Gameplay

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{{Ratings}}
{{Status|Gameplay}}
{{Disambig header|the ''Halo 3 and Halo: Reach'' gameplay mode|the UNSC Marine|John Forge}}
{{New content}}
[[File:Forge4.jpg|right|thumb|A [[Sangheili]] standing on a stack of [[Crate]]s in [[High Ground (level)|High Ground]], in Forge mode.]]
{{Center|You may be looking for the Marine of [[John Forge|the same name]].}}
'''Forge''' is a  gameplay mode in ''[[Halo 3]]'' and ''[[Halo: Reach]]''<ref>[http://www.bungie.net/News/content.aspx?type=news&cid=25827 '''Bungie.net''': Ask me anything - Halo: Reach, 19:52]</ref><ref>[http://www.youtube.com/watch?v=fFROejcwv7Y '''Youtube''': ''Inside Gaming: Halo Reach Special 01/16/10 (Machinima Video Game News)'']</ref> that allows for both playing and editing [[multiplayer]] maps.<ref>[http://www.bungie.net/News/content.aspx?type=topnews&cid=12718 Bungie Weekly Update 8/17/2007]</ref><ref>http://www.bungie.net/News/content.aspx?type=topnews&link=h3forgebasics</ref>
[[File:HighGroundForge.jpg|thumb|300px|Using Forge to manipulate objects.]]
'''Forge''' is a  gameplay mode in ''[[Halo 3]]'', ''[[Halo: Reach]]'', ''[[Halo 4]]'', ''[[Halo 2: Anniversary]]'', ''[[Halo 5: Guardians]]'' and ''[[Halo Infinite]]'' that allows for both playing and editing [[multiplayer]] maps.<ref>[http://halo.bungie.net/News/content.aspx?type=topnews&cid=12718 '''Bungie.net''': ''Bungie Weekly Update: 8/17/07'']</ref><ref>[http://halo.bungie.net/News/content.aspx?type=topnews&link=h3forgebasics '''Bungie.net''': ''Halo 3 How-to: Forge Basics'']</ref>


==Background==
==Background==
[[File:Gate of Doom.jpg|thumb|A [[Spartan]] is propelled into the air by [[Fusion Coil]]s and [[Propane Tank]]s in [[High Ground]] on Forge.]]
{{Center|''For a comprehensive list of each game's improvements to Forge, please see the respective page - [[Forge/Halo 3|Halo 3 Forge]], [[Forge/Halo: Reach|Halo: Reach Forge]], [[Forge/Halo 4|Halo 4 Forge]], [[Forge/Halo 2: Anniversary|Halo 2: Anniversary Forge]], [[Forge/Halo 5: Guardians|Halo 5: Guardians Forge]], and [[Forge/Halo Infinite|Halo Infinite Forge]]''}}
Forge is a game mode originally released in Halo 3 designed by Bungie 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 possible alterations include the modification of player spawn points, gametype objective points, [[Weapons|weapon]], [[Vehicles|vehicle]] and the addition of scenery items such as crates, [[fusion coil]]s, [[gravity lift]]s, [[teleporters]], and various other [[Forge Objects|items]] - In Forge players can add items that aren't available in unmodified maps. Halo 3 players proved so resourceful and imaginative with the tools provided to them that Bungie released two maps created specifically with Forge in mind. The scenery and layouts of these maps are almost entirely composed of movable and removable Forge objects. The ''Halo 3'' [[Heroic Map Pack]] introduced [[Foundry (level)|Foundry]] which allowed players a huge amount of freedom in the creation of new maps. The [[Mythic Map Pack]] introduced [[Sandbox (level)|Sandbox]], a massive map that is commonly referred to as the ultimate forging map in [[Halo 3]], with three distinct spaces to Forge in, a wide variety of scenery to choose from, every weapon in the game and every vehicle in the game, except for  the [[Sandtrap (level)|Sandtrap]] exclusive vehicle, the [[Elephant]].
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]].  


Bungie announced that Forge mode will be returning in Halo: Reach with updated and improved tools, often called Forge 2.0.
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]].


