Gameplay

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{{era|H3}}
{{Status|Gameplay}}
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{{disambig header|the ''Halo 3'' gameplay mode|the UNSC Marine|John Forge}}
{{Center|You may be looking for the Marine of [[John Forge|the same name]].}}
[[Image:Forge4.jpg|right|thumb|An [[Elite]] standing on crates on [[High Ground]] in Forge mode]]
[[File:HighGroundForge.jpg|thumb|300px|Using Forge to manipulate objects.]]
'''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>
'''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==
[[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.]]
{{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 allows players to customize maps for custom games (online or off-line). Options include changing and resetting respawn points, weapon spawn points, weapon timers, vehicle spawns and timers, and adding existing geometry to the map’s existing structure in the form of crates, boxes, fusion coils, gravity lifts, [[teleporters]], turrets, etc. However, you can only use certain [[weapons]], [[vehicles]], [[power-up]]s, scenery, and [[equipment]] on certain maps, so this way you can't spawn a [[Hornet]] or a [[Scorpion]] in [[The Pit]], for example.
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.
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]].
[[Image:1225328365 Forge monitor.jpg|thumb|left|A Forge [[Monitor]].]]
In addition to functioning as creation-driven tool, Forge is also a play space. Up to eight players can be on a given map at a time, shifting back and forth between their chosen multiplayer model and the edit mode model (a [[Monitor]], much like [[343 Guilty Spark (Monitor)|343 Guilty Spark]]), by pressing Up on the D-Pad. Note: this feature can be changed so only the party leader is able to become a Monitor and edit the map. Players can play actual games in Forge, experiment with Forges features, kill each other, play Slayer where each team designates a Monitor to supply weapons, vehicles, equipment and cover on the fly, and do other things that aren't accepted in normal Multiplayer. Maps created in Forge can also be saved and then played in Custom Games.


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 [[Custom 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 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.


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 by using the game options available to the leader in the pre-game lobby.
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''].  
Also on the Halo 3 Heroic Map Pack update, there is a map called [[Foundry]] where in Forge mode everything can be deleted.


==Forge Filters==
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.
<i>Main Article: [[Forge Filters]]</i>


Forge filters are objects listed in scenery which came in the [[Legendary Map Pack]] maps and [[Cold Storage]] that change the camera settings.  All the filters are as follows:
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.
*'''Juicy''' -Everything is bright, vivid and colorful
*'''Colorblind''' -Everything is black and white
*'''Gloomy''' -Everything is dark and shady
*'''Nova''' -Everything is extremely bright and blurry
*'''Old Timey'''-Everything looks like an old Western movie (sepia)
*'''Pen and Ink''' -Everything looks like it has been spread with ink-pen


It was revealed that the filters were added for better experiences in gameplay, making interesting screenshots, and for making [[machinima]], but the juicy filter (which makes everything go into a deeper shade of its original color), helps with seeing through the energy stoppers, as does the Old Timey filter.
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.


==Tips and Tricks==
===''Halo 3'' Forge===
===Unlimited Money Exploit===
[[File:H3 ForgeHighGround.jpg|thumb|300px|The Forge Menu in ''Halo 3''.]]
Buy one of every object you're going to use and set it aside, press X on each object and set the run time maximum to one higher than the amount of the object placed on the map. Once this is done, the number at the "maximum" will automatically update to one higher by itself.
{{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.


'''Notes:''' Your budget will start going negative once you use your whole 'normal' budget, so once you've gone over that, do not delete anything if you have made the maximum of that object, you'll lose the object, then you'll have to redo the whole process of setting the run time to one higher and to do that you would have to delete objects to get your budget back, because when you delete an item you delete it out of the run time, so if you had spawned 24 boxes and you delete one, you'll have 23. So if you don't need the item set it aside until you're finished with your map and you know you won't need it anymore, then delete it.
===''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.


'''There is a way to retrieve items that you have lost. These methods include:'''
===''Halo 4'' Forge===
# Saving the map
{{Main|Forge/Halo 4|l1=Halo 4 Forge}}
# Ending the game
[[File:H4 Forge Reveal.png|250px|thumb|Halo 4's Forge, as displayed at RTX 2012.]]
# Starting the game
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>
# Changing the Runtime ''Maximum'' of the object to 1 higher then the number on the map.
# Carrying on with the map


'''[http://www.bungie.net/forums/posts.aspx?postID=21607882 Download the Foundry Unlimited Money Canvas Map]'''
===''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>


===Teleporters of Death===
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}}
On all levels, you can place teleporters in places that are out of bounds without them being deleted. This allows an instant death, or one caused by the Guardians on Snowbound or Sandtrap. On others the deaths would most likely be caused by falling. But it is possible on maps like [[Last Resort]] to make the teleporter spawn just close enough that you may go out of the territory but not to be killed. Although, sometimes when you are entering the Sender Node it will say "Teleporter is blocked" if the Receiver Node is placed in certain areas.


===Instant Respawn===
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}}
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 in order to overload the map, rendering shield doors and grav lifts useless.


===Remote Control of Fusion Coil Bombs===
===''Halo 5: Guardians'' Forge===
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 at least one below the maximum. The infinite respawn will now be turned off.
{{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>


===Teleporter Maze===
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}}
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:
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}}
(R - Receiver Node || S - Sender Node || T - Two-way Mode || Numbers - Channel)


* First room: R8 S4 T4 S1
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.
* Second room: R1 T2 S4
* Third room: R2 R2 T3 S4
* Fourth room: R3 T4 S4
* Fifth room: R4 T8 S5
* Sixth room: R5 T6 S4
* Seventh room: R6 T4 S7
* Last room: T7


3. Last room can be a good place to shoot each other, contain power weapons / power-ups / equipment, or anything that puts anyone controlling it in a powerful position.
''[[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}}


===Garages===
===''Halo Infinite'' Forge===
On [[Sandtrap]], make a crate and place a turret case on it. Then, place a receiver node and delete the below objects. Next, place another crate with two turret cases on top of it and place a sender node on the pile and set it to a different channel than the below receiver node. Place a gravity lift on the receiver node and test to see if you can reach the sender node, and be certain that if you accidentally enter the gravity lift,  you can get away before you get teleported off (in player mode on normal speed and gravity) to the left of [[Elephant]] where the team without a [[Chopper]] spawns in. Place a receiver node on the interior wall that is the same channel as the sender node, with the illuminated leg pointing towards the opposite wall. Just inside each opening except the roof, place a [[Weapon Holder]] with one of the upwards facing extensions facing outside. Place a [[Mongoose]] a short distance behind each weapon holder (there is not room for any other vehicle, and be sure that there is enough room so that the future lift will not blast the Mongoose unless you drive it out.) Then, add the gravity lifts, and be sure they face outwards. Set the run time minimum for the gravity lifts to four. Place four radio antennas on top of the structure over the opening so that it is covered, and have the ends of each antenna alternate so it should be that on one side of the gap, their are two antenna bases, and the same should be true for the other side. Place a weapon holder on the thick solid part of each radio antenna to stop them from being blown off. That is how you make a garage.
{{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.


