Gameplay

Forge: Difference between revisions

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[[Image:Forge4.jpg|right|thumb|250px|An [[Elite]] standing on crates on [[High Ground]] in Forge mode]]
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'''Forge''' is a ''[[Halo 3]]'' gameplay mode that allows for both playing and designing multiplayer maps. <ref>[http://www.bungie.net/News/content.aspx?type=topnews&cid=12718] Bungie Weekly Update 8/17/2007</ref>
{{Center|You may be looking for the Marine of [[John Forge|the same name]].}}
[[File:HighGroundForge.jpg|thumb|300px|Using Forge to manipulate objects.]]
'''Forge''' is a  gameplay mode in ''[[Halo 3]]'', ''[[Halo: Reach]]'', ''[[Halo 4]]'', ''[[Halo 2: Anniversary]]'', ''[[Halo 5: Guardians]]'' and ''[[Halo Infinite]]'' that allows for both playing and editing [[multiplayer]] maps.<ref>[http://halo.bungie.net/News/content.aspx?type=topnews&cid=12718 '''Bungie.net''': ''Bungie Weekly Update: 8/17/07'']</ref><ref>[http://halo.bungie.net/News/content.aspx?type=topnews&link=h3forgebasics '''Bungie.net''': ''Halo 3 How-to: Forge Basics'']</ref>


==Background==
==Background==
A multiplayer-only tool, Forge will allow players to customize multiplayer maps, changing and resetting spawn points, weapon spawns, weapon timers, vehicle spawns and timers, vehicle spawn points, and add existing geometry to the map’s existing structure in the form of crates, boxes, fusion coils, lifts, teleporters, turrets, etc.  
{{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]], [[Forge/Halo 5: Guardians|Halo 5: Guardians Forge]], and [[Forge/Halo Infinite|Halo Infinite 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 can include the modification of player spawn points, gametype objective points, [[Weapons|weapon]], vehicles, the addition of scenery items - such as crates, [[fusion coil]]s, [[gravity lift]]s, [[teleporter]]s, and various other [[Forge objects|items]].  


The amount of items you can drop is regulated by an economy budget system, with different items having different values and each map having an overall budget that the items you place cannot exceed. By deleting existing things off of a given map, you can actually place more things. Players can modify and create their versions of maps, save them and share them with their friends, but that’s only half or so of what Forge allows.
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]].


In addition to functioning as creation-driven tool, Forge is also a playspace. Up to eight players can be on a given map at a time, shifting back and forth between their chosen multiplayer model and the Forge model – a Monitor. Players can play actual games in Forge, goof around, kill each other, play Slayer where each team designates a Monitor to supply weapons, vehicles, equipment and cover on the fly.  
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.


Throughout the time you're editing you can press up on the D-Pad and change to your multiplayer model and play.
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 a development kit moreso than a simple map editor. This new version of Forge allows users to choose up to three colors 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''].  


Once you're done with the editing you can start a party over System Link or Xbox Live and see how it works. You can build crate towers, grab a vehicle underneath a teammate, or have a friend jump on a crate and move it throughout the map.
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.  


All items spawned on forge will have a price, with weapons, crates and smaller items being cheaper than vehicles. There is a spending limit to the map which restricts total items than can be spawned.
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. Players could make a map on their computer and play the map on there or on the Xbox version of ''Halo 5: Guardians''. ''Halo 5: Forge'' did not have the ability to play matches with Xbox players.


As revealed in Bungie's 8/27/07 Podcast, you can add items in Forge that aren't available in a regular match. One example is the [[Yellow Powerup]], the alternative to the Overshield or the Active Camouflage.  
In addition to functioning as map editor, Forge can also be used as 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.


The Yellow Powerup is completely customizable in its effects; it can cause the interacting player to run faster, jump higher, grow an overshield/active camouflage, and even change the player's color. Effects aren't limited to one or two at a time, but rather a number of effects can occur simultaneously. The hosts described it as equivalent to an "instant juggernaut." Another object unique to Forge are teleporters.
===''Halo 3'' Forge===
[[File:H3 ForgeHighGround.jpg|thumb|300px|The Forge Menu in ''Halo 3''.]]
{{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.


While playing as a [[monitor]] a health bar is shown at the top and its basically the same amount as a Spartan's.
===''Halo: Reach'' Forge===
{{Main|Forge/Halo: Reach|l1=Halo: Reach Forge}}
[[File:HR Forge Menu.jpg|thumb|300px|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.


==Usage==
===''Halo 4'' Forge===
{{cleanup}}
{{Main|Forge/Halo 4|l1=Halo 4 Forge}}
[[File:H4 Forge Reveal.png|250px|thumb|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>


'''What Is The 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.]]
''[[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>


In the beginning, there was a single sniper rifle on Colossus. And it was not so good. One of the new multiplayer features introduced in Halo 3 is the Forge. The Forge is an object layout editor, a tool to allow players to rework the various weapons, vehicles, and scenery that Bungie’s multiplayer designers have thoughtfully placed around Halo 3’s multiplayer maps. Better still, the Forge is a multiplayer editor in every sense of the word: you can enlist the aid of a few friends to edit a map with you, in the same game, over the usual gamut of multiplayer situations (splitscreen, system link, or Xbox Live.) Of course, any gathering of friends inevitably devolves into shootings. Fortunately, the Forge also plays host to a variety of novel combat conditions, and even a couple of peculiar games made possible by the lax rules and on-the-fly editing.
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/Reuse|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/Reuse|ign demo}} There have also been Gadget improvements and new Gadgets.{{Ref/Reuse|gameinformerH2A}}


'''Starting Out'''
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/Reuse|gameinformerH2A}}


Gathering a Game
===''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''.]]
''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>


Starting a Forge game is almost the same as setting up a Custom Game. Your first stop is the Forge lobby, accessed from the main menu or from any of the other lobbies via the “Switch Lobby” option. Once in the Forge lobby, you can choose the map you wish to edit, and immediately get started if you want to go it alone. If not, you can gather up to seven fellow editors (the Forge supports up to a maximum of eight players) before starting. Make sure the “Network” option (it’s right under “Switch Lobby”) is not set to Local, or else your friends will not be able to join you.  Once you’re ready to go, choose “Start Forge” and you’re in business.
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}}


