav Lift or man cannon, enter Edit Mode, move away, and then return to Player Mode, they will fly through the air in whatever direction they were originally moving in. | **It also applies to any momentum that the player gathered while in Player Mode. If they jump into a Grav Lift or man cannon, enter Edit Mode, move away, and then return to Player Mode, they will fly through the air in whatever direction they were originally moving in. | ||
***This was changed in ''Halo: Reach'' as changing to edit mode arrests the players motion; despite this, motion is sometimes preserved anyways. However, players now keep their velocity from Edit Mode when they enter Player Mode; this can result in death if the change happens when flying fast, as ''Halo: Reach'' physics causes damage to players if they hit any object while moving too fast. Halo 4 retains this system, but due to lights being baked anytime the player switches to Player Mode | ***This was changed in ''Halo: Reach'' as changing to edit mode arrests the players motion; despite this, motion is sometimes preserved anyways. However, players now keep their velocity from Edit Mode when they enter Player Mode; this can result in death if the change happens when flying fast, as ''Halo: Reach'' physics causes damage to players if they hit any object while moving too fast. Halo 4 retains this system, but due to lights being baked anytime the player switches to Player Mode, the monitor comes to a complete stop while the lights bake. | ||
*The Elephant used to be unspawnable by editors due to its size, the potential for lag, and specific purpose on Sandtrap, however more can be modded into the map. Elephants were later made editable on Avalanche and Sandbox in the Thorage update for the Master Chief Collection, alongside the Troop Transport Warthog and Anti-Air Wraith. | *The Elephant used to be unspawnable by editors due to its size, the potential for lag, and specific purpose on Sandtrap, however more can be modded into the map. Elephants were later made editable on Avalanche and Sandbox in the Thorage update for the Master Chief Collection, alongside the Troop Transport Warthog and Anti-Air Wraith. | ||
*Created map variants can be saved and shared with the community. Also, if the player's creation is extremely liked by 343 Industries, they may even add it to matchmaking. | *Created map variants can be saved and shared with the community. Also, if the player's creation is extremely liked by 343 Industries, they may even add it to matchmaking. | ||
*It is possible to do a glitch that can make a player have no weapon. | *It is possible to do a glitch that can make a player have no weapon. | ||
*The idea of Forge was taken from ''[[Marathon|Marathon: Infinity]]'', which also has a map editor named Forge. However, there are multiple differences: ''Marathon'''s Forge was a separate application, acting as a 'pure' map editor in conjunction with another application, Anvil, which edited physics, sounds and shapes files. On the other hand, ''Halo 3''<nowiki/>'s Forge is merely a separate game mode that allows for the spawning and repositioning of objects. | *The idea of Forge was taken from ''[[Marathon|Marathon: Infinity]]'', which also has a map editor named Forge. However, there are multiple differences: ''Marathon'''s Forge was a separate application, acting as a 'pure' map editor in conjunction with another application, Anvil, which edited physics, sounds and shapes files. On the other hand, ''Halo 3''<nowiki/>'s Forge is merely a separate game mode that allows for the spawning and repositioning of objects. | ||
*Some weapons may be purchased at no cost if they were originally on the map and are not deleted. However this will leave the player with a penalty making it so that they need to sell the same amount they have spent under zero to reach zero again and make money again. | *Some weapons may be purchased at no cost if they were originally on the map and are not deleted. However this will leave the player with a penalty making it so that they need to sell the same amount they have spent under zero to reach zero again and make money again. | ||
*Even when Edit Mode was restricted to "Party Leader Only", a programming mistake allowed other players to enter Edit Mode through the start menu. (Patched) | *Even when Edit Mode was restricted to "Party Leader Only", a programming mistake allowed other players to enter Edit Mode through the start menu. (Patched) | ||
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*When in Edit Mode, the player can kill someone with a floating object and will get the Splatter Kill medal. If the player does this on a Mythic map, the player will earn the [[Tank Dropper]] achievement. | *When in Edit Mode, the player can kill someone with a floating object and will get the Splatter Kill medal. If the player does this on a Mythic map, the player will earn the [[Tank Dropper]] achievement. | ||
*There is a mistake when editing options in forge, it says: ''View current options. Only the party leader may change options'', regardless of whether or not that person is the party leader. | *There is a mistake when editing options in forge, it says: ''View current options. Only the party leader may change options'', regardless of whether or not that person is the party leader. | ||
*It is unknown why the player cannot place certain weapons on certain maps, but it is probably due to balancing. Vehicles would be unable to evade [[LAU-65D/SGM-151|Missile Pods]] in indoor maps, and large vehicles like [[ | *It is unknown why the player cannot place certain weapons on certain maps, but it is probably due to balancing. Vehicles would be unable to evade [[LAU-65D/SGM-151|Missile Pods]] in indoor maps, and large vehicles like [[Type-26 Wraith|Wraiths]] and Scorpions might not even fit inside of indoor maps with small doors or rooms. However, weapons such as [[Type-33 Light Anti-Armor Weapon|Fuel Rod Guns]] and [[Hellbringers|Flamethrowers]] have limited use due network and performance issues. | ||
*Forge 2.0 in ''Halo: Reach'' was originally going to feature Weather as a changeable object but was cut due to time restraints: "No weather effects in the Forge. Was something we wanted, but something we didn't get to in time." <ref>[http://halo.bungie.org/misc/ferrex_forgeworld_answers_20100722.html '''Halo.Bungie.Org''': ''Reach Forge World Q and A: Ferrex, July 22, 2010'']</ref> | *Forge 2.0 in ''Halo: Reach'' was originally going to feature Weather as a changeable object but was cut due to time restraints: "No weather effects in the Forge. Was something we wanted, but something we didn't get to in time." <ref>[http://halo.bungie.org/misc/ferrex_forgeworld_answers_20100722.html '''Halo.Bungie.Org''': ''Reach Forge World Q and A: Ferrex, July 22, 2010'']</ref> | ||
*The Forge 2.0 monitor makes a small noise when boosting. | *The Forge 2.0 monitor makes a small noise when boosting. | ||
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File:H5G - Halo Wars Firebase 1.png|A remake of the [[Firebase]] from ''[[Halo Wars]]'' in ''Halo 5: Guardians'' Forge. | File:H5G - Halo Wars Firebase 1.png|A remake of the [[Firebase]] from ''[[Halo Wars]]'' in ''Halo 5: Guardians'' Forge. | ||
File:H5G - Halo Wars Firebase 2.png|A remake of the Firebase from ''Halo Wars'' in ''Halo 5: Guardians'' Forge. | File:H5G - Halo Wars Firebase 2.png|A remake of the Firebase from ''Halo Wars'' in ''Halo 5: Guardians'' Forge. | ||
</gallery> | </gallery> | ||