===Floating Objects===
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.
[[Image:Floating Crate Base.jpg|thumb|A base created in Forge using floating crates.]]
In Heroic Map Pack maps, unmovable objects will stay in mid-air when placed there, but in other maps, a teleporter must be placed underneath to stop them from falling. Weapon holders will also stay in mid-air, but they aren't the best for making large floating bases or sizable objects so teleporters aren't always needed in Heroic Map Pack maps. One enjoyable example of an application of floating objects is making additional sections between the cliffs on [[Standoff]] and [[Valhalla]].


Six methods to make objects float:
It currently supports 8 different blank canvases of different themes: [[Arid]], [[Mires]], [[Seafloor]], [[Institute]], [[Ecliptic]], [[Void]], [[Barrage]], and [[Permafrost]].
 
=====Floating Objects, Method 1=====
* Stack objects up to the point where you want it to float
* Then delete everything underneath
* Voila, the object floats!
* Note that some objects will fall when they're touched and when they respawn they drop instantly.
 
=====Floating Objects, Method 2=====
* Hold a teleporter in air as high as you want.
* Save the map (while still holding it.)
* Leave the game and DON"T TOUCH ANY BUTTONS ON YOUR CONTROLLER UNTIL YOU GET TO THE FORGE LOBBY!
* Come back to the same map and the teleporter floats where you left it!
(This also works for almost any other object.)
 
=====Floating Objects, Method 3=====
* Have your friend keep an object that is larger than a teleporter in air.
* Place a teleporter on it.
* When you have placed the teleporter, have your friend delete the object below.
* 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.
 
=====Floating Objects, Method 4=====
*Hold an object in the air.
*Save and Quit
*Return to map. Note: If moved, the object will fall.
 
=====Floating Objects, Method 5=====
*Get a friend to spawn a crate and raise it to the preferred height.
*Spawn a Receiver Teleporter Node and place it on the crate, wait for a few moments.
*Have your partner delete the crate and then place another crate on top of the teleporter node.
*To prevent the object from falling, place a weapons holder on top.
*This method is useful for creating really high platforms and takes little time or effort.
 
===Interlocking Objects===
'''Method One'''
 
To make two or more objects interlink, place the first object you want to interlink and set it to not respawn at the start of the game making sure the respawn time is also long enough for you to place the second object as you want it.
You may also want to place another object such as a wall to act as a "guide" to help align the two objects.
Start a new round, place the second object within the area in which the first object will spawn, then once the first object spawns, be sure to set it to spawn at start. The next time you start the game the two objects will then be "interlocked" with each other. This method will in fact theoretically work for any number of objects.
 
 
'''Method Two'''
 
What you can do with out starting a new round is you place the object (such as a double box) that you want and the object (such as a single box) and surround the future interlocked object with walls or something that will not move when hit. After that you take around three or four doors from the scenery page and turn them so they are some-what inside the single box. Make sure that there is something over the single box so it wont go flying. After you get your doors set up you grab onto the single box and let go. Then when it stops moving you can delete all the stuff surrounding it. And your done with it.
 
There is also another method more or less like interlocking called geolocking. Geolocking is interlocking unmovable items such as fence boxes or walls into floors walls and ceiling of maps. You pretty much can just put half of a wall in the snow on Avalanche. Get an item you want to put in the ground and put two way nodes on all sides. Now put some receiver nodes on top and get a door out. Put the door in the item and grab the item. Now, you need to delete all of the teleporters and the door and it should be partially in the ground.
 
 
'''Method Three'''
 
This is more of a "geolocking" method but what you can do is put any stationary item (stationary: meaning an item will stay put unless moved by the forge ball) and put it in to the wall or the ground of a building, lets say were on foundry and we want to put a double box open in the ground. first spawn a double box open and lay it down, now put walls all around it -NOTE: doesn't have to be super close to the box- second spawn a door and flip it upside down and put it on one of the long ends of the box and spawn another door and do the same. third go into forge mode and pick the box up and drop it wait five seconds after the box stops moving before removing any of the walls or doors. once stationary delete all the walls and doors. Now if we were going to put it into a wall in foundry we would pretty much do the same thing except put a wall on top of the box instead of the doors and put the box against the wall you want to put it in. now put three doors (NOTE: make sure that the way you have the doors there going into the object)along the box. pick it up then drop.
 
==Cool Things to Try==
*'''Obstacle Course''' using teleporters and multiple challenges such as a sniping challenge, then a jumping challenge, and maybe even some flying soccer balls. How fast can you do your course?
*'''Get out of map''' (Valhalla)-One person gets on the back of a mongoose, and the other, in Monitor form, picks the mongoose up. As you are on the side seat, you will not fall off. The player who is the Monitor flies as far out over the lake as possible, and then, when they get to the boundary, push the mongoose- with the other player still on it- as far away as possible. If the person then jumps off the mongoose, they will be outside the boundary's of the map, underwater, and free to walk around. You have to be careful though. If you go too far, you will go over an invisible edge (Death Barrier), and die.This can also be done with a turret although notably harder.   
 
*'''Driving Destroyed Vehicles''' -  With two players, have one spawn a vehicle (ghosts work best). Then get one player to drive said vehicle. Get the other person to stick the driver with a plasma grenade and immediately board it (make sure you smash up the ghost first so it is still drivable, but almost destroyed). After you have boarded them, the grenade will go off. The driver will be killed, but you will not, and you will be driving a destroyed vehicle.
 
*'''Box Fortress''' - On Avalanche, go to one of the flat ice areas. Then turn into the monitor and float as low to the ground as possible. Then look directly up, and spawn a closed double box. Move it as far away from yourself as you can. Then release it, but stay in monitor mode. Let it fall on you. If done correctly, you will be forced into the box. You will be able to shoot out, but people will not be able to shoot in. If you need to move, then just turn into the monitor, pick up the box and move around.
*Note - do not move the box too far away from yourself or you will come out of it.
 
*'''Spawn Destruction''' -Make spawn points in an area with fusion coils leading in a domino like path to an area where the first one can be destroyed causing a chain reaction leading the spawn area with more fusion coils and wiping out any players in the area. Work best right at the start of the game provided you aren't the one spawning near the fusion coils.
 
*'''Spin Cycle''' -Place an open container somewhere on the map. This works best if you also create a barricade leaving this as the only way to another part of the map or by using existing barricades [for example the archway on Last Resort. When a players is inside pick it up flip it so that it is "upside down". This part must be done fairly quickly or else the player will escape. After this is done, start spinning as fast as you can. If done correctly the player should be killed as well as anyone who would have been around the box at the time. This also works well if a weapon or equipment is placed inside so that players are convinced to go inside.
 