'''Player and Editor Mode'''
The budget system has been improved, including a multi-budget system, where a terrain piece will only eat into the memory budget once. Additional pieces only use up the object count because the shared texture is already loaded.{{Ref/Reuse|Waypoint}} Other budgets are considered "soft" and can be exceeded, but doing so causes glitches.{{Ref/Reuse|Waypoint}}


When the Forge loads, it should seem strangely familiar. You start off in Player Mode, which has all of the same controls and abilities as a normal player. You can move around freely, shoot whatever catches your eye, and use objects as you see fit. If you brought friends with you, you can get right down to business and shoot them up a bit.
New light objects have been added with tons of different properties. Light fixtures such as light posts, beacon lights and etc. have been introduced. Lighting is no longer generated automatically when switching to player mode. A button tap will drop the Spartan, while holding it down will render the lighting before dropping.{{Ref/Reuse|Waypoint}} Props like the [[D79-TC Pelican]] were added in [[Hammer Storm]] and can be customized with colors. Weather effects including rain, snow, embers, floating papers, dust, and motes were added with [[Ghosts of Meridian]]. Sound options ranging from chanting Covenant crowds to waterfalls are also available for sur.


But that’s not what you’re here in the Forge for.  
''[[Halo 5: Forge]]'' is a port of the Forge mode to [[:Wikipedia:Windows 10|Windows 10]]. It is available for free and enables players to forge, test, and share their own maps on PC, with compatibility with ''Halo 5: Guardians'' on [[Xbox One]].<ref>[https://www.halowaypoint.com/en-us/community/blog-posts/forging-ahead-the-forge-experience-comes-to-windows-10 '''Halo Waypoint''': ''Forging Ahead - The Forge Experience Comes to Windows 10'']</ref>
{{Expand-section}}


Press Up on the D-pad. Your HUD will change, and you’ll find yourself in Editor Mode. In this mode, you assume the guise of a Monitor, a free flying ball of omnipotence with controls similar to the free camera in Saved Films, or flying a Banshee. If neither ring a bell, there is a handy control reference on the Start button.
===''Halo Infinite'' Forge===
{{Main|Forge/Halo Infinite|l1=Halo Infinite Forge}}
''Halo Infinite'' features Forge that released in the [[Winter Update]]  which improves upon the foundations set by Halo 5's version of Forge by introducing object scaling,{{Ref/YouTube|Id=INFForge1|SAwEbD5qNG8|Halo|Halo Infinite Forge Fundamentals - Building|Y=2022|M=09|D=09}} a menu wheel for more complex options, the ability to undo and redo a previous edit,{{Ref/Site|Id=FHOD|URL=https://www.forgehub.com/threads/outpost-discovery-round-up-halo-infinite-forge-first-details-exclusive.159009/|Site=ForgeHub|Page=Outpost Discovery Round-Up + Halo Infinite First Forge Details (Exclusive)|D=21|M=8|Y=2021}} the ability to customize FX, the sun's color and its time of day,{{Ref/YouTube|Id=INFForge3|uyKLrBs6GDM|Halo|Halo Infinite Forge Fundamentals - Lighting & Audio|Y=2022|M=10|D=03}} the ability to create a sequence of events and conditions to trigger it through a node graph,{{Ref/YouTube|Id=INFForge2|sgIxew1x12s|Halo|Halo Infinite Forge Fundamentals - Scripting & Bots|Y=2022|M=09|D=19}} the ability to set objects as static or dynamic, etc. It also makes a huge change to the lighting system that allows the player to set the option to cast static and/or dynamic shadows when selecting a light placed by the player, introduces a heatmap for lights and shadows to assist in map performance, introduces light probes with a limit of 14,000 light probes on a map, and removes the ability to bake light.


Unlike that most famous of Monitors, 343 Guilty Spark, you’re still vulnerable to damage, but it takes a steady shot to hit a moving Monitor. Evasive maneuvers will serve you as well as a gun, but there’s a bit more to Editor Mode than simply dodging bullets. You see, Editor Mode is where the magic happens.
With the launch of [[Season 05: Reckoning]], Forge has been improved to incorporate AI units into Forge. The AI units include Marines, [[Unggoy|Grunts]], [[Kig-Yar|Jackals]], [[Sangheili|Elites]], [[Jiralhanae|Brutes]], [[Gasgira|Skimmers]], [[Mgalekgolo|Hunters]], and the variant of frames supporting [[Adjutant Resolution]], with a limit of 32 AI units in the map. These AI units can be spawned through AI spawners, [[Gydrozka Workshop Breaching Pod|Drop Pods]], and/or [[Eklon'Dal Workshop Phantom|Phantoms]]; spawners and Phantoms can spawn up to 8 AI units while Drop Pods can only spawn 1 AI unit. If the Phantom is selected, it will also be able to drop off a [[Riuctda Workshop Ghost|Ghost]], a [[Bolroci Workshop Chopper|Chopper]], or a [[Bolroci Workshop Wraith|Wraith]], but the pilot of that vehicle will take the place of the 8th AI unit if the vehicle piloting is enabled. AI units can also move in specific move zones to act as a patrol route. AI units can also spawn with different weapons (i.e. Jackals can spawn with an [[SRS99-S7 AM sniper rifle|S7 Sniper]]), and properties that affect AI units are added using node graph.


 
It currently supports 8 different blank canvases of different themes: [[Arid]], [[Mires]], [[Seafloor]], [[Institute]], [[Ecliptic]], [[Void]], [[Barrage]], and [[Permafrost]].
'''Simple Forgery'''
 
It doesn’t take much to get busy in the Forge. Anyone can do it. But let’s start with the basics.
 
'''Object Manipulation'''
 
The key to the Forge is object manipulation. And the key to object manipulation is your crosshair, centered in your screen like any other weapon crosshair. All object manipulation is done in Editor Mode, so make sure you’re in that mode (if you’re not, hit Up on the D-pad to toggle in.)
 
