Gameplay

Forge: Difference between revisions

From Halopedia, the Halo wiki

(The horrible grammar on this article is unbelievable. I fixed most of it up, but I will finish later. I need a rest.)
m (Text replacement - "[Nn]ewcontent" to "New content")
 
Line 1: Line 1:
{{Era|H3}}
{{Status|Gameplay}}
{{cleanup}}
{{New content}}
[[Image:Forge4.jpg|right|thumb|An [[Elite]] standing on crates on [[High Ground]] in Forge mode]]
{{Center|You may be looking for the Marine of [[John Forge|the same name]].}}
[[Image:Gate of Doom.jpg|thumb|A Spartan is propelled into the air by Fusion Coils and Propane Tanks on Forge mode on High Ground.]]
[[File:HighGroundForge.jpg|thumb|300px|Using Forge to manipulate objects.]]
[[Image:Floating Crate Base.jpg|thumb|Floating bases... another work of the Forge]]
'''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>
'''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>


==Background==
==Background==
Forge allows players to customize maps for custom game (online or offline) use. Options include 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. However, you can only use certain weapons, vehicles, scenery, and equipment on certain maps, so this way you can't spawn a Hornet or a Scorpion in The Pit, for example.
{{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. Different objects are assigned to different values. This is to keep you from overloading a map and using an excessive amount of memory. By deleting existing things off of a given map, you can actually place more things. The spending limit is merely a counter to help the player gauge how much they can place on the map at a given time; no real currency is used.  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, much like 343 Guilty Spark. 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. While in Forge mode, the player can press up on the D-Pad to cycle through Monitor or Player modes. Note this feature can be changed so only the party leader is able to become a Monitor and edit the map.  Once you're done with the editing you can start a party over System Link or Xbox Live and test it for flaws.  
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.


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. The Yellow Power up 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." You can only change the actual properties of this custom power up via game settings.
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''].  


While playing as a [[Monitor]], a health bar is shown at the top, having about the same amount as a Spartan or Elite's. This can be tweaked as well to allow the Monitor to have damage resistance, Overshields or be invulnerable.
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.  


In the 11/2/07 update, Bungie said that an eventual Forge update will allow users to create player spaces and make someone spawn somewhere with a specific item. These will all be part of the advanced Forge options, including vehicle customization and "zones" for controlling gameplay.
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.


==Tips and Tricks==
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.
===Instant respawn===
To set an object to instantly respawn without any wait time, set the objects minimum and maximum counts (under the object summary page) to the same number. The minimum count must be as high as it can go for this to work. The object will now instantly respawn when disturbed. Weapons are an exception, for when you pick them up, they still exist on the map. You can make an infinite fusion coil shower using this technique, or a massive pile of Trip Mines.
===Remote control of fusion core bombs===
With the infinite respawn tool comes a trick that allows you to remotely turn on and off fusion coil bombs, which are groups of fusion coils set to continually explode. When you have one running on infinite respawn, and it keeps blowing up, if you wish to turn it off, select the fusion coils in the scenery object list, hit X, and then set the minimum number to 0. The infinite respawn will be turned off.
===Teleporter Maze===
1. Make eight rooms that look as similar to each other as possible (the looks of First and Last rooms don't matter.)


2. Place teleporters and channels in all rooms in this order:
===''Halo 3'' Forge===
(R - Receiver Node || S - Sender Node || T - Two-way Node || Numbers - Channel)
[[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.