*'''Oblivion''' -There are three ways of doing this. Create multiple sender nodes all along the map. It is suggested that you created as many as possible. This can also work by having multiple two-way nodes on different channels with each one having a corresponding receiver node. [First way] Create a sender node somewhere outside the map. The result will be them being killed by the guardians, however after a while players will learn not to use them. [Second way] Delete all respawn points and replacing them all outside of the map. This is very humorous as there is no possible way to avoid "Oblivion" besides never being killed in the first place. Here's a list of places that are great for doing this:
**The Pit [it is possible to place a respawn point or node outside of the fence]
**Sandtrap
**Snowbound
[Third way] Instead of placing players outside of the boundaries, place them inside a Pit of Death using Raining Explosives.
 
*'''I can fly''' -This is easy first spawn a sender node somewhere and then spawn a grav lift and a receiver node then put the receiver node on the grav lift and walk through the sender node and see what happens.
 
*'''Man Trampoline''' - Place a row of two way teleporters lying down on a flat surface (preferably on Sandtrap) and set them all to the same channel. Then float as high above the pile as you can in monitor mode and turn into a player. You will land on the teleporters and come shooting back up again. You may need to guide yourself to the pile every time otherwise you may land outside the row.
 
*'''Unlimited Ammo''' - Place a weapon holder some where in any map, then have a 10 second respawn and 2 spare clips on a power weapon. Then get as many of that weapon as possible and put it over the weapon holder and it appears as though one weapon has unlimited ammunition.
 
*'''Grenade Dispenser''' - Like above, place a weapon holder some where in  any map, then place 1-3 of any grenade. Change the minimum amount to the total placed on map. When picked up, another will spawn right away, giving the effect of a grenade dispenser. Another version is to place a box, box single, medical cabinets and similar will do. Put as many desired grenades as you want. Now do the floating objects trick, make sure the spawn icons are on top of the box. Now remove the box, put two boxes on right and left sides. Now put another box on the back, and press X 2 times on grenades. Any will do, now change the minimum to greatest number, and now you will have infinite grenades so long as your next to your dispenser. To be more realistic, try making a pyramid on the front, put another box on top of where the icons are, and on top of the side boxes.(Note: recommended to be a one man job, multiples can be good use to, and if exploded with grenades or rockets, it will ruin but should be spawn fixed.
 
*'''War!''' - Get a big map such as Sandtrap or Avalanche, Next find two locations where you can make a base (But only if you want to) and make them, A good layout consists of: A Door, A watchtower, An Armory, And a Garage. (Make sure the garage can hold the Vehicles that you put in there!) Next, Put two of each weapon in the Armory, Next, Put some Vehicles in the garage (ex: 6 Mongoose, 2 Warthogs, A Scorpion, 2 Banshees on top, And a Hornet.) Now, Go onto the rest of the map and make some Cover and some Outposts (Outposts being a small Structure that players can hide in to snipe from or to grab some Equipment.) Don't forget to put Spawn Points in the bases, Its ready! Grab some friends! Make a party! Then declare War!
 
*'''Invulnerable, or Not?''' - First of all, get an Overshield and set it to instant respawn, then simply stand on it. It is virtually impossible to die now, but if someone hits you with a vehicle, you will get pushed away from the overshield. You may also die through being assassinated.
 
[[Image:Flying_Elephant.jpg|thumb|Flying Elephant]]
*'''Flying Elephants''' - By placing and setting large numbers of [[Fusion Coils]] and [[Plasma Batteries]] and other explosives to instant respawn 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. Shooting the explosives with a Hornet is a good way to get it started. See [[Flying Elephant]]. [[Video:Flying_Elephant-1215623367-857|right|200px]]
 
*'''Giant Robots''' - Some players like to make something called a [[Forge Robot]] which is a large mech-like sculpture made out of forge objects.
 
*'''Super Gun''' - To build a 'super gun' you need to be on the map [[Snowbound]] in Forge. To one side of the map there is an open area (opposite the high rocks) where a large tunnel opening is visible. This is shown as a concrete platform coming out of the ground. First, spawn a barrier and place it as a ramp on the edge of the concrete. This should create a ramp that points out of the map. Now place a mongoose just below the point where the concrete slants downwards. It should be placed so that its front wheels are at the beginning of the concrete slant. Now place a barrier standing upright at the base of the concrete (this is where the concrete is no longer visible). Fill the area next to and behind the Mongoose with power cores and place 4 plasma batteries on top (do this only on the concrete). There are two columns that stand to the left of the super gun that you have just created. Spawn a sniper rifle on the one closest to the super gun. Go into player mode and jump onto the column and pick up the sniper rifle. Stay standing on the column and aim your sniper at the mess of explosives you have just made. No scope it and then watch the Mongoose fly with your scope.
 
*'''Soccer Ball of Annoyance''' - Go to a map where you can have man cannons. Place two facing each other in a straight line, then put a soccer ball into the lift and if the two man cannons are lined up right a soccer ball will be constantly flying through the air, probably annoying some people. Another way is to go to a map that supports Shield Doors. Put four Shield Doors together so that they form a box that is only open on the top. Now put a Soccer Ball in the box and get it moving.
 
*'''Moving teleporter''' - While participating in forge with a group of players, turn into editor mode and spawn a receiver node in a random place. Then, spawn a sender node but do not place it down but, swing it into people to teleport them. This can be exceptionally annoying if you put the receiver node in a place where you instantly die or in an enclosed place.
 
*'''Kamikaze Warthog''' - Get any type of [[Warthog]] and put a [[Fusion Coils|Fusion Coil]] in the passenger seat and in the bed by the [[Turret]]. Have someone in the driver seat. Next cover the Warthog with [[Trip Mine]]s. A fun way to get rid of enemy tanks. NOTE: Another variant of Kamikaze Warthog (sometimes known as Jihad Warthog) is to stick grenades to a Warthog and drive through large groups of enemies.
 
*'''Warthog trampoline''' - Place 4 plasma batteries and then place a [[Warthog]] so that each wheel is on 1 of the plasma batteries. Place weapons holders in between each plasma battery so that the Warthog is hard to move. Then place man cannons in front of each weapons holder. Now you should fill the space underneath the warthog with fusion coils and/or power cores. Do this so that each explosive touches another, including the plasma batteries. Set all the explosives to respawn instantly and then no scope the center of the explosives under the warthog. If done right you will need the scope to see the warthog. When the warthog is about to touch the explosives on its journey down, shoot the explosives.
 
*'''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!
 
*'''Warthog Launch''' - [[Image:447190-Full.jpg|thumb|A Warthog sitting on a large pile of explosives, awaiting launch.]] (See Picture) 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.
 