'''Grabbing and Moving Objects'''
 
First, fly up close to an object, like a vehicle or a gun. Place your crosshair on it. If the object is editable, your crosshair will turn green, and a little hand icon will appear. This means the object can be edited, which is pretty much the entire point behind Editor Mode. With your crosshair on an object, press A. The little hand icon will close, and you are now holding that object. If you move or look around, the object will move with you. Piece of cake.
 
To release an object that you are holding, just press A again. It will drop and come to rest, and from that point onward, the object will appear in that location.
 
Tip: You may notice a small blue shape that moves with the objects you move around. This grenade-sized object represents the starting location for the object, and is the precise location at which the object will spawn (or respawn, as appropriate.)
 
'''Rotating Objects'''
 
In tossing around objects, you might wish to change the orientation of one. Doing so is simple, but does take a bit of practice. To rotate an object, grab it. While you are holding it, squeeze the Right Trigger. When you do so, your thumbsticks will change from moving you around to rotating the object.
 
On your Right Thumbstick, left-right will spin the object like a top, while up-down will roll it like a hamster wheel. Technical terms, I know.
 
On your Left Thumbstick, left-right rotates the object like a steering wheel.
 
Up-down is a little different from the others, and will push the object further away, or draw it in closer. This is handy when you’re working with large objects, or very small ones. Adept users can also use it to fling objects around, but more on that later.
 
When the object is rotated to your liking, release the Right Trigger, and you’re back to normal. Set the object down, and you’re done.
 
'''Creating Objects'''
 
Now, no amount of movement or rotation can turn a Warthog into a Scorpion, but that’s why Microsoft put more buttons on their controller. With your cursor pointed at empty space, press X. Behold, the Object Palette. Every map has its own palette of objects, carefully assembled by Bungie in accordance to mystical principles of balance and memory limitations. There are seven such palettes, and you can cycle between them using the Left and Right shoulder buttons. Most are self explanatory, but the last two (Spawners and Goals) we’ll come back to later.
For now, go to the second palette, Vehicles. Use the Left Stick or D-pad to choose Mongoose from the list. Press A. Viola, a Mongoose will appear, already in your grasp and ready to be placed wherever you desire.
 
There are some situations were you can’t create a new object, but more on that later.
 
'''Deleting Objects'''
 
Of course, you can delete objects too. There’s a good reason for doing so, besides removing every weapon from the map but Battle Rifles and calling it “balanced.” You know who you are. But more on that later.
 
To do so, place your crosshair on the ill fated object, and press Y. Without complaint or fanfare, the object will be dispatched, and space cleared to place more.
 
'''Saving Your Map'''
 
Object manipulation is all well and good, but ultimately, you’ll want to save your map to really make full use of it.
 
To save a map, press Start to bring up the Forge menu. Choose the appropriately named option “Save As New Map…”
 
Note: A stern warning will appear, graciously provided by our high powered law firm to disavow us of the inevitable cult classic map “For The Godwin”, but it should be of scant concern to most good intentioned users. Basically, it says you made it and you can share it at will, but you shouldn’t sue us for it. Please.
 
The keyboard will slide out, and you can name your masterpiece. Remember, proper spelling and capitalization is a sign of fine craftsmanship. And no, you can’t name your map BLAM!, or BLAM!, or even BLAM! Xbox Live won’t let you, and you didn’t need to anyway.
 
Hit Done, and your map is now saved to your storage device of choice. Which is a hard drive, right? Right! Good choice, sir. But a memory unit will work too, if for some strange reason you removed your hard drive. But who would remove their hard drive? That doesn’t make any sense.
 
'''Using Maps in Custom Games'''
 
Now, the real action is in Custom Games.
To play on your map in a Custom Game, head to the Custom Game lobby. If you came straight from the Forge, your map should already be selected, ready to go. If not, simply choose a map, and you’ll find your new map filed under the built-in version that your version was based off of. Just look for your neatly spelled, capitalized map name.
 
'''Sharing Your Maps'''
 
Having refined your map from raw ore to a polished blade, you might be ready to unleash it on your friends. They had it coming, right?
 
Once your map is saved, and you’re in a lobby, hit Start to bring up the menu. Under the Media tab, choose File Share. This is where you can share files of all type for other users to download. In addition to map variants, you can share saved films, game variants, or screenshots. Best of all, the files go onto Bungie’s hardened subterranean servers, and can be downloaded even after you turn off your Xbox, or after the surface of the planet has been glassed.
 
It’s pretty simple. First, choose an empty slot to upload your map into. Then, choose the map you wish to upload. Map variants are tiny little things, and should upload almost instantly.
 
'''Advanced Forgery'''
 
On the surface, the Forge is pretty straight forward. Create fusion coil, hurl at friend, repeat ad infinitum. However, there are some other things that you may choose to make yourself aware of if you wish to master your tools.
 
'''Inventory and Budget'''
 
The number of objects you can place in the Forge is ultimately limited by two things: Inventory, which is the number of a specific object that you can place, and Budget, which is an overall total that keeps things in check.
 
There’s actually a third limit that kicks in when you’ve got a whole heck of a lot of objects on the map, but really, you need to be looking for trouble to bump into that one. The Forge will just squawk at you and give you a polite error message if you try to go above it. Don’t bother, it’s not that spectacular.
 
'''Inventory'''
 
Inventory is tracked per object type. Think of it as the limit for that object type—no more than that number of those objects can be placed on the map, or allowed to spawn on the map.
 
The Inventory is shown to the left of the object name in the creation palette. That number tells you how many more objects of that type can be placed on the map. If that number is 0, you may place no more.
 
One important note: in addition to the objects placed on the map, the Inventory counts objects which could spawn in later. For example, if a single Spartan Laser is placed in the middle of Valhalla, but the maximum respawn quota for Spartan Lasers is 3, then the Inventory counts 3 Lasers as having been placed. Don’t freak out, there’s more on this later.
 
'''Budget'''
 
Budget is an overall limit on the objects placed on the map. A Warthog is more expensive to have on a map than a fusion coil. More expensive than several fusion coils, in fact. The Budget is what reflects this.
 
In your bottom right corner is a little meter, and a number. This is your remaining Budget. The number is the amount of Budget you have left to spend, and the bar fills up as you spend it. If that number is $0, you won’t be able to place more objects.
 