[[File:1225328365 Forge monitor.jpg|thumb|left|A Forge [[Monitor]].]]
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.
In addition to functioning as map editor, Forge is also a game-play 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]]) by pressing Up on the D-Pad. 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==
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''].  
The tools in Forge in Halo 3 proved to be very primitive in terms of allowing players to edit maps. This is because Forge was created originally to allow players to make smaller changes to maps; Bungie did not expect so many creative and amazing maps to be created with the tools they provided.  


=== Object Manipulation ===
In addition, ''Halo 5'' Forge brought with it an entirely revamped control scheme and a swath of new objects to place. For the first time in the series' history, Forge in ''Halo 5'' received multiple updates over the game's lifespan adding entirely new weapons, vehicles, [[REQ]] variants, maps and item sets. The mode also saw a number of quality of life changes to its toolset over the game's lifespan.  
In addition to modifying object spawn locations, Forge can also be used to change the properties of individual [[Forge Objects|objects]] as well as different types of objects. Pressing '''X''' over an item allows a player in Edit Mode to alter that item's settings. Pressing '''X''' again allows players to view the settings for all objects of that type. Per-type settings can also be accessed by highlighting the given object's entry in the spawn menus, and then pressing '''X'''. An individual object (eg, a single Gravity Lift) may have its ''Respawn Rate'' (which determines how often it spawns) and its ''Place at Start'' settings altered. Types of objects (eg, all Gravity Lifts) may have their ''Run-Time Minimum'' and ''Run-Time Maximum'' settings altered, which allows mapmakers to ensure that there is always less than or more than a certain amount of a given item during gameplay.


=== Restrictions ===
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.
There are some limits when placing items in Forge. The most obvious limit is the set of items permitted in a map—specific items are only allowed in specific maps. As an example, [[Hornet]]s and [[Scorpion]]s cannot be placed in [[The Pit]], and [[Deployable Cover]]s may not be placed in Sandtrap. (The technical explanation is that the [[tags]] for certain objects are only present in certain maps. Bungie likely did not place them for balance issues.) There are also varying limits on how many of each item can be placed; while the player can usually place up to thirty-two [[Frag Grenade]]s, the player can only place two [[Scorpion]]s when they are available on a map.


The amount of items the player can place in Forge is also regulated by an economy budget system.<ref>http://www.bungie.net/News/content.aspx?type=topnews&link=h3forgeobjects</ref> Different objects are assigned to different values. This is to keep the player from [[overloading]] maps and using excessive amounts of memory. Deleting items that are already on the map will free up more money for other items. The spending limit is merely a counter to help the player gauge how much they can place on the map at a given time; no real currency is used. The highest encountered budget is located on the map Forge World, with a grand total of 10,000 credits. However using the budget glitch, the player can go beyond the limit set, to do this make the run time maximum one more than the current amount placed on map.<ref>http://www.forgehub.com/forum/forging-101/30898-ultimate-budget-glitch.html</ref> or they can download canvases with the budget glitch already in.
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.


All maps have a maximum limit of 640 items.<ref>http://www.bungie.net/News/content.aspx?cid=17271</ref> The 640-item limit behaves somewhat oddly; removing items that are in the map by default does not free up more of the 640 "slots", so when editing large maps like [[Sandbox]], it is best to move all default items to the side instead of deleting them and trying to replace them when they need them later.
===''Halo 3'' Forge===
[[File:H3 ForgeHighGround.jpg|thumb|300px|The Forge Menu in ''Halo 3''.]]
{{Main|Forge/Halo 3|l1=Halo 3 Forge}}
As the first game to feature the Forge mode, ''Halo 3'' pioneered many of the features that are now staples of the mode including the pre-''Halo 5: Guardians'' control scheme and overall layout. In this iteration of Forge, all objects were bound by engine physics; meaning objects would fall when dropped. This is due to Forge's intention as a map ''editing'' as opposed to a map ''creation'' tool, with the intention being to replace weapons, vehicles, spawn points etc. Most maps featured only basic object palletes consisting of a selection of weapons and vehicles (though oftentimes not all - for example, the [[M7057 flamethrower]] was only available on a handful of maps even in Forge) and a small selection of scenery objects such as crates and barricades. The release of the maps Foundry and Sandbox greatly expanded upon the toolset available to Forgers via more dedicated scenery and structure objects, leading to "Forge art", the creation of new modes such as [[Grifball]] and the discovery of a number of exploits that allowed players to phase objects inside one another or float in the air.