*'''Elephant Flipping''' - Use all possible explosives on 1 side of an elephant and blow them up. Alternatively, you can simply push a [[Scorpion tank]], [[Hornet]], or [[Drop Pod]] 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. It will, however, give you the bonus of viewing an [[easter egg]] from Bungie: when you walk up to it to flip it back, you will see the message: "Hold RB to flip... wait, what? How did you do that?"
 
*'''Monitor Dueling''' - Have two players, both as Monitors, spawn some sort of large object such as a concrete wall, a radio antenna, or a tank.  Then, beat the large objects against one another in an attempt to get through and whack the other player.
 
*'''Monitor Hunting''' - One player is a Monitor, one is a player.  The player is allowed to turn into a monitor briefly, to create weapons for himself.  The player's goal is to kill the Monitor.  The Monitor can block the player's shots with objects, or try to kill him (see Monitor of Death).  Once the Monitor is killed, swap roles.
 
*'''Memorials to History''' - Try recreating battles or scenes from history, like D-day on [[High Ground]] or Forge a castle on [[Foundry]] and make a siege-like game mode.
 
*'''Magic Carpet Ride''' - Spawn a crate, and have another player ride on top as you move it around. Alternately, have the other player grab a [[Sniper Rifle]], and use a pallet or something similar. And if someone boards it, you can simply spin them off.
 
*'''Never ending Explosion''' - Create a never ending explosion of fusion coils all over the map! Stack crates as high as you want and then place a fusion coil on top. Delete the crates and the place all the explosives you have available on the map and place them under-neath the floating coil. Then place objects or vehicles around the mound of explosives. These objects will act like shrapnel. Set the RT minimum to the same as the RT maximum on all explosives and shrapnel and exit edit mode. Stand far away and shoot the floating fusion coil. Keep your head down and your eyes up!
 
*'''Never ending Explosion Variant: Fireworks''' - First, find a nice corner on the map, make sure propane tanks are available. First, Spawn as much fusion coils as you can and bring other coils already placed on the map to the location of the pile. Secondly, spawn as many propane tanks as you can an add them to the pile. All you have to do now is set them off. Make sure it's set up so some of the propane tanks will fly back into the coils each time they explode. Also, don't forget to set RT minimum and maximum to the same number.
 
*'''Exploding door on High Ground''' - Create an exploding gate on [[High Ground]]. This is done so by going into player mode and open the gate then go into monitor mode and create fusion coils and or propane tanks on the line where to gate was open. Then save the game. When you start the game again you will notice the fusion coils spawning and immediately and  being blown up in the gate. Note: you can alter the explosion time by either changing their respawn time or if you want them to explode and come back instantly set their run time maximum and run time minimum at the same number. The explosions can be stopped if some one opens the gate! This doesn't work in symmetric gametypes in Custom Games, as the gate is open when you start the game.
 
*'''Raining Explosives''' - You can make explosives such as fusion coils, plasma batteries, or any other exploding object literally rain from the sky! This is done so by going in any map that has a high sky (a high limit to where you can fly in the game). Then you go to the very top (or any height you want just as long as the explosive blows up when it lands). Then spawn an explosive while in monitor mode and set the run time minimum and run time maximum the same number. Now save the game (do not let go of the explosive when you save the game). When you go back you'll notice a lonely explosive falling from mid-air and landing in an explosion. You can add more explosives next to it to make a bigger explosion when it lands. Just make sure every time u add an explosive change the run time minimum and run time maximum! Note: make sure they land in a flat area because sometimes they won't explode if the land on an inclined floor!
 
*'''Board of Hell''' - (Fun for miscellaneous multiplayer). The board of hell is the board in midair that is in the level [[Epitaph]]. What you have to do is place a lot of fusion coils on the board then set the run time minimum and run time maximum for them at the same number. Then, save a last one and put it directly on the top (a few feet in the air away from the others) while holding it in monitor mode and save the game. When you come back in the game all the explosives should blow up by falling of the board (if not then just blow them up yourself) this will send the board into flying from its location and then instantly spawning the fusion coils then either blow them up or make them rain (literally). This is a good death bringer, because it makes the fusion coils fall on top of players. Note: sometimes the board will stop flying through the air, this happens because it will land on the floor and stop blowing up (if this happens simply blow it up again).
 
*'''Ramp of Hell''' - (Fun for miscellaneous multiplayer). The ramp of hell must be built in the level [[Last Resort]]. To create the ramp of hell you must go to the turbine or 'windmill' on Last Resort. Then put a lot of fusion coils in the part where you can ramp through the 'windmill' (the ramp is when you drive directly from the beach to the windmill). Just put as many fusion coils as you can, they will blow up because the windmill will drag and drop them. Save the last fusion coil and change its run time minimum and run time maximum at the same number. This will automatically spawn the previous fusion coils. Now put the last one in the pile. When you drive through the ramp it will be exploding. You either you make it or get blown away (sort of dare devil stunt!). It is fun to play a game like elimination with this, the last one to get blown up wins.
 
*'''Super Strong Elephant Flip''' - The [[Elephant]] has a very strong push when flipped over (when it says hold RB to flip). So flip over the elephant, one way is by spawning a tank while in monitor mode and then pushing it over. Once you have done this stack things on it 'belly' (like vehicles or something) then flip it over. It will send them flying everywhere!
 
*'''Change the Gravity''' - You can actually make gravity change direction! You can do this by putting elephants next to each other. It's hard, but if you want to get good results put one elephant on top the other. You can do this by getting a scorpion and putting it inside the elephant then 'hooking' the ends of the scorpion with the 'ribs' of the elephant. To hook them twist the scorpion clockwise or counter clock wise. Then you lift the scorpion vertically, thus allowing you to lift the elephant. Now set it atop the other elephant. Once you have done this put items inside the elephant on the bottom. They will either go up or to either sides! You should try different ways to put the two together because it could change the gravity depending how they are united! Note: The change in gravity won't affect you unless you are in a vehicle inside the elephant. You can make gravity upside down by putting a lot of tanks inside the other elephant!
 
*'''Here or There?''' - This is really fun to do! Go to the level Guardian. Then go to the middle of the map (the upper level on top of the gravity hammer). Now get a sender teleporter and put in the exact of middle of the level. Now all the receiver teleporters and put them in a circle around the sender node. Make sure they are all facing the sender node (you can make sure they are facing the sender by seeing that the yellow part of the three extensions is facing the sender). Now save the game. Go back to the map, but before you start go to settings and put player movement at 300%. When you are in the game run at the sender node, then you will keep spawning at random in the receivers and automatically run the sender node!
 