In the object creation palette, the cost of an object is listed to the right of its name, as a dollar figure. No, the dollar amount isn’t how much will be charged to your credit card if you place one such object. What would we do with such wealth? Instead, it is the amount that will be deducted from your remaining Budget if you place such an object.
 
Note: as with Inventory, the Budget counts not just the objects placed on map, but also the objects that could spawn in later. More on this later.
 
'''Object Spawning'''
 
Most objects that you can edit in the Forge can be told to respawn if some evil should befall them. The system that manages this (colorfully called “The Candy Monitor” or "Fordge|Forge]]" by our engineers) can be complex, but is worth understanding.
 
'''Respawn Timer'''
 
When an object is disturbed, it starts counting down a hidden respawn timer. Objects are sensitive things, and consider themselves disturbed if they are moved, picked up, or destroyed.
 
Once this timer counts down to zero, the object says “hey, I want to respawn now”. But before it does, there is a check to make sure there is not already too many objects of that same type on the map. This is where the quota, described below, comes in. If there are too many objects waiting, then the object waits quietly until there is room before it respawns.
 
The respawn timer usually defaults to 30 seconds, but this is a property that may be set per object, as described below.
 
 
 
'''Respawn Quotas'''
 
OK, stay calm. This part will seem a little complex, but its really pretty easy.
 
All object types have a quota. That is, a maximum number of them that can be on the map, and also a minimum number.
When an object wants to respawn, it makes sure that doing so would not result in more objects of that type than the maximum allowed. For example, this is how you can make sure that no more than one Shotgun is on the map at a time, but still place three locations around the map where it could spawn at.
 
Likewise, a minimum number can be set, in which case objects will respawn immediately if fewer than this number are on the map. For example, we like to set minimum counts on Mongooses, to make sure they’re always available.
 
To edit the quotas, you can select the type of object in the creation palette, and press X to bring up the summary. This screen tells you how many objects of that type are on the map, what your minimum and maximums are, and also how much of your Budget is being spent by objects of this type. Only the “Run-Time Minimum” and “Run-Time Maximum” can be edited here, the other numbers are just for reference.
 
Remember: the Budget counts the “Run-Time Maximum” when adding up the cost. You might only place one Sniper Rifle on the map, but if your maximum is set higher than that, a new Sniper Rifle could spawn in.
 
Is that all clear? If not, don’t worry about it—the Forge always sets the minimum and maximum to safe default values, so you’ll never have to bother with this if you don’t want to.
 
'''Object Properties'''
 
Almost every object placed on the map has a few properties specific to itself that you can edit.
To do so, place your crosshair on an object. Then press X. This brings up an Item Properties window which contains a list of properties to edit.
This list isn’t always the same—a weapon has different properties than a vehicle, or from a piece of scenery. But there are some common ones:
-    Respawn Rate: This controls how many seconds it takes for an object to respawn. You can use a very low number to make an object respawn quickly, or a very high one to make it less common. You can even tell it to never respawn, in case you want something that only shows up at the start of a round.
-    Place At Start: This controls whether the object starts on the map, or if it spawns in later. If you set this to No, then the object will not be there when the game starts, but its respawn timer will start counting right away, so it will appear after a delay.
-    Symmetry: This cryptic option controls which types of games the object appears in. A Symmetric gametype is generally one where both sides are equals, like Slayer or Multi Flag CTF. An Asymmetric gametype is the opposite, where the sides have different goals, like One Flag CTF or Territories. Clever use of this property will let you set up a map that plays great for Multi Flag CTF, but also works well for One Flag CTF.
 
'''Forge Options'''
 
Like Custom Games, the Forge does have a few options that you can set up in the pregame lobby. As with custom game options, you access these by pressing X in the lobby.
 
First, the bad news. That option at the top, the one called “Allow Editing”? In theory, this option would let you restrict editing to the Party Leader, and prevent everyone else from editing. In practice, ah… ahem… well, not so much. That’s what we call a “feature”. It’s like how sometimes, when a plane lands, the tires blow up. Halo 3 is that plane. This was one of those tires.
 
But the good news is that the other options work smashingly. The Editor and Player Traits are pretty straightforward, and offer a list of traits that you can apply to players in both Editor and Player modes. So if you’d like to go about your editing duties while your test subjects shoot lasers at you, you can tweak those Editor traits to make yourself invulnerable, or invisible.
 
And the Respawn Time option should be pretty self explanatory. It’s really only there in case you want to get really serious about playing serious games in the Forge, and three second respawns won’t cut it anymore.
 
'''Special Objects'''
 
At some point, players stop making piles of fusion coils, and get serious about setting up their maps. It is usually around this time that they realize that you can’t turn Guardian into an awesome CTF map just by changing where the weapons spawn.
Fortunately, more control is provided. A multiplayer map in Halo 3 is configured almost entirely using objects, and the overwhelming majority of these objects are editable in the Forge.
 
'''Goal Objects'''
 
Gametypes, like Oddball or CTF, have a couple of special objects which only show up in those gametypes. These are things like flag spawns, or hill markers. These are called Goal objects.
 
When you load a map in the Forge, Goal objects do not show up immediately. You may have noticed that the object creation palette for Goals is empty at first. This is because, by default, the Forge only shows objects which show up in ALL gametypes.
 
To show objects specific to a particular gametype, you can switch Forge over to that gametype. To do this:
-    Switch into Editor Mode.
-    Press Start to bring up the Forge menu.
-    Choose “Change Game Type”, and select the gametype you wish to edit.
 
The round will end, and when the next round starts, objects specific to the gametype you selected will be present on the map, and in the Goal object palette.
 
Halo 3 needs certain objects to be on each map in order to function properly. If you accidentally delete such an object, and forget to replace it, it will be automatically restored when you save the map. So relax, you won’t break your map if you do something wrong, but you might see a goal object return after you thought you had deleted it.
 