Furthermore, [[Campaign]] objects, enemies, friendlies and “bots” cannot be added to map variants, and the basic geometry of the map cannot be altered.<ref name = "8/22/08">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>
===''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.


===Forge Filters===
===''Halo 4'' Forge===
{{Main|Forge Filters}}
{{Main|Forge/Halo 4|l1=Halo 4 Forge}}
Forge Filters, referred to in-game as FX, are objects listed in scenery which came in the [[Legendary Map Pack]] maps, [[Cold Storage]], and the Mythic Map Pack that change the camera settings. All the filters are as follows:
[[File:H4 Forge Reveal.png|250px|thumb|Halo 4's Forge, as displayed at RTX 2012.]]
*'''Juicy''' - Everything is bright, vivid and colorful. Saturation is increased.
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>
*'''Colorblind''' - Everything is displayed in grayscale.
*'''Gloomy''' - Everything is dark, shady, and somewhat desaturated.
*'''Nova''' - Everything is extremely bright and blurry, though really dark shadows look quite sharp.
*'''Old Timey''' - Everything looks like an old Western movie—the contents of the screen are displayed in sepia tones and are even given a flickering effect, making the screen resemble an old film projector.
*'''Ink''' - Scenes are displayed as if they were drawn using an inkpen. Bright areas tend to look more like a grayscale version of the Nova filter.
Bungie has stated that the filters were added for better experiences in gameplay, making interesting screenshots, and for making [[machinima]]. The Juicy filter helps with seeing through the Energy Blockers, as does the Old Timey filter.
Should more than one of these filters be spawned at one time, the effects will merge to create an entirely new effect. Combining all of the effects reduces visibility to the point where it is impossible to see.


==Halo: Reach Forge==
===''Halo 2: Anniversary'' Forge===
Forge mode returns in Halo: Reach as Forge 2.0, with a variety of updated tools to allow players to more easily edit maps, and of course with a Forge palette which has been updated to include items from the Halo: Reach sandbox. A map designed for players to create their own Forge Map Variants named [[Forge World]] is shipped with the game.<ref>[http://xbox360.ign.com/dor/objects/14276699/halo-project/videos/halor_forge_vdp_072310.html/ '''IGN.com''' Halo: Reach Xbox 360 Preview - Forge Video Preview]</ref> Maps created by Bungie staff ship with the game as well.<ref>[http://www.bungie.net/News/content.aspx?type=topnews&link=BWU_07231]</ref>
{{Main|Forge/Halo 2: Anniversary|l1=Halo 2: Anniversary Forge}}
=== Object Manipulation ===
[[File:H2A Forge info.png|thumb|250px|An overview of the features in ''Halo 2: Anniversary'''s Forge mode.]]
[[Forge Objects|Object]] manipulation in Forge 2.0 has been vastly improved.
''[[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>
*When an object is being held by a player, that player now "orbits" around the object in their grasp rather than having the object "orbit" around themselves (the camera moves around the object rather than the object around the camera).
*Players have the ability to select the physics of an object: normal, fixed or phased. Normal physics makes an object fall to the ground and interact with the world normally as it does in Halo 3. Fixed physics allows players to place an object and have it stay exactly where it was placed - even floating in the air. Phased physics is similar to fixed, but allows players to intersect objects with other objects or map geometry.
*Players have the ability to "nudge" pieces, and the ability to edit an object's coordinates.
*Players can alter the color of some structures and Vehicles to indicate team color.
*Players can [[Forge Labels|label]] most objects, giving the ability to make any part on a map only spawn during a particular game type and allowing more control over player spawning and objectives.


=== Restrictions ===
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}}
Though Forge 2.0 is vastly improved over Halo 3 Forge, there are still a number of restrictions on what a player may do to edit a map.
*The Forge budget returns to Halo: Reach.
*The limit of number of a particular items placable in Forge mode returns, albeit with some changes. The limit now applies to categories of items; for instance number of walls now applies to walls as a category, with 50 wall objects placable rather than 25 single walls and 25 double walls.
*Forge cannot be used to Forge Firefight maps.