    * First room: R8 S4 T4 S1
===''Halo: Reach'' Forge===
    * Second room: R1 T2 S4
{{Main|Forge/Halo: Reach|l1=Halo: Reach Forge}}
    * Third room: R2 R2 T3 S4
[[File:HR Forge Menu.jpg|thumb|300px|The Forge Main menu from ''[[Halo: Reach]]''.]]
    * Fourth room: R3 T4 S4
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.
    * Fifth room: R4 T8 S5
    * Sixth room: R5 T6 S4
    * Seventh room: R6 T4 S7
    * Last room: T7


===''Halo 4'' Forge===
{{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>


3. Last room can be a good place to shoot each other, contain power weapons / powerups / equipment, or anything that puts anyone controlling it in a powerful position.
===''Halo 2: Anniversary'' Forge===
===Floating Objects===
{{Main|Forge/Halo 2: Anniversary|l1=Halo 2: Anniversary Forge}}
In Heroic Map Pack maps, many objects will stay in air when placed there, but in other maps they need a teleporter under to not fall. (Weapon holders will also stay in air, but they aren't greatest to be used for making massive floating bases or stuff) So teleporters aren't always needed in Heroic Map Pack maps. Placing objects to form bases over the cliffs of Standoff can make for a fun rumble with your friends... just watch your step.
[[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>


Three 3 ways to make a things float:
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}}
=====Floating objects, type 1:=====
  * Hold a teleporter in air as high as you want.
  * Save the map (while still holding it.)
  * Come back to the map and the teleporter floats where you left it!


=====Floating objects, type 2:=====
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}}
  * Stack any objects to make as high a tower as you want.
  * Place a teleporter on top of it.
  * Delete the tower below it and the teleporter floats where you put it!


=====Floating objects, type 3:=====
===''Halo 5: Guardians'' Forge===
* Have your friend keep an object that is larger than a teleporter in air.
{{Main|Forge/Halo 5: Guardians|l1=Halo 5: Guardians Forge}}
* Place a teleporter on it.
[[File:H5G-Forge.jpg|thumb|250px|Forge in ''Halo 5: Guardians''.]]
* When you have placed the teleporter, have your friend delete the object below.
''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>
* Now the teleporter floats where you placed it!


Once you have placed a teleporter in the air, place whatever you want on top of it, and delete the teleporter. There you go! Floating objects!
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}}


==Cool Things to Try==
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}}


*Man-Cannon anywhere - On maps with [[Man Cannon|man-cannons]], go into a man-cannon. Immediately after you've entered it, go into Editor mode. Fly around anywhere you want. And when you're done, go into Player mode. The game will think you're still in the man-cannon, so you'll go flying! Some players have reported being able to get out of the confines of the level boundaries with this technique, but this is still unconfirmed.
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.


* Warthog Launch - (See picture) [[Image:447190-Full.jpg|right|thumb|170px|Piled like this, with fusion coils and plasma batteries under it, a Warthog can be launched across Sandtrap. You may want to make the vehicles indestructible first. You can also try making yourself invulnerable and sitting in the vehicle while someone else detonates the explosives.]]
''[[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}}


* Elephant Flipping - Use all possible explosives on 1 side of an elephant and blow them up. Alternatively, you can simply push a Scorpion tank into the Elephant and lift it up, but the latter method can get a little frustrating. Let's face it, Elephant flipping isn't easy.
===''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.


* Magic Carpet Ride - Spawn a crate, and have another player ride on top as you move it around.
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.


*Explosion Mania - Create a never ending explosion of fusion coils all over the map, then play the map against some friends and see how long you can survive.
It currently supports 8 different blank canvases of different themes: [[Arid]], [[Mires]], [[Seafloor]], [[Institute]], [[Ecliptic]], [[Void]], [[Barrage]], and [[Permafrost]].
 
*Monitor of Death - Be the monitor and deploy a tank, then throw it around the level and try to splatter the other players. This can also be done by spawning a radio antennae and using it like a bat. This can provide hours of amusement (or, if you're getting whacked with stuff, hours of frustration.)
 
*Grenade Hold - While not in monitor mode throw a grenade, but right after pressing the left trigger press up on the D-pad to go into Monitor mode. If done correctly, the grenade shouldn't have been thrown. Then, when you see an opponent, go back into Player mode and the grenade will be thrown. It works really well with Plasma/Spike grenades, but any kind works. If you're just trying to be funny, use an Incendiary grenade.
*Flying Vehicles - Normally if a player is driving a vehicle and a Monitor picks it up, the player is removed, but if the player is in the side/passenger/gunner seat of the vehicle they will stay in it, able to shoot as usual as the vehicle is moved around the map. This can also be done with machine gun turrets.
 