'''Common Goal Object Properties'''
 
Goal objects have two common properties that are usually not found in normal objects, like weapons or vehicles. As with normal object properties, you edit these by placing your crosshair on the goal object, and pressing X.
* -    Team: This is the team which owns this goal object. This is critical for some gametypes, like CTF, where you need to place a flag stand for each team.
* -    Shape, Radius, Top, Bottom, et cetera: Some goal objects have an area, like a hill in King of the Hill. These properties control the shape and size of this area.
* -    Spawn Order: This property is used to control the order in which certain goals are used. For example, in VIP Escort, the goal point with the lowest Spawn Order value is the first destination, followed by the point with the next lowest value, and so on.
'''Assault'''
Assault has two types of special goal objects:
* -    Bomb Spawn Points, which are where a team’s bomb will spawn. Each team must have at least one. Also, one must be placed for the Neutral team, for Neutral Bomb Assault variants.
* -    Bomb Plant Points, which are the points a team must defend from enemy bombers. Each team must have at least one. You can place more than one per team too, making their job more difficult as they will have more points to defend.
'''CTF'''
Capture the Flag has two special types of goal objects, similar to Assault:
* -    Flag Spawn Points, which are where a team’s flag will spawn, which they must defend. Each team must have at least one.
* -    Flag Return Points, which are the points a team must return the flag to after they have stolen it from an enemy team. Each team must have at least one.
'''Juggernaut'''
Juggernaut only has one special goal object:
* -    Go To Points, which are points that a VIP must reach to score points in some VIP game variants. There must be at least one of these on the map. The Spawn Order property determines the order in which these points will be used, from lowest to highest.
'''King of the Hill'''
King of the Hill has only one special goal object:
* -    Hill Marker, which is the center of a hill, and around which is the boundary of the hill. There must be at least one of these on the map. The Shape and size properties define the boundary of the hill, and the Spawn Order property is used to determine the order in which the hills move (when the game variant is set to Sequential movement.)
'''Oddball'''
Oddball has only one special goal object:
* -    Ball Spawn Point, which is where the Oddball will spawn. There must be at least one of these on the map.
'''Territories'''
Territories has only one special goal object:
* -    Territory Marker, which is the center of a territory, and around which is the boundary of the territory. There must be at least one of these on the map. The Shape and size properties define the boundary of the territory. The Spawn Order is used to determine the numbering of territories, with the lowest one being labeled “Territory 1”, and so on.
Note that you can place more than 8 territory markers on a map, but only 8 will be used at a time. The extras are there in case you want to set a map up with different symmetric and asymmetric layouts (for example, like Valhalla.)
 
'''VIP'''
Like Juggernaut, VIP only has one special goal object:
* -    Go To Points, which are points that a Juggernaut must reach to score points in some Juggernaut game variants. There must be at least one of these on the map. The Spawn Order property determines the order in which these points will be used, from lowest to highest.
 
'''Spawn Points'''
 
When you load the Forge, you may notice glowing blue disks littered around the map, objects you don’t see when playing a Custom Game.
 
These are Spawn Points, and are the spots where players spawn.
 
Spawn Points of all stripes are found in the Spawners palette, and can be placed free of charge. Just mind your Inventory.
 
'''Respawn Points'''
 
By far the most common type of spawn point is a humble Respawn Point. These are the blue disks you see littered about.
 
The disk has an obvious forward facing, and when a player spawns, he will be facing in this direction. It is considered good form to not point a player at a wall when he spawns.
 
When Halo 3 needs to spawn a player, it takes into account a lot of invisible things, and chooses one of these points. You want to have a lot of these points. If you don’t, then there are limited choices for respawning, and you could end up spawning on top of a live grenade, or in the path of an onrushing Warthog.
 
Finally, respawn points have a Team property, which defaults to Neutral. You can restrict respawn points to a specific team by changing this, but you Should Not Do this—there is a Better Way, and that’s with Respawn Zones. More about those later.
 
'''Initial Spawn Points'''
 
Initial Spawn Points are special. They are game specific (like Goal objects), so you need to switch to the desired gametype to edit them. They appear similar to respawn points, but they have bright blue plasma rings above them. You’ll know it when you see it.
What makes them special is that they can only be used on the first spawn in a round. On top of that, a player is guaranteed to spawn there, unless it is blocked (for example, by another player.)
 
Like respawn points, initial spawn points have a Team property. Unlike respawn points, you should always set this to the appropriate team.
 
When Bungie’s designers set up a map, we place one initial spawn point per team, and place several ordinary respawn points nearby. That way, when a round starts, one player from each team starts off at these points. And then, because of the way Halo 3 prefers to spawn players near their teammates, the rest of their team automatically prefers to spawn at the nearby respawn points.
 
'''Respawn Zones'''
 
When Halo 3 tries to spawn (or respawn) a player, it takes a lot of things into account, like where teammates or enemies are standing, if there are dangerous things nearby, and so on. We call these influences.
 
When it is done doing so, it then chooses a respawn point for the player, based on these influences. There’s a little tiny bit of randomness, but that only really comes into play when all points are otherwise equal.
 
Now, when Halo 3 does this, it looks at ALL respawn points on the map. But in setting up your map, maybe you don’t want Attackers spawning in the Defender’s base. Or you want one team to only spawn on one side of the map. To do that, you want to restrict the search to only certain respawn points. And to do that, you use Respawn Zones.
 
'''Normal Respawn Zones'''
 
A Respawn Zone is an object which belongs to a team, and defines an area. All respawn points inside that area are strongly preferred when Halo 3 needs to spawn a member of that team. Very, extremely strongly preferred, so much so that a player will virtually never spawn outside of his team’s respawn zone (unless there is literally no choice.)
 
Respawn zones are gametype specific objects, like goal objects, so you need to switch to the desired gametype to edit them. They look similar to King of the Hill markers, a small object stuck into the ground, with a blue plasma field which defines their boundary.
 
These zones have a Team property, which controls which team uses this respawn zone. You should always set this to the appropriate team.
 
When Bungie’s designers set up a map, we often place a single large respawn zone for each team, making sure that it encloses many respawn points. Note that a respawn zone never prohibits an enemy player from spawning inside of it—they only affect the team they belong to. But if that enemy player has his own respawn zone on the other side of the map, you can be sure he won’t spawn in yours.
Make absolutely sure your respawn zone covers at least a couple of respawn points! If you don’t, respawning will be very predictable and unsafe. And if your respawn zones contain no respawn points at all, then they will have no effect whatsoever.
Respawn Zones are powerful tools. Use them wisely.
 