===Forge Filters===
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}}
Some forge filters are limited to Halo: Reach only. Below is a list of them.
 
*'''Colorblind''' - Available in Halo 3 and Reach. It makes the map appear in a Grayscale.
===''Halo 5: Guardians'' Forge===
*'''Next Gen''' - (Gloomy) Available in Halo: Reach only. It makes the environment have slightly darker colors.
{{Main|Forge/Halo 5: Guardians|l1=Halo 5: Guardians Forge}}
*'''Juicy''' - Available in Halo 3 and Reach. Makes the environment look more vivid, as it increases saturation.
[[File:H5G-Forge.jpg|thumb|250px|Forge in ''Halo 5: Guardians''.]]
*'''Nova''' - Available in Halo 3 and Reach. Makes the environment look really bright and blurry.
''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>
*'''Olde Timey '''- Available in Halo 3 and Reach. Olde Timey makes the entire map appear to be an old movie.
 
*'''Pen and Ink''' - Available in Halo 3 and Reach. Turns the environment to look as if it was drawn with an ink pen.
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}}
*'''Purple''' - Available in Halo: Reach only. It turns the environment Purple, thus giving the effect of night.
 
*'''Green '''- Available in Halo: Reach only. It turns the environment Green. Useful for Infection game types, as it makes the environment look scarier.
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}}
*'''Orange''' - Available in Halo: Reach only. It turns the environment orange, thus giving the effect of a sunset.
 
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.
 
''[[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}}
 
===''Halo Infinite'' Forge===
{{Main|Forge/Halo Infinite|l1=Halo Infinite Forge}}
''Halo Infinite'' features Forge that released in the [[Winter Update]]  which improves upon the foundations set by Halo 5's version of Forge by introducing object scaling,{{Ref/YouTube|Id=INFForge1|SAwEbD5qNG8|Halo|Halo Infinite Forge Fundamentals - Building|Y=2022|M=09|D=09}} a menu wheel for more complex options, the ability to undo and redo a previous edit,{{Ref/Site|Id=FHOD|URL=https://www.forgehub.com/threads/outpost-discovery-round-up-halo-infinite-forge-first-details-exclusive.159009/|Site=ForgeHub|Page=Outpost Discovery Round-Up + Halo Infinite First Forge Details (Exclusive)|D=21|M=8|Y=2021}} the ability to customize FX, the sun's color and its time of day,{{Ref/YouTube|Id=INFForge3|uyKLrBs6GDM|Halo|Halo Infinite Forge Fundamentals - Lighting & Audio|Y=2022|M=10|D=03}} the ability to create a sequence of events and conditions to trigger it through a node graph,{{Ref/YouTube|Id=INFForge2|sgIxew1x12s|Halo|Halo Infinite Forge Fundamentals - Scripting & Bots|Y=2022|M=09|D=19}} the ability to set objects as static or dynamic, etc. It also makes a huge change to the lighting system that allows the player to set the option to cast static and/or dynamic shadows when selecting a light placed by the player, introduces a heatmap for lights and shadows to assist in map performance, introduces light probes with a limit of 14,000 light probes on a map, and removes the ability to bake light.
 
With the launch of [[Season 05: Reckoning]], Forge has been improved to incorporate AI units into Forge. The AI units include Marines, [[Unggoy|Grunts]], [[Kig-Yar|Jackals]], [[Sangheili|Elites]], [[Jiralhanae|Brutes]], [[Gasgira|Skimmers]], [[Mgalekgolo|Hunters]], and the variant of frames supporting [[Adjutant Resolution]], with a limit of 32 AI units in the map. These AI units can be spawned through AI spawners, [[Gydrozka Workshop Breaching Pod|Drop Pods]], and/or [[Eklon'Dal Workshop Phantom|Phantoms]]; spawners and Phantoms can spawn up to 8 AI units while Drop Pods can only spawn 1 AI unit. If the Phantom is selected, it will also be able to drop off a [[Riuctda Workshop Ghost|Ghost]], a [[Bolroci Workshop Chopper|Chopper]], or a [[Bolroci Workshop Wraith|Wraith]], but the pilot of that vehicle will take the place of the 8th AI unit if the vehicle piloting is enabled. AI units can also move in specific move zones to act as a patrol route. AI units can also spawn with different weapons (i.e. Jackals can spawn with an [[SRS99-S7 AM sniper rifle|S7 Sniper]]), and properties that affect AI units are added using node graph.
 