*'''Trampoline'''- To make a virtual trampoline all you have to do is make a bunch of explosives in a pile all together. Then put the Run time minimum and Run time maximum at the same number, now make sure your player has maximum damage resistance. Now for the fun part, equip a battle rifle and step right in the middle top of the pile, now shoot at one! You will be sent flying into the air then make sure you land right at the center of the pile again and as soon as you land shoot at them again. Note: this should be done in Sandtrap, due to its high 'sky' (a high limit in the game to where you can go up to).
 
*'''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.)
 
*'''Vehicle Stopper''' - This is pretty much a road block of sorts. Go to a map that supports barricades and drop pods (preferably Valhalla). Now, put a barricade at a desired location, make sure that the stronger part is facing where you want to block. Now get a drop pod and put it behind the barricade and make sure they are touching each other. You can put as many drop pods as you want, depending on how long you want your vehicle stopper to hold out. You can do all sorts of things with this, such as a circle in king of the hill forcing players to be on foot in the circle, or so other players wont just splatter you while in the circle!
 
*'''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]]. If you are stuck with a grenade, you will die, but you can delay it by turning into the monitor before the grenade explodes. When you turn into human form, the grenade will explode, but if you are near enough to someone, that person will die and the person who threw the grenade originally will get a double-kill. This ''sometimes'' works with [[firebomb]] grenades. Sometimes when you do this, you will "die" and see your weapons and equipment fall like you had been killed, but you can still fly around as the monitor, and whenever you turn back into player mode, you will instantly respawn somewhere else.
*'''Drive a vehicle while a monitor is still holding it''' - Normally if a player is driving a vehicle and a Monitor picks it up, the player is removed, but if you (Player mode) and a friend (Monitor mode) both grab it at the same time (this may take a few tries)you will be driving the vehicle while the monitor is still holding it. Have fun!
 
*'''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]] and [[Plasma Cannons]].
 
*'''Flying Vehicles 2''' - Spawn one [[Mongoose]] and let your friend (With a rocket) drive it them blow it up, set the first vehicle to never respawn and spawn another, set run time minimum to the max to be the same with the run time maximum so it's automatically respawns (It's takes awhile for vehicles), let your friend drive it. Now wait for the other one to respawn, once it does, let your friend to fly off a ramp and then pick up the first [[Mongoose]] (Same spawn place as second) your friend will fly in the air.
 
Note: You can delete people if you delete the vehicle/turret! It does not count as a kill, but they respawn as if they died. Also, the infinite turret glitch can be achieved this way.
 
[[Image:Boom_Goes_the_'Hog_copy.jpg|right|300px|thumb|A ''Halo 3''-era [[Warthog]] on top of a massive pile of fusion cores, awaiting its flight commonly known as the "Warthog Jump".]]
 
*'''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.
 
*'''Picture Making''' - If you plan well enough you can make a picture out of the weapons you place on a map.
 
*'''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 way point 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. To get farthest from map get a mongoose, or something fast.
 
*'''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 can't 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 way points sequentially and add interesting obstacles, some cool things to do include making a way point in midair and a gravity lift jump leading to it, and making a run through a wall of explosives.
 
*'''Target Practice''' - Set up Fusion Coils 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
 
*'''How to sell people''' -Just like the what to do with annoying people section, if they are in a vehicle or turret, simply sell the vehicle or turret, and they will spawn, not die. Giving what you paid for the vehicle as people are worth nothing in multiplayer.
 
*'''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. Try making hidden weapon caches by making small openings only a Monitor can fit through.
 
*'''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 the boost (left trigger) the entire time, it makes the process a lot 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 [[M831 Troop Transport Warthog|Troop Transport Warthog]] in [[The Pit (Level)|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 [[VIP]] where the destination moves and have fun blowing each-other up!
 
*'''Pirate Ships''' - Have each Team spawn on different Elephants on [[Sandtrap]]. Put 3-4 [[Portable Gravity Lift]]s on each elephant. Have the two teams parallel each others' elephants and use the gravity lifts to board each others' Elephants. You may also want to put "Active Gravity Lifts" as well.  Headshots become very important.  Pistols are a popular gun tied with swords, and the shoot/melee combo is devastating when used correctly. Rocket Launchers can be used as "Cannons" and add more of a challenge to the game.
 
*'''Baseball''' - Have a player make as many Rockets as possible and a [[Gravity Hammer]] not too far away (This works best on [[Valhalla (Level)|Valhalla]]), then have one player to get a Rocket Launcher and the other get the Gravity Hammer. Now fire 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. If the player with the Hammer misses, then the Rocket ends his/her's life.
 
*'''Rocket Redirection with grenades''' - For this it would be good if you have a full [[Rocket Launcher]] and all the grenades, except firebomb. Throw a frag grenade or [[Spike Grenade]] at the ground then then quickly shoot a rocket and it should be miss-directed in a spiral towards the sky but, you have to time it right or the rocket will go straight through or the grenade will blow up before you get to launch to rocket. The [[Plasma Grenade]] will redirect the rocket but, right after it will explode. also if you are a great shot with a [[Sniper Rifle]] you can try to shoot the rocket as it is spiralling away.
 
*'''Death pits''' - 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 (Level)|High Ground]]).
 
*'''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. It sometimes takes time as the Trip Mines may blow up. Weird stuff begins to happen when you overload a map. Just one example is that when overloading a modded map, you will occasionally respawn without a weapon provided there is enough lag, but your character will still look as though they're holding it (Example: Respawning with an [[Assault Rifle]] will result in your character holding their fist out with their finger on an invisible trigger).
 
*'''Laser Tag''' - Delete all the weapons, all kinds of respawn points, scenery, and vehicles and put in only Spartan Lasers.
 
*'''Whirlpool of Death''' - On a map with walls and man cannons ([[Foundry (Level)|Foundry]]), make your best attempt at making a medium sized circle, it doesn't have to be perfect. Make sure there are no sharp corners do the walls are mostly smooth. Spawn man cannons and place them perpendicular to the wall so that they are sideways. Do the same to the rest of the wall space (don't overdo it though, 4 is what works best in a medium sized whirlpool) and make sure that you don't get stuck in any corners when going around it. Then, the fun part, place objects with a lot of mass, like crates, or put explosive, like fusion coils or even forklifts. A small roof is recommended to keep objects in, but leave a hole so that people can get in and see how long they last. For even more fun, spawn a hill marker in there to play King of the Hill and see who wins amidst all the chaos. Note: If too many explosives or objects are put the game may lag.
 
*'''Mazes''' - Easier to do in [[Foundry (Level)|Foundry]] than any other map, due to the amount of tangible 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.
 
*'''Secret Cache''' - As the Monitor, go to the large yellow hologram on [[Epitaph]]. Just behind it outside is a natural hiding place to put a teleporter and a cache of power weapons.
 
*'''[[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 gravity lifts, create an aerial array of objects scattered across open skies.  If made correctly, a player could boost off of a gravity 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.
 