'''CTF Respawn Zones'''
 
Capture the Flag has two special types of respawn zone, in addition to the normal one.
-    Respawn, Flag Home: This is a respawn zone which is only active when your team’s flag is safely on its stand. As soon as an enemy player grabs your flag, even if he’s killed a second later, this respawn zone shuts off until the flag is reset.
-    Respawn, Flag Away: This is the opposite, a respawn zone which is only active when your team’s flag is not on its stand.
When Bungie’s designers set up a map, we might prefer to have a team spawn near their flag when it is at home, but spawn somewhere else if the flag is stolen, so that the thieves don’t have defenders respawning all around them. Last Resort is a good example of this.
Territories Respawn Zones
Territories is a special case worth noting. The territories themselves have a built in respawn zone which belongs to the team that currently controls the territory. It is invisible, and about 10 meters in radius.
So if there are respawn points nearby, you can in fact spawn at a territory you control, even if your team’s respawn zone is on the other side of the map.
 
'''Teleporters'''
 
Teleporters are great. You can use them to bypass walls, cover great distances quickly, and teleport your friends into the minefield on Sandtrap.
Teleporters are objects, and can be found in the object creation palette. There are three types of teleporter objects:
-    Sender Node: This is the entry point to a teleportation link. You can only enter via this point, never return.
-    Receiver Node: This is the exit point to a teleportation link. You can only exit via this point, never enter.
-    Two-Way Node: This node can function both as a sender and as a receiver.
Each type of node has a clear forward facing. The facing is ignored for sender nodes, but used to determine the facing of the player when he arrives at a receiver node. It is considered poor form to point your receivers at walls.
When you first place a teleporter node, you may notice that it is dark and lifeless. That is because there is no other node for it to link up to. For a node to activate, there must be a valid sender and receiver (either of which could be a two-way node.) Once you place the missing node, they will automatically link up and flare to life.
If you want to have more than one separate teleporter link on your map, you will want them to be on different channels. Channel is a property of teleporter objects, and you can change it by placing your crosshair on the teleporter object, and pressing X. Teleporter nodes on different channels don’t link up, and in this way you can keep your links separate.
You might be wondering what happens when there’s more than one valid receiver on the same channel. Simple: your destination will be randomly selected from the valid locations, and your evil twin will appear at the other one.
Oh, wait, we cut the evil twin thing. Something about the goatee shader. Never mind.


==Trivia==
==Trivia==
*You take the form of a monitor (like [[343 Guilty Spark]]) while you are in Forge mode.
{{Cleanup|section}}
*It has been stated that the [[Elephant]] will not be among the objects that can be spawned due to its size and specific purpose on maps.  
{{Outdated|Thorage updates to H3, HR, and H4; Halo now owned by 343Ind; among others}}
*Forge will keep track of stats and kills. It has been confirmed by Bungie that you can save your creations. Also, if your creation is liked by Bungie, they will put it up to be downloaded by other players for use.
*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.
*You will be able to create teleporters with more than one destination portal; providing the ability to create such interesting features as a "Schroedinger's Teleporter" - where an "IN" portal could send you to either a power-weapon spawn or a bottomless pit.
* 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.
*The idea of the was taken from Marathon:Infinity, which also has a map editor named Forge.  
**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 (which was changed in the MCC in an update to no longer default to this; instead, you PRESS the Edit/Player mode button to exit the monitor mode and HOLD the Edit/Player mode button to bake the lighting), the monitor comes to a complete stop while the lights bake.
==Related Articles==
*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.
*[[Forge Objects]]
*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.
==External Links==
*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.
*http://uk.youtube.com/watch?v=F77i0Rd_z7Q
**The use of the name "Forge" in Marathon was a pun based on the name of the game's antagonist race, the Pfhor (thus, Pfhorge or Forge).
[http://www.bungie.net/News/content.aspx?type=topnews&link=h3forgebasics Bungie Article : "What is the Forge?"]
*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)
*If the player stacks both [[M313 Heavy Recovery Vehicle|Elephants]] on top of each other and then put as many large objects (tanks) as they can on top the bottom, the Elephants will have reverse gravity.
*Through a glitch, it is possible to wield weapons while in Edit Mode.<ref>[http://youtube.com/watch?v=xEIH3c3SGt8&feature=related  '''YouTube''': ''Halo 3 Weapon Forge Glitch (YouTube Tutorial)'']</ref>
*In Halo 3, blue-white teardrop-shaped markers denote object spawn points, with the tip facing the direction the object normally faces when spawned. They aren't always visible on all objects, but they can be revealed by moving the object away without grabbing it. When this happens, the spawn points can be interacted with while in Player Mode. If the player shoots or melees them, they will hear the same sound that plays when shooting or beating a shield door.
*When the player is in Edit Mode, the reticule in the center of the screen appears to be the [[Marathon]] symbol. This is probably due to the fact that the eye of the [[Monitor]]s resemble the same symbol.
*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.
*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 [[Zurdo-pattern Wraith|Wraiths]] and Scorpions might not even fit inside of indoor maps with small doors or rooms. However, weapons such as [[Pez'tk-pattern fuel rod gun|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>
*The Forge 2.0 monitor makes a small noise when boosting.
*In ''Halo: Reach'', after a player goes in to Monitor mode, the Monitor will have a shield/health HUD similar to that of the species which it was transformed from. However, if a player dies while in Monitor mode, when they respawns(as a monitor), it will have the shield bar from ''Halo 3''. Exiting then reentering monitor mode after this will give a normal Spartan/Elite HUD.
*In Forge 2.0, if there is lag during a forge session and a player goes into Edit Mode, a [[Type-52 Special Applications Rifle|Focus Rifle]] icon will appear for a second and disappear and the reticule will go from Focus Rifle reticule to edit reticule and if your pressing the fire button, the player will emit a short Focus Rifle blast with sound effect for as long as the Focus Rifle reticule is visible. Only that player will see and hear the Focus Rifle blast.
*The ''Halo: Reach'' player spawn point object features a holographic Spartan crouching with an [[M6G pistol]] aimed forward. The Spartan has a specific armor permutation that includes a variation of the [[MJOLNIR Powered Assault Armor/Mark V (B)|Mark V[B]]] helmet with UA that was exclusive to ''[[Halo: Reach Beta]]'', [[Mark V]] right shoulder, [[CQC]] left shoulder, [[MJOLNIR Powered Assault Armor/Tactical#Tactical/Tacpad|Tactical/Tacpad]] wrist attachment, [[MJOLNIR Powered Assault Armor/Tactical#Tactical/Trauma Kit|Tactical/Trauma Kit]] utility on the right thigh, and [[FJ/PARA]] knee guards.
*The initial spawn points in Halo 4 use the same Spartan hologram model as the initial spawn holograms previously used in ''Halo: Reach''.