It currently supports 8 different blank canvases of different themes: [[Arid]], [[Mires]], [[Seafloor]], [[Institute]], [[Ecliptic]], [[Void]], [[Barrage]], and [[Permafrost]].


==Trivia==
==Trivia==
*The four most popular maps for Forge are [[Forge World]], [[Foundry]], [[Avalanche (level)|Avalanche]] and [[Sandbox]], most likely because of their large, open spaces, as well as the fact that the player can put nearly anything on Forge World, Foundry, and Sandbox.
{{Cleanup|section}}
{{Outdated|Thorage updates to H3, HR, and H4; Halo now owned by 343Ind; among others}}
*If the player fires their weapon and then immediately enters Edit Mode, upon returning to Player Mode, they ''may'' find that they have lost no ammo.
*If the player fires their weapon and then immediately enters Edit Mode, upon returning to Player Mode, they ''may'' find that they have lost no ammo.
*If the player catches on fire (from a [[Firebomb Grenade]] or the [[M7057/Defoliant Projector|Flamethrower]]) and then enter Edit Mode, they will take no damage. Upon returning to Player Mode, however, they will find that the fire was "preserved", they will once again take damage.
* 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 same trick can be used to delay the detonation of a grenade when they have been stuck. They can even delay the throwing of a grenade by entering Edit Mode immediately after pressing '''LT'''.
**It also applies to any momentum that the player gathered while in Player Mode. If they jump into a Grav Lift or man cannon, enter Edit Mode, move away, and then return to Player Mode, they will fly through the air in whatever direction they were originally moving in.  
**It also applies to any momentum that the player gathered while in Player Mode, if they jump into a Grav Lift or man cannon, enter Edit Mode, move away, and then return to Player Mode, they will fly through the air. This was changed in Halo: Reach as changing to edit mode arrests the players motion. However, if someone in Edit mode is moving when they return to Player mode, their velocity is carried over, and can result in dieing if the change happens when flying down, as Halo: Reach physics causes damage to players if they hit the ground too fast.
***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 cannot be spawned by editors due to its size, potential for lag, and specific purpose on Sandtrap, however more can be modded into the map.
*The Elephant used to be unspawnable by editors due to its size, the potential for lag, and specific purpose on Sandtrap, however more can be modded into the map. Elephants were later made editable on Avalanche and Sandbox in the Thorage update for the Master Chief Collection, alongside the Troop Transport Warthog and Anti-Air Wraith.
*Forge keeps track of stats, kills, and teams
*Created map variants can be saved and shared with the community. Also, if the player's creation is extremely liked by 343 Industries, they may even add it to matchmaking.
*Created map variants can be saved and shared with the community. Also, if the players creation is liked by Bungie, they will put it up to be downloaded by other players for use.
*It is possible to do a glitch that can make a player have no weapon.
*It is possible to do a glitch that can make a player have no weapon.
*The idea of Forge was taken from ''[[Marathon: 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 gametype that allows for the spawning and repositioning of objects.
*The idea of Forge was taken from ''[[Marathon|Marathon: Infinity]]'', which also has a map editor named Forge. However, there are multiple differences: ''Marathon'''s Forge was a separate application, acting as a 'pure' map editor in conjunction with another application, Anvil, which edited physics, sounds and shapes files. On the other hand, ''Halo 3''<nowiki/>'s Forge is merely a separate game mode that allows for the spawning and repositioning of objects.
*Forge bears resemblances to ''Sapien'', a program in the ''[[Halo Custom Edition]]'' [[Halo Editing Kit|Editing Kit]].
**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.
*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 is restricted to "Party Leader Only", a programming mistake allows other players to enter Edit Mode through the start menu. (Patched)
*Even when Edit Mode was restricted to "Party Leader Only", a programming mistake allowed other players to enter Edit Mode through the start menu. (Patched)
*If the player stacks both [[Elephant]]s 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.
*If the player stacks both [[M313 Heavy Recovery Vehicle|Elephants]] on top of each other and then put as many large objects (tanks) as they can on top the bottom, the Elephants will have reverse gravity.