*'''Put Yourself in a Loop''' - On [[Narrows (Level)|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 all sorts of close range weapons like the Shotgun or Gravity Hammer or any weapons with a strong melee attack.
 
*'''Trap Players''' - On [[Sandtrap]], put a [[Teleporter]] (Sender Mode) in the middle of the map and put the Receiver Mode somewhere in the minefield, preferably somewhere far away so players don't see it. It's assured to make people hate you.
 
*'''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?
 
*'''Big Bucket of sunshine''' - Go to a map that supports Fusion Coils (this works best on [[Last Resort (Level)|Last Resort]] or The Pit, because they have a lot of them) and delete '''every one of them''' from the map. Then, spawn an open cargo container, and place it on its side so the opening faces up. Pile every one of the Fusion Coils in there, and throw a Plasma grenade. You will get blown probably 300 feet in the air. Fun to watch, fun to do. (Note: Add propane tanks to the box as well for added fun.) For even more fun, set yourself invincible in the Game Options and see how long you can stay in the container without falling.
 
*'''Flying Scorpions''' - On a map supporting at least a couple of [[Scorpion]] tanks, spawn them and turn one upside-down. Next, drive the other one on top of the upside-down one's treads like a ramp. Then,(now for the fun part) get out and flip the bottom Scorpion. The top one will go flying! This is especially fun with two players, since you can see from the top one's point of view.
 
*'''Flashing boxes''' - Go into Foundry, and build a tower to the roof with double boxes, and use up all the boxes in the map, and if this is done right, the map will be overloaded, and the box tower will begin to flash randomly.
 
*'''Monitor Laser''' - On any map, go into forge, and spawn a spartan laser. Pick it up. Start charging it up, but right as its about to fire, use your other hand to turn into a monitor (while still holding the right trigger). Find another player and face them as the monitor. Hold the right trigger, and turn back to a Spartan. The laser should fire right away, if you timed it right (at the beginning).
 
*'''Shoving Teleporters''' - When you're not host push a teleporter through ANYTHING by pressing "A" a few times for the bottom of the 2 way node to go through any surface.
 
*'''Da Real Military''' - This mode works well on [[Standoff (Level)|Standoff]], Foundry (but you can't spawn [[Banshee]]s), Sandtrap (because you can't spawn Elephants), and [[Valhalla (Level)|Valhalla]]. Go into Forge and spawn lots of weapons and ammo for each team. Then spawn lots of vehicles, and make sure you have a ''lot'' of players. Have each player charge into battle. Make sure you are Invulnerable, and then watch the battles unfold! Follow the same steps if you are on Sandtrap, but spawn everything near, or preferably, in or on the Elephant that one team possesses.
 
*'''The Escape Pod''' - Spawn an Open Container anywhere they are allowed. Go inside and drop a Deployable Cover. Next, grab a gravity lift and drop it inside (while you're inside as well) the box should begin to rise. Fun to do as a trick, you're about to die and have a gravity lift with a deployable cover nearby and you drop the gravity lift and cover and fly away as the enemy was about to kill you, or to reach new heights. Best done on a level where you can go pretty high without restrictions or on Last Resort's beach.
 
*'''Turretless Vehicles''' - To create [[Warthog]]s, [[Scorpion]]s, [[Prowler]]s and [[Wraith]]s without turrets see [[Turretless Vehicle]] glitch.
 
*'''Bomb Room''' - In [[Foundry]], make a box made with two corner walls. Make another one on top of the one you just made. Fill it with all the Fusion Coils and Propane Tanks you have. Put a Receiver mode Teleporter in. Then put a gate wall on top of the tower. Use two staircases to make a path to the top (use floating glitch).  Make a Sender mode near where people go often. When you catch someone in the tower, shoot a fusion coil inside. It will allow this because of the holes in the gate wall. Then watch your friend get blown up. You will see some of the explosion outside but NONE of it will harm you because all of the walls are indestructible.
 
*'''Armored Warthog''' - On any level with barricades, put the barricades on the front of the [[Warthog]] and with the hole part on the window, and an Armored Warthog is also a turret and when you drive it, it will drive slow, however, you will be almost unstoppable, this works with any Warthog.
 
*'''Chitty Chitty Bang Bang''' - If you manage to find the patience, try to place drop pods inside of the elephant and carefully place deployed gravity lifts underneath the drop pods. Try to place receiver teleporters on the lifts to hold them in place. Carefully place a Hornet between the "ribs" of the elephant. Then, place a radio antenna sideways on top of both of the hornets turbines (wings). Try to place Covenant supply crates to hold the hornet and the antennas in place and more teleporter receivers just as backup precautions. Then, place supplies and equipment for the match in the elephant. Then, get into the hornet. If done properly, the lifts will launch the pods at the fence-like ceiling and open the pods. Remember, to quickly get into the hornet as soon as the pods deploy. Use the hornet to steer and operate the flying machine. Warning: Do not access the Elephants controls!
 
*''' Secret Areas''' - Many levels have high up and secret areas that cannot be reached by jumping. Fly around as the Monitor to find these areas and then put a teleporter to get there during a regular match. Some levels that have secret areas are [[Last Resort]], [[Guardian]], [[Epitaph]], [[Valhalla]], [[The Pit]], and [[Cold Storage]].
 
*'''The Path of Death''' - This one is easier to do on levels with small rooms or pathways, like [[Foundry]] Mazes or [[Epitaph]]. Do the Floating objects trick, and place [[Fusion Coils]] on top of the objects. Then, when someone comes along, stand on the fusion coil on top of them, then it will cause instant death or loss of shields, allowing players to dive in for a quick and easy melee. Try this in mazes to see how long your friends can survive. You can make it an assault map by adding "towers" at certain points over the maze for the defending team to use.
 
*'''Rockets and Artillery''' - On maps such as [[High Ground]] or [[Last Resort]], go into editor mode and spawn propane tanks, man cannons, and fusion coils. Then prop the tanks on the walls and put the man cannons facing towards where the enemy will start from, or where they are coming from if you edit in game. Then set the propane tanks off and push the fusion coils towards the man cannons. When the coils hit the ground shoot them for an artillery effect. The propane tanks would be used cautiously however, due to their ineffectiveness at long range and erratic flight pattern.
 
*'''Golf Course''' - Go to an open spaced map such as Foundry.  Then use grav lifts, shield doors, and other objects to create a course.  Then make a starting point and spawn a soccer ball. Push the soccer ball forward and watch it move through the course.
 
*'''Breakdancing Warthog!''' - Have at least 2 players, then spawn a Warthog, and get to other person into the gunner or passenger seat, then start flipping the Warthog around. If they get out, the 'Hog will probably hit and kill them. Try this in Scorpions and Hornets. Dropping players into the Turrets on Snowbound or the Minefield on Sandtrap is really fun!
 