==Images==
==Gallery==
<gallery>
<gallery>
Image:Forge1.jpg|A Monitor spawning Crates on High Ground.
File:H3_ForgeMonitor.jpg|A Forge [[Monitor]] in ''Halo 3.''
Image:Forge2.jpg|The Forge Menu.
File:Forge6.jpg|Crates and an [[M12 Chaingun Warthog]] on Forge.
Image:Forge3.jpg|Spawning a Tank on High Ground.
File:Forge3.jpg|Spawning an M808C Scorpion on High Ground.
Image:Forge4.jpg|Spawning Crates, Barrels and Fusion Cores.
File:HR_Forge_Concept.jpg|Concept art of a Forge game in ''Halo: Reach.''
Image:Forge5.jpg|Reaching the Tower.
File:H4_ForgeIsland_Map.jpg|A Forge creation in ''Halo 4''.
Image:Forge6.jpg|Crates and a Warthog on Forge.
File:H4_ForgeMonitor.jpg|A Forge Monitor in ''Halo 4''.
Image:Forge7.jpg|A Scorpion on High Ground.
File:H2A Forge.png|Forge in ''Halo 2: Anniversary''.
Image:Forge_lotsofvehicles.png|Many vehicles on Sandtrap.
File:H2A-Awash-Beaver Creek.jpg|[[Beaver Creek]] recreated in ''Halo 2: Anniversary'''s Forge.
Image:Mediaf.jpg|A Spartan shooting at a Monitor.
File:H5G-ForgeWeathereffects.gif|Some of the weather effects in ''Halo 5: Guardians''<nowiki>'</nowiki> Forge.
Image:HighGroundForge.jpg|The Monitor's HUD.
File:H5G-Materialbases.gif|Some of the material bases in ''Halo 5: Guardians''<nowiki>'</nowiki> Forge.
File:H5G-JuneForge.jpg|Features introduced into Forge with [[Warzone Firefight]].
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:HINF-Amogus.png|Forge in ''Halo Infinite''.
File:HINF-S5PK2.jpg|Forge AI in ''Halo Infinite''.
</gallery>
</gallery>


==Sources==
==Sources==
<references/>
{{Ref/Sources}}


==See also==
*[[Forge World]]
*[[Forge objects]]
*[[Forge/Tricks|Forge Tricks]]
*[[Switches]]


==External links==
*[http://halo.bungie.net/News/content.aspx?type=topnews&link=h3forgebasics '''Bungie.net''': ''Halo 3 How-to: Forge Basics'']
*[http://halo.bungie.net/News/content.aspx?type=topnews&link=h3forgeobjects '''Bungie.net''': ''Halo 3 How-to: Forge Object Editing'']
*[http://halo.bungie.net/content.aspx?type=topnews&link=h3forgeadvanced '''Bungie.net''': ''Halo 3 How-to: Advanced Forge Editing'']
*[http://halo.bungie.net/Fanclub/forgeworld/Group/GroupHome.aspx '''Bungie.net''': ''ForgeWorld: Group Home'']
*[http://halo.bungie.net/News/content.aspx?type=topnews&cid=28649 '''Bungie.net''': ''Invasion + Forge!'']
*[http://www.forgehub.com/ '''Forgehub.com''']
[[Category:Forge| ]]
[[Category:Game modes]]
[[Category:Halo 3]]
[[Category:Halo 3]]
 
[[Category:Halo: Reach]]
[[Category:Games]]
[[Category:Halo 4]]
[[Category:Halo 2: Anniversary]]
[[Category:Halo 5: Guardians]]

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Using Forge to manipulate objects.

Forge is a gameplay mode in Halo 3, Halo: Reach, Halo 4, Halo 2: Anniversary, Halo 5: Guardians and Halo Infinite that allows for both playing and editing multiplayer maps.[1][2]

Background[edit]

For a comprehensive list of each game's improvements to Forge, please see the respective page - Halo 3 Forge, Halo: Reach Forge, Halo 4 Forge, Halo 2: Anniversary Forge, Halo 5: Guardians Forge, and Halo Infinite Forge

Forge is a game mode originally released in Halo 3 designed to allow players to customize, save and share maps for custom games. 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 can include the modification of player spawn points, gametype objective points, weapon, vehicles, the addition of scenery items - such as crates, fusion coils, gravity lifts, teleporters, and various other 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 a development kit moreso than a simple map editor. This new version of Forge allows users to choose up to three colors 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 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. Players could make a map on their computer and play the map on there or on the Xbox version of Halo 5: Guardians. Halo 5: Forge did not have the ability to play matches with Xbox players.

In addition to functioning as map editor, Forge can also be used as 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[edit]

The Forge Menu in Halo 3.
Main article: 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.