*Through a glitch, it is possible to wield weapons while in Edit Mode.<ref>[http://youtube.com/watch?v=xEIH3c3SGt8&feature=related  '''Youtube''': ''Halo 3 Weapon Forge Glitch (YouTube Tutorial)'']</ref>
*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>
*During lag or a glitch, it is possible to see the small blueish-white tear drop shaped orbs (item spawn points) that denote where an object has been placed while in Player Mode. When this happens, the spawn points can be interacted with while in Player Mode. If the player shoot or melee them, they will hear the same sound that plays when shooting or beating a shield door.
*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.
*The codename for the map making software for the first Halo game was called Forge before release.{{Citation needed}}
*When the player is in Edit Mode, the reticule in the center of the screen appears to be the [[Marathon]] symbol. This is probably due to the fact that the eye of the [[Monitor]]s resemble the same symbol.
*When 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 eyes of the [[Monitor]]s resemble the same symbol.
*When in Edit Mode, the player can kill someone with a floating object and will get the Splatter Kill medal. If the player does this on a Mythic map, the player will earn the [[Tank Dropper]] achievement.
*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  |Tank Dropper]] achievement.
*There is a mistake when editing options in forge, it says: ''View current options. Only the party leader may change options'', regardless of whether or not that person is the party leader.
*There is a mistake when editing options in forge, it says: ''View current options. Only the party leader may change options'', regardless of whether or not that person is the party leader.
*It is unknown why the player cannot place certain weapons on certain maps, but it is probably due to balancing. Vehicles would be unable to evade [[Missile Pod]]s in indoor maps, and large vehicles like [[Wraith]]s 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.
*It is unknown why the player cannot place certain weapons on certain maps, but it is probably due to balancing. Vehicles would be unable to evade [[LAU-65D/SGM-151|Missile Pods]] in indoor maps, and large vehicles like [[Zurdo-pattern Wraith|Wraiths]] and Scorpions might not even fit inside of indoor maps with small doors or rooms. However, weapons such as [[Pez'tk-pattern fuel rod gun|Fuel Rod Guns]] and [[Hellbringers|Flamethrowers]] have limited use due network and performance issues.
*Forge 2.0 in ''Halo: Reach'' was originally going to feature Weather as a changeable object but was cut due to time restraints: "No weather effects in the Forge. Was something we wanted, but something we didn't get to in time." <ref>[http://halo.bungie.org/misc/ferrex_forgeworld_answers_20100722.html '''Halo.Bungie.Org''': ''Reach Forge World Q and A: Ferrex, July 22, 2010'']</ref>
*Forge 2.0 in ''Halo: Reach'' was originally going to feature Weather as a changeable object but was cut due to time restraints: "No weather effects in the Forge. Was something we wanted, but something we didn't get to in time." <ref>[http://halo.bungie.org/misc/ferrex_forgeworld_answers_20100722.html '''Halo.Bungie.Org''': ''Reach Forge World Q and A: Ferrex, July 22, 2010'']</ref>
*The Forge monitor makes a small noise when boosting. The sound is similar to the jingle of a bell.
*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 he/she respawns(as a monitor), it will have a Monitor HUD from Halo 3, showing only the shield bar. Exiting then reentering monitor mode after this will give a normal Spartan/Elite HUD.
*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.
*In Forge 2.0, if there is lag during a forge session and a player goes into Edit Mode, a [[Type-52 Special Applications Rifle|Focus Rifle]] icon will appear for a second and disappear and the reticule will go from Focus Rifle reticule to edit reticule and if your pressing the fire button, the player will emit a short Focus Rifle blast with sound effect for as long as the Focus Rifle reticule is visible. Only that player will see and hear the Focus Rifle blast.
*The ''Halo: Reach'' player spawn point object features a holographic Spartan crouching with an [[M6G pistol]] aimed forward. The Spartan has a specific armor permutation that includes a variation of the [[MJOLNIR Powered Assault Armor/Mark V (B)|Mark V[B]]] helmet with UA that was exclusive to ''[[Halo: Reach Beta]]'', [[Mark V]] right shoulder, [[CQC]] left shoulder, [[MJOLNIR Powered Assault Armor/Tactical#Tactical/Tacpad|Tactical/Tacpad]] wrist attachment, [[MJOLNIR Powered Assault Armor/Tactical#Tactical/Trauma Kit|Tactical/Trauma Kit]] utility on the right thigh, and [[FJ/PARA]] knee guards.
*The initial spawn points in Halo 4 use the same Spartan hologram model as the initial spawn holograms previously used in ''Halo: Reach''.