* '''Spin Cycle''' - Spawn an open container and have a friend step inside, grab the container, and twist it around wildly and see how long your friend can stay in it
 
* '''Cloning''' - (You might need a second person for this to work). Before starting the match, set player damage to 10%. As in, how much a player can endure. When you start the match, make a box using small shield doors. Put a soccer ball in the center. When you're done with that, place a turret nearby. Turn into player mode and touch the ball. Your shield should be depleted. Once it is, run up to the turret and detach it. If done correctly, you will die, but you stay standing up in the "detached turret" animation. If you don't see it, view it from another players screen in theater. The host cannot see the clone due to connection quality. Note: it stays the same length that a dead body would stay.
 
* '''Idiot Traps''' - Also referred to as "Dillweed Traps", the purpose of these are to annoy other players. For one version, set a sender node in an easy to see place. Then, place the receiver in a killzone (like beyond the boundaries of Snowbound, causing them to be killed by Guardians). For another version, place the receiver inside of a sealed room (forcing them to commit suicide) or in a fencebox full of plasma coils (Meaning that it's only a matter of time until someone comes and blows them up). See how many other versions you can invent.
 
*'''Super Weapons''' - This is more of an illusion. What you do is you put a weapon holder anywhere you like. Then you start grabbing weapons and put 2 or more weapons on the same holder. Since they will center out, the weapons will fuse together to create a new, cooler looking weapon.
 
*'''Floating vehicles''' - This only works on vehicles with a gravity propulsion drive. (Ghost, wraith, and prowler.) Find an elephant, and place said vehicle on the roof of the cockpit. Get inside the vehicle and slowly make your way to the 4 prongs of the elephant. You will notice you will be floating. You can continue floating as long as you are on the elephant. If you leave the elephant, you will fall off.
 
*'''Vehicular trap''' - Spawn a vehicle, then surround it with walls and seal the top with a bridge. If the walls are close enough to the vehicle, you can enter it, but can't get out since you are surrounded by walls.
 
*'''Tank Dropping''' - Go to a map that supports [[Scorpions]] or [[Wraiths]] (preferably [[Sandtrap]]), find a relatively flat area, go into monitor mode an spawn a tank (preferably a [[Scorpion]]. Then look directly upwards, while still holding the tank, and go up nearly as far as you can, push the tank away from yourself and switch to player mode. The results can be hilarious. The tank can literally send you flying out of the map at hundreds of miles per-hour. Occasionally if done on [[Sandtrap]], the player's body will actually hit In Aegus Fate. This can give hours of amusement.Another fun thing to try is dropping the tank on fusion coils, plasma batteries, etc.
 
 
*'''Anti-grav Vehicles''' - This is best done with two people, but can be pulled off with one. First, delete all the vehicles. Then set any vehicle down and set the respawn time to 10 seconds. Then drive it forward to a certain point(somewhere you can easily recall)Call this vehicle (a). Place a second vehicle (it must be the same as the first) in the exact spot where you spawned (a). Set the respawn to 180 seconds and call this vehicle (b). Destroy both vehicles with a spartan laser, (b) and then (a). When (a) has respawned, drive it to the spot where you drove it to before. Set the respawn time from 10 to 180 seconds and run time minimum to 2. Now that (b) has respawned, pick up (a). Due to a glitch, you should be holding (b) which appears out of nowhere. Delete it. Now spawn anything small, like a grenade, drop it and pick it up again. Vehicle (a) should have no gravity as long as a monitor holds the grenade.
 
*'''Dueling Range''' - This is really fun if you have cooperative and attentive friends. You isolate of an area of a map with grav lifts (the central cave of avalanche works best. Delete all the respawn points in the map, then change the type of game to slayer. You make an even number of starting points per each team and base each team on either side of the dueling range. Do the same thing with weapons and grenades, but set aside an armory first. Select four decisive weapons that you can use the jumps to get close to each other and kill with. Put each on a weapon holder, and do the same for the other side of the gulf. Place a power core on each side of the gulf after knowing where each type of grenade will land after being thrown into the jumps. Place one of each grenade type in front of each weapon holder. Finish any other preparations you would like to do. Be sure to identify all the spawn points, starting points, and spawn zones with a particular team. That is the only aspect you do not duplicate by having a set of points for each team on each side. Finish any other  preparations you may have. Make sure each armory is removed from the dueling range by sheild doors, and block access to the rest of the level using energy blockers of the appropriate size. Create a slayer variant for the type of match you have created in the forge. Invite them to your pregame lobby, then explain the rules. Play, and see who is the best at dueling.
 
*'''The Invisible Warthog''' - First Overload the map by spawning trip mines and put them all to the lowest respawn time, and put it to a run -time minimum and maximum, Keep placing them on top of each other and let them explode themselves. Then spawn a warthog. Get inside of it. While driving turn into a monitor. Then get out of the warthog and get back in. Then your done. NOTE: If your playing with 2 or more people you must be on a different team then everyone else.
 
*'''Monitor Sticking''' - Have one player in human/elite mode, then stick them with a plasma grenade or spike grenade. Just after they get stuck, have him/her go into edit mode, the grenade won't go off until they turn back. (This also works the other way around and at the moment a firebomb goes off)
 
*'''Traps''' - First, spawn a dumpster (Dumpsters can be found in Foundry ''only'') After that, put a pallet on top and a window panel on top of the pallet. Delete the pallet. Then, spawn a closed single box on the two sides of the dumpster as well as the back. Place an Active Camo or Custom Powerup in front of the dumpster that is not surrounded by a box, DO NOT PLACE AN OVERSHIELD. Then, place a man-cannon on the opposite side of the Active Camo, but place it leaning so the "plasma steam" is facing forward instead of at an angle. Lastly, make the Camo instant respawn. Now, when people take the Active Camo or Custom Powerup, the dumpster will shoot out, killing them.
 
*'''Crouch Tunnels''' - The possibilities for this are endless, so I'll just tell you how to experiment with it. Take several Double Boxes on Foundry, flip them upside down, and interlock them into a nice little square that has room for one Open Box (any size) in the middle, with plenty of room around the edges to walk. Now spawn your open box. Leave it on the side of the map, you'll need it in a minute. Select all of the boxes in  the area where you want the tunnel to be, set it to Place at Start: No, and set your desired respawn time, give yourself plenty of time to work. Now place about 5 walls in the spot where you plan to place the tunnel. Then place your Open Box upside down where you want the tunnel. When the boxes respawn, set them back to Place at Start: Yes. You should now have a tunnel that will require you to crouch to get in. These can make great spots for weapon caches or Power Up spawns.
 