Halo: Reach Forge[edit]

Main article: Halo: Reach Forge
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.[3] The mode was first shown off in the ViDoc "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 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[edit]

Main article: Halo 4 Forge
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.[4] Infinity ordnance will be a customizable feature.[5] Halo 4 features four different Forge maps: Erosion, Impact, Ravine and Forge Island. Each map features a different environment and unique palette elements.[6]

Halo 2: Anniversary Forge[edit]

Main article: Halo 2: Anniversary Forge
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.[7] Three Skybox-only maps—Awash, Nebula, and Skyward—have been added, allowing players to create maps and structures without interference from previous existing structures.[8][9]

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.[7] 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 doors, spawning vehicles or terrain objects, or triggering explosions.[9] There have also been Gadget improvements and new Gadgets.[7]

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.[7]

Halo 5: Guardians Forge[edit]

Main article: Halo 5: Guardians Forge
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 Arena, Breakout and Big Team Battle maps, as well as the seven blank canvas maps Alpine, Barrens, Depths, Glacier, Parallax, Tidal and Breakout Arena.[10]

Among the improved features are the control scheme, selecting and manipulating up to 64 objects at once, a free camera, and smart magnets.[10] 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.[10]

The budget system has been improved, including a multi-budget system, where a terrain piece will only eat into the memory budget once. Additional pieces only use up the object count because the shared texture is already loaded.[10] Other budgets are considered "soft" and can be exceeded, but doing so causes glitches.[10]

New light objects have been added with tons of different properties. Light fixtures such as light posts, beacon lights and etc. have been introduced. Lighting is no longer generated automatically when switching to player mode. A button tap will drop the Spartan, while holding it down will render the lighting before dropping.[10] Props like the D79-TC Pelican were added in Hammer Storm and can be customized with colors. Weather effects including rain, snow, embers, floating papers, dust, and motes were added with Ghosts of Meridian. Sound options ranging from chanting Covenant crowds to waterfalls are also available for sur.

Halo 5: Forge is a port of the Forge mode to Windows 10. It is available for free and enables players to forge, test, and share their own maps on PC, with compatibility with Halo 5: Guardians on Xbox One.[11]

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Halo Infinite Forge[edit]

Main article: Halo Infinite Forge

Halo Infinite features Forge that released in the Winter Update which improves upon the foundations set by Halo 5's version of Forge by introducing object scaling,[12] a menu wheel for more complex options, the ability to undo and redo a previous edit,[13] the ability to customize FX, the sun's color and its time of day,[14] the ability to create a sequence of events and conditions to trigger it through a node graph,[15] the ability to set objects as static or dynamic, etc. It also makes a huge change to the lighting system that allows the player to set the option to cast static and/or dynamic shadows when selecting a light placed by the player, introduces a heatmap for lights and shadows to assist in map performance, introduces light probes with a limit of 14,000 light probes on a map, and removes the ability to bake light.

With the launch of Season 05: Reckoning, Forge has been improved to incorporate AI units into Forge. The AI units include Marines, Grunts, Jackals, Elites, Brutes, Skimmers, Hunters, and the variant of frames supporting Adjutant Resolution, with a limit of 32 AI units in the map. These AI units can be spawned through AI spawners, Drop Pods, and/or Phantoms; spawners and Phantoms can spawn up to 8 AI units while Drop Pods can only spawn 1 AI unit. If the Phantom is selected, it will also be able to drop off a Ghost, a Chopper, or a Wraith, but the pilot of that vehicle will take the place of the 8th AI unit if the vehicle piloting is enabled. AI units can also move in specific move zones to act as a patrol route. AI units can also spawn with different weapons (i.e. Jackals can spawn with an S7 Sniper), and properties that affect AI units are added using node graph.

It currently supports 8 different blank canvases of different themes: Arid, Mires, Seafloor, Institute, Ecliptic, Void, Barrage, and Permafrost.

Trivia[edit]

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  • 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.
    • 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 (which was changed in the MCC in an update to no longer default to this; instead, you PRESS the Edit/Player mode button to exit the monitor mode and HOLD the Edit/Player mode button to bake the lighting), 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.
  • 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.
  • The idea of Forge was taken from 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's Forge is merely a separate game mode that allows for the spawning and repositioning of objects.
    • The use of the name "Forge" in Marathon was a pun based on the name of the game's antagonist race, the Pfhor (thus, Pfhorge or Forge).
  • 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)
  • If the player stacks both Elephants on top of each other and then put as many large objects (tanks) as they can on top the bottom, the Elephants will have reverse gravity.
  • Through a glitch, it is possible to wield weapons while in Edit Mode.[16]
  • In Halo 3, blue-white teardrop-shaped markers denote object spawn points, with the tip facing the direction the object normally faces when spawned. They aren't always visible on all objects, but they can be revealed by moving the object away without grabbing it. When this happens, the spawn points can be interacted with while in Player Mode. If the player shoots or melees them, they will hear the same sound that plays when shooting or beating a shield door.
  • When the player is in Edit Mode, the reticule in the center of the screen appears to be the Marathon symbol. This is probably due to the fact that the eye of the Monitors resemble the same symbol.
  • 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.
  • 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 Missile Pods in indoor maps, and large vehicles like Wraiths and Scorpions might not even fit inside of indoor maps with small doors or rooms. However, weapons such as Fuel Rod Guns and 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." [17]
  • The Forge 2.0 monitor makes a small noise when boosting.
  • In Halo: Reach, after a player goes in to Monitor mode, the Monitor will have a shield/health HUD similar to that of the species which it was transformed from. However, if a player dies while in Monitor mode, when they respawns(as a monitor), it will have the shield bar from Halo 3. Exiting then reentering monitor mode after this will give a normal Spartan/Elite HUD.
  • In Forge 2.0, if there is lag during a forge session and a player goes into Edit Mode, a Focus Rifle icon will appear for a second and disappear and the reticule will go from Focus Rifle reticule to edit reticule and if your pressing the fire button, the player will emit a short Focus Rifle blast with sound effect for as long as the Focus Rifle reticule is visible. Only that player will see and hear the Focus Rifle blast.
  • The Halo: Reach player spawn point object features a holographic Spartan crouching with an M6G pistol aimed forward. The Spartan has a specific armor permutation that includes a variation of the Mark V[B] helmet with UA that was exclusive to Halo: Reach Beta, Mark V right shoulder, CQC left shoulder, Tactical/Tacpad wrist attachment, Tactical/Trauma Kit utility on the right thigh, and FJ/PARA knee guards.
  • The initial spawn points in Halo 4 use the same Spartan hologram model as the initial spawn holograms previously used in Halo: Reach.

Gallery[edit]

Sources[edit]

See also[edit]

External links[edit]