==Gallery==
==Gallery==
<gallery widths="150" orientation="landscape" captionalign="left">
<gallery>
File:Forge2.jpg|The Forge Menu.
File:H3_ForgeMonitor.jpg|A Forge [[Monitor]] in ''Halo 3.''
File:Forge3.jpg|Spawning a Tank on High Ground.
File:Forge6.jpg|Crates and an [[M12 Chaingun Warthog]] on Forge.
File:Forge4.jpg|Spawning Crates, Barrels and Fusion Coils.
File:Forge3.jpg|Spawning an M808C Scorpion on High Ground.
File:Forge6.jpg|Crates and a [[Warthog]] on Forge.
File:HR_Forge_Concept.jpg|Concept art of a Forge game in ''Halo: Reach.''
File:Forge lotsofvehicles.png|Many vehicles on [[Sandtrap (level)|Sandtrap]].
File:H4_ForgeIsland_Map.jpg|A Forge creation in ''Halo 4''.
File:HighGroundForge.jpg|The Monitor's HUD.
File:H4_ForgeMonitor.jpg|A Forge Monitor in ''Halo 4''.
File:1208475723 29535420-Medium.jpg|The fun never ends with Forge!
File:H2A Forge.png|Forge in ''Halo 2: Anniversary''.
File:26034885-Full.jpg|Using weapons and equipment,  players can create characters from anywhere! Such as this Mario creation.
File:H2A-Awash-Beaver Creek.jpg|[[Beaver Creek]] recreated in ''Halo 2: Anniversary'''s Forge.
File:Halo Reach Forge Concept.jpg|Concept art of a Forge game in ''Halo: Reach''.
File:H5G-ForgeWeathereffects.gif|Some of the weather effects in ''Halo 5: Guardians''<nowiki>'</nowiki> Forge.
File:ForgeMenu.jpg|The Forge Main menu from ''[[Halo: Reach]]''.
File:H5G-Materialbases.gif|Some of the material bases in ''Halo 5: Guardians''<nowiki>'</nowiki> Forge.
File:H5G-JuneForge.jpg|Features introduced into Forge with [[Warzone Firefight]].
File:H5G - Halo Wars Firebase 1.png|A remake of the [[Firebase]] from ''[[Halo Wars]]'' in ''Halo 5: Guardians'' Forge.
File:H5G - Halo Wars Firebase 2.png|A remake of the Firebase from ''Halo Wars'' in ''Halo 5: Guardians'' Forge.
File:HINF-Amogus.png|Forge in ''Halo Infinite''.
File:HINF-S5PK2.jpg|Forge AI in ''Halo Infinite''.
</gallery>
</gallery>


==Sources==
==Sources==
<references/>
{{Ref/Sources}}
==Links==
 
===Internal===
==See also==
*[[Forge World]]
*[[Forge World]]
*[[Forge Objects]]
*[[Forge objects]]
*[[Forge Projects]]
*[[Forge/Tricks|Forge Tricks]]
*[[Forge/Tricks|Forge Tricks]]
*[[Switches]]
*[[Switches]]


===External===
==External links==
*[http://uk.youtube.com/watch?v=F77i0Rd_z7Q Forge Demonstration Video]  
*[http://halo.bungie.net/News/content.aspx?type=topnews&link=h3forgebasics '''Bungie.net''': ''Halo 3 How-to: Forge Basics'']
*[http://www.bungie.net/News/content.aspx?type=topnews&link=h3forgebasics Bungie Article : "What is the Forge?"]
*[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: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]

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Halo Infinite Forge[edit]

Main article: Halo Infinite Forge

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

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

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

Trivia[edit]