*'''Race Tracks''' - On any map that has bridge pieces, arrange them in a way that make a circuit. Walk in it to see if it works. Then spawn vehicles to go around the track. Invite a friend and have a race! If you want battle racing, spawn some weapons in the "garage" area of the start and add a passenger to the back. Death Race or Prix Race? You decide!
 
*'''Under Construct''' - Go onto the map Construct. Spawn four trip mines, and set the RT Minimun to four. Then overload the map, as described above. When that's done, go to where the purple gravity lifts should be. Then stand over the hole where the laser comes out. Crouch to get through. There you have it. You're under Construct! It's a great place to put down weapons and teleporters.
 
*'''Pod Launching''' - Go onto the map Sandtrap and go to the edge of the minefield (so you don't get shot at). Then spawn a drop pod, closed and look straight up. Then drop the drop pod and turn into human. When you land on the ground the drop pod will land on you and you will be sent flying. Great for playing around with your friends!
 
*'''Forge Wars''' - On any map, have to teams build bases with everything they want within a certain area. When both teams are ready, declare the game started and fight. However, you cannot turn into the monitor after the game starts. This requires the honor rule on the part of both teams.
 
*'''The Game Master''' - Upon downloading Title Update 2, set the Forge capability to "Party Leader only". Then, have something around 6-8 people in the party (preferably an odd number) and have all the players form teams, and then have Party Leader stay on their own team. When the teams are killing each other, the Party Leader (Monitor) can fly around and attempt to aid players or splatter people, or even attempt to get the teams to work together to take down the Monitor.
 
*'''Carry Two Dual Wield Weapons''' - In Forge Spawn a dual wield weapon like:plasma pistol, rifle, mauler, SMG, etc. Switch your first weapon with a dual wield weapon. Then switch to your secondary weapon. Then get a weapon you want and dual wield it with your secondary wield weapon(must be dual wield). Then switch your secondary weapon with the same weapon as your primary weapon(Again primary must be dual wield like secondary).
 
*'''Character Forge Glitch''' - While as the monitor press up to change to your character and at the same time press X and you should bring up the forge menu, while your playing as your character. You can only spawn one object at a time and you cant manipulate it unless your the monitor.
 
==Restrictions==
*You have an object limit and a budget that varies from map to map, but highest encountered budget is located on the map [[Standoff]], with a Grand total of 800 credits.
 
*No insertion of Campaign objects, enemies, friendlies or “bots” will be added to the game.<ref name = "8/22/08">2008-22-08, [http://www.bungie.net/News/content.aspx?type=topnews&cid=15268 Bungie Weekly Update: Tying Up Loose Ends]. Accessed on 2008-22-08</ref>


==Trivia==
==Trivia==
*The two most popular maps for ''Forge'' are [[Foundry]] and [[Avalanche]].
{{Cleanup|section}}
*If you fire your weapon and then turn to monitor mode right away and turn back into human form you will not have lost any ammo. (Spartan laser: 60%, "fired", 40%,  switched to monitor right away, back to human, 60%).
{{Outdated|Thorage updates to H3, HR, and H4; Halo now owned by 343Ind; among others}}
*If you catch on fire and then turn into monitor mode you will take no damage. But when you turn back into normal form you'll still be on fire. The same applies when you're stuck, you can be stuck and change into the Monitor and the grenade is gone, change back, and the grenade will explode. Also this applies to momentum that you gain while in regular mode - for example, if you jump into a grav lift and then turn into a Monitor immediately, then when you turn back you will fly through the air in the direction you were going when you went into the grav lift.
*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.
*The popular [[machinima]] series [[Red vs. Blue]] makes a comic reference to this resemblance in a video titled [http://www.youtube.com/watch?v=33OWW01sZu4 "D.I.Y."]
* 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 [[Elephant]] cannot be spawned due to its size and specific purpose on the map.
**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.  
*Forge keeps track of stats and kills.
***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.
*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.
*The Elephant used to be unspawnable by editors due to its size, the potential for lag, and specific purpose on Sandtrap, however more can be modded into the map. Elephants were later made editable on Avalanche and Sandbox in the Thorage update for the Master Chief Collection, alongside the Troop Transport Warthog and Anti-Air Wraith.
*The idea of Forge was taken from [[Marathon: Infinity]], which also has a map editor named Forge.
*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.
*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.
*It is possible to do a glitch that can make a player have no weapon.
*Even when the editing mode is set to "Party Leader Only", other players may enter forge mode through the start menu.
*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.
*If you put both [[Elephant]]s on top of each other and then put as many large objects (tanks) as you can on top the bottom, Elephant will have reverse gravity.
**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).
*Through a glitch, it is possible to wield weapons as The Monitor. <ref>[http://youtube.com/watch?v=xEIH3c3SGt8&feature=related  Halo 3 Weapon Forge Glitch (YouTube Tutorial)]</ref>
*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.
*During lag or a glitch, it is possible to see the small blueish-white tear drop shaped orbs that denote where an object has been placed in character mode. When you do, it is possible to interact with them in that mode. If you shoot it or beat it down, it will have the same effect as shooting or beating a shield door.
*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)
*The codename for the map making software for the first Halo game was called Forge before release.
*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.
*When you are in Editor 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 [[Oracle]] appears to be the Marathon symbol as well as the reticle.
*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>
*It has been confirmed that full Forge features will be available for the multiplayer maps for the upcoming Halo 3 expansion, ''[[Halo 3:ODST]]''.
*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.
*Turning into a monitor while in forge mode may have something to do with a [[Halo PC]] object editor called "SparkEdit" The icon of which, is a monitor.
*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.
*If you set your player's damage to invulnerable and shoot them they won't take damage, but if they turn into monitor mode the shots will eventually kill them unless you set editor traits.
*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.
==Related Articles==
*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 Objects]]
*Forge 2.0 in ''Halo: Reach'' was originally going to feature Weather as a changeable object but was cut due to time restraints: "No weather effects in the Forge. Was something we wanted, but something we didn't get to in time." <ref>[http://halo.bungie.org/misc/ferrex_forgeworld_answers_20100722.html '''Halo.Bungie.Org''': ''Reach Forge World Q and A: Ferrex, July 22, 2010'']</ref>
*[[Forge Projects]]
*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.
==External Links==
*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.
[http://uk.youtube.com/watch?v=F77i0Rd_z7Q Forge Demonstration Video]  
*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''.
[http://www.bungie.net/News/content.aspx?type=topnews&link=h3forgebasics Bungie Article : "What is the Forge?"]


==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 Coils.
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:1208475723_29535420-Medium.jpg|The fun never ends with the forge!
File:H5G-JuneForge.jpg|Features introduced into Forge with [[Warzone Firefight]].
Image:26034885-Full.jpg|Mario bros.
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]]


[http://www.forgehub.com/home/index.php?topic=2009.0]
==External links==
[http://www.bungie.net/Forums/posts.aspx?postID=16702677]
*[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]

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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]