*Unreachable Items - It is easy to place items in places where players cannot normally reach. This makes taunt "power weapons," power ups, equipment and vehicles an easy and fun thing to place.
 
*Flying Elephant - By setting up large numbers of fusion cores and other explosives to spawn inside of elephants, it is possible to have them fly into the air, dropping explosives at random as they travel high above the map. You will need a little luck to get the explosives to continually explode. Try driving over some trip mines.
 
*Obstacle Course - If you have good (cooperative) friends, it's fun to make obstacle courses. Simply construct a path that requires teamwork to travel through (like steps that require stacking to get on top of, objects that need to be in one place and need to be moved to another along a narrow path, a wall of objects that needs the force of multiple players to move, etc.) and make the starting area a bomb spawn point and the ending area a bomb plant pad. This can easily be turned into a two team race.
 
*Obstruct the Windmill on Last Resort - This can be done by simply flooding the trench with large items, although it is impossible to stop the mill, the result is entertaining more often than not. If you want to get a bunch of stuff into place at once, try spawning it next to the trench and then using gravity lifts to move it into place. Use the instant respawn technique that was mentioned earlier and place some propane tanks. The mill will send them raining down, and when they hit the ground, they go berserk for a few seconds and explode. This makes the mill an extremely dangerous place.
 
*Environment Battles - By making a game variant where the players' damage is 0%, "environment battles" become strategic war games. Since players can still affect the environment (such as blowing up fusion coils, lighting propane tanks, flipping large objects, etc.,) the environment is a viable weapon.
 
*Block Gravity Lifts - Blocking gravity lifts such as the one on Guardian with large objects like crates is hilarious. Whether the map is used for King of the Hill or Slayer, the obstruction is either a dangerous waypoint or a trap.
 
*Disable Door Shields and Turrets on Snowbound - Load the big underground entrance (the one near the Shotgun) with all the explosives on the map (use a canvas version of the map preferably) then set instant respawning Trip Mines (with minimum runtime maxed out) near the pile, throw a bunch on and let it rip, it should disable the entire shield network and even shut off the turrets! Don't linger out there too long, for they are prone to reactivating themselves.
 
*Trip Mine Launch - Make instant respawning Trip Mines near a vehicle (within Trip Mine throwing range) have a friend sit in the vehicle and not move. Plant as many trip mines as possible (when the game cant handle any more, the first ones you place will disappear in a small flash of blue light). After setting all the mines you can, blow them up. This is a quick way to launch something without a difficult-to-build explosives pile.
 
*Race Track - Create a race track on any map, set the waypoints sequentially and add interesting obstacles, some cool things to do include making a waypoint in midair and a gravlift jump leading to it, and making a run through a wall of explosives.
 
*Target Practice - set up fusion cores above a man-cannon and have them fall at set intervals, works well on Valhalla when the trainee stands in the middle of the map with a sniper.
 
*Mid-air spawning - Stack crates, or spawn an especially tall object to reach the desired height, place any objects you want to spawn in mid-air on top of the pile, then delete the objects underneath. Works perfectly to create an artillery effect on D-day maps
 
*Secret Rooms - Block off a section with a tall sturdy wall, add a teleporter inside and place another one in some difficult to reach place on the map. Normally these rooms contain power weapons or multiple power ups making it a valuable room to control.
 
*Outside of Last Resort - In the main room of the power plant (the biggest one) fly up to the invisible barrier and force the monitor onto a ledge high above the power drainer spawn, once up there fly towards the turbine in the back of the base, once you cannot move anymore, lower yourself off the ledge and you should be behind the fence separating the main base from the turbine. '''USE BOOST THE ENTIRE TIME''' it makes the process alot easier. It also helps to add a teleporter back there so that other players can get to it without any hassle.
 
*Party Hog - It is possible to drive the transport warthog in The Pit by using forge. First set up a teleporter on the other side of the fence (if you set it on the ground it will disappear, so set it on one of the support bars on the fence) and then move the transport warthog against the fence with a large object (barriers work well) and then blow it up. When it respawns it will be drivable. It is possible to get the warthog across the fence. Be careful while in player mode on the outside of the fence since standing on the ground here for 5 seconds will cause you to suicide, this does not include standing on top of objects like the warthog, although it does include being in a vehicle on the ground.
 
*Outside of all maps - Fly to the barrier and spawn a receiver or two way node, once you get it placed where it stays put, spawn another two way node inside the map and go through it in monitor mode to avoid deadly falls
 
*Rocket Racing - Spawn each 2-man team near a mongoose and a Rocket launcher on Sandtrap.Make the gametype king of the hill where the hill moves [ or territories, whichever you prefer]and have fun blowing each-other up!
 
*Pirate ships - have each team spawn on a different elephants on Sandtrap. Put 3-4 portable grav lifts on each elephant. Have the two teams parallel each other's elephants and use the grav lifts to board each other's elephants.
 
*Baseball - have a player make as many Rockets as possible and a grav hammer not too far away (this works best on Valhalla), then have 1 player get a rocket and the other get the grav hammer. Now shoot a rocket at the player with the gravity hammer and at the last second get the player with the hammer to hit the rocket and after a few attempts you should get it out of the map.
 
*Death pits - meaning placing all the explosive scenery in one spot and put it on unlimited respawns and place a respawn point over it and set it off. the result big boom and instant death (it works best in the back of High Ground). HAVE LOTS OF FUN!!!
 
*Overloading a map - Place 2 Trip mines at your feet and set it so it respawns instantly. Next, get an SMG and a pistol (no dual wield) and press X and Y very fast. You will keep throwing Trip Mines. You know the map is overloaded when the Gravity Lifts don't work, certain things like the main gate on High Ground begin to disappear and the mines on Sandtrap and the cannons on Snowbound are not working either. Wierd stuff begins to happen when you overload a map...
 
*Kamikaze Chief - when in Player Mode have someone stick you with either a plasma grenade or a spike grenade. Quickly turn into Monitor Mode and the grenade will disappear. While being a monitor, fly next to a player you want to give your nasty surprise to and turn back into Player mode again. The grenade will reappear with just as much time left on the fuse. NOTE: this trick does NOT work in reverse as the monitor when stuck and you change into a human and back the grenade is gone forever... Have fun with this trick.
 
*Turrets and Vehicles- On Sandtrap put all the turrets and really good weapons (Spartan Lasers, Snipers, Shotguns, etc.) on one end and all the vehicles on the other end with only a few weapons. Then make all the respawn times 10 seconds.
 
*Laser Tag- Delete all the weapons, respawn places, scenery, and vehicles and put in only Spartan Lasers. This may seem plain but trust me, its hard The Pit.
 
*Mazes- Easier to do in [[Foundry (Level)|Foundry]] than any other map, due to the amount of createable objects at your disposal, Its fun to make hugely complicated mazes that, on the outside, may seem like an unimaginable amount of objects stacked randomly, but once inside, they can be quite impressive and some of the more well done mazes can go on for hours. However, to make a maze, you must have at least a basic understanding of floating objects, stability and direction, or else your map might all fall apart if someone throws a grenade out of frustration.
 
*Sky Bases- Patience and an understanding of floating objects is required in order to construct vast aerial fortresses. You can use all those ways of floating objects explained above in "Tips and Tricks.  When done enough, you should have a floating fortress.  Try making multiple sky bases and add turrets, weapons, and even vehicles. Make cover ports for players to exchange fire from.  This could add up to become a supreme multiplayer match if given enough effort.
 
*Flying Frenzy- Using teleporters and grav lifts, create an aerial array of objects scattered across open skies.  If made correctly, a player could boost off of a grav lift, hitting a floating teleporter in mid air.  Then he could be teleported high above the map, overlooking a series of floating lifts and nodes.  You and your friends could spend hours soaring above the clouds. It would also be entertaining to delete a key grav lift directly before a player uses it, sending him hurtling towards the ground.  Some may call this "sky diving", as you can instantly dive from the highest point of an open map.
 
*Reverse the Field on High Ground- Start by taking the turret that sits atop the bridge and place it so that it faces the other direction.  Then complete the process by adding various crates and walls inside the base.  This may change the flow so that it may seem the outsiders are holding the defenders prisoner, controlling the outdoors and terrorizing the base.
 
*Desert dogfight-On sandtrap spawn everyone without the ability to pick up weapons,but next to a banshee or hornet.The players instinct would be to get to the nearest armed vehicle.So everybody would be in an aerial dogfight, then use the "caves" on the map to pick them off from the ground.
 
*Sandtrap mosaics - Go on sandtrap and put weapons in places on the sand when you think its time, go straight up and look down on your creation. (note this takes extroadinary skill and precision)
 
*Put yourself in a loop- on narrows, put a gravity lift in front of each man cannon and get in one. You'll be able to attack  the bridge from the air or have jousts in mid air with energy swords, shotguns, gravity hammers, maulers, or any weapons with a meele attack.
 
*Trap players- on sand trap, put a sender node in the middle of the map and put the receiver node somewhere in the minefeild, preferibaly somewhere far away so players don't see it. It's assured to make people hate you.
 
*automatic warthog launch-do warthog launch,only with infinite respawns
 
*Elephant Rodeo- After you've loaded your Elephant with spawning explosives, (Flying Elephant) put a receiving node (teleporter) in the cockpit. Then put a sending node (teleporter) somewhere on the ground. After that, shoot the explosives that make the Elephant fly, and climb in the sending node. How long can you survive?


==Trivia==
==Trivia==
*You take the form of a [[Monitor]] (like [[343 Guilty Spark]]) while you are in Forge mode.
{{Cleanup|section}}
*The [[Elephant]] can not 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 keeps track of stats and kills.
*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.
*Created map variants can be saved and shared with the community. Also, if your creation is liked by Bungie, they will put it up to be downloaded by other players for use.
* 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.
*You are able to create teleporters with more than one destination portal; where an "IN" portal could send you to either a power-weapon spawn or a bottomless pit.
**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.
*The idea of Forge was taken from Marathon:Infinity, which also has a map editor named Forge.
***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.
*In the monitor form you can become invincible or almost invincible and so kill players by spawning weapons and using your human form or using the object spawning and grappling to splatter players. A player can also change into the monitor form and be used as a mobile resupplying dock or super weapon, making forge an amusing combat game.
*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.
* Some weapons may be purchased at no cost if they were originally on the map and are not deleted. However this will leave you with a penalty making it so that you need to sell the same amount you have spent under zero to reach zero again and make money again.
*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.
* Even when the editing mode is set to "Party Leader Only", other players may enter forge mode through the start menu.
*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 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 [[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''.


==Related Articles==
==Gallery==
*[[Forge Objects]]
 
 
==External Links==
*http://uk.youtube.com/watch?v=F77i0Rd_z7Q
[http://www.bungie.net/News/content.aspx?type=topnews&link=h3forgebasics Bungie Article : "What is the Forge?"]
 
==Images==
<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.
Image:Flying_Elephant.jpg|Flying Elephant
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]]

Latest revision as of 11:52, December 9, 2023

"WE'VE GOT A NEW CONTACT, UNKNOWN CLASSIFICATION!"
This article may contain information based upon upcoming, unreleased, or recently-released content, and may not be fully complete. Additionally, the information may be subject to change if it is based on pre-release material. Please update it as soon as any relevant and accurate material is available.
You may be looking for the Marine of the same name.
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]

Help.png This section needs expansion. You can help Halopedia by expanding it.

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]

Help.png
This section does not meet the wiki's general standards and/or standards on layouts. You can help by cleaning this section.
Help.png
This article is no longer up to date and needs to be updated with new information from Thorage updates to H3, HR, and H4; Halo now owned by 343Ind; among others. You can help by updating this article.
  • 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]