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  • If the player fires their weapon and then immediately enters Edit Mode, upon returning to Player Mode, they may find that they have lost no ammo.
  • Whatever happened to the player in Player Mode (stuck grenades, fire) will be put in stasis when the player is in Edit Mode. When they return, whatever was in stasis will return to play.
    • It also applies to any momentum that the player gathered while in Player Mode. If they jump into a Grav Lift or man cannon, enter Edit Mode, move away, and then return to Player Mode, they will fly through the air in whatever direction they were originally moving in.
      • This was changed in Halo: Reach as changing to edit mode arrests the players motion; despite this, motion is sometimes preserved anyways. However, players now keep their velocity from Edit Mode when they enter Player Mode; this can result in death if the change happens when flying fast, as Halo: Reach physics causes damage to players if they hit any object while moving too fast. Halo 4 retains this system, but due to lights being baked anytime the player switches to Player Mode (which was changed in the MCC in an update to no longer default to this; instead, you PRESS the Edit/Player mode button to exit the monitor mode and HOLD the Edit/Player mode button to bake the lighting), the monitor comes to a complete stop while the lights bake.
  • The Elephant used to be unspawnable by editors due to its size, the potential for lag, and specific purpose on Sandtrap, however more can be modded into the map. Elephants were later made editable on Avalanche and Sandbox in the Thorage update for the Master Chief Collection, alongside the Troop Transport Warthog and Anti-Air Wraith.
  • Created map variants can be saved and shared with the community. Also, if the player's creation is extremely liked by 343 Industries, they may even add it to matchmaking.
  • It is possible to do a glitch that can make a player have no weapon.
  • The idea of Forge was taken from Marathon: Infinity, which also has a map editor named Forge. However, there are multiple differences: Marathon's Forge was a separate application, acting as a 'pure' map editor in conjunction with another application, Anvil, which edited physics, sounds and shapes files. On the other hand, Halo 3's Forge is merely a separate game mode that allows for the spawning and repositioning of objects.
    • The use of the name "Forge" in Marathon was a pun based on the name of the game's antagonist race, the Pfhor (thus, Pfhorge or Forge).
  • Some weapons may be purchased at no cost if they were originally on the map and are not deleted. However this will leave the player with a penalty making it so that they need to sell the same amount they have spent under zero to reach zero again and make money again.
  • Even when Edit Mode was restricted to "Party Leader Only", a programming mistake allowed other players to enter Edit Mode through the start menu. (Patched)
  • If the player stacks both Elephants on top of each other and then put as many large objects (tanks) as they can on top the bottom, the Elephants will have reverse gravity.
  • Through a glitch, it is possible to wield weapons while in Edit Mode.[16]
  • In Halo 3, blue-white teardrop-shaped markers denote object spawn points, with the tip facing the direction the object normally faces when spawned. They aren't always visible on all objects, but they can be revealed by moving the object away without grabbing it. When this happens, the spawn points can be interacted with while in Player Mode. If the player shoots or melees them, they will hear the same sound that plays when shooting or beating a shield door.
  • When the player is in Edit Mode, the reticule in the center of the screen appears to be the Marathon symbol. This is probably due to the fact that the eye of the Monitors resemble the same symbol.
  • When in Edit Mode, the player can kill someone with a floating object and will get the Splatter Kill medal. If the player does this on a Mythic map, the player will earn the Tank Dropper achievement.
  • There is a mistake when editing options in forge, it says: View current options. Only the party leader may change options, regardless of whether or not that person is the party leader.
  • It is unknown why the player cannot place certain weapons on certain maps, but it is probably due to balancing. Vehicles would be unable to evade Missile Pods in indoor maps, and large vehicles like Wraiths and Scorpions might not even fit inside of indoor maps with small doors or rooms. However, weapons such as Fuel Rod Guns and Flamethrowers have limited use due network and performance issues.
  • Forge 2.0 in Halo: Reach was originally going to feature Weather as a changeable object but was cut due to time restraints: "No weather effects in the Forge. Was something we wanted, but something we didn't get to in time." [17]
  • The Forge 2.0 monitor makes a small noise when boosting.
  • In Halo: Reach, after a player goes in to Monitor mode, the Monitor will have a shield/health HUD similar to that of the species which it was transformed from. However, if a player dies while in Monitor mode, when they respawns(as a monitor), it will have the shield bar from Halo 3. Exiting then reentering monitor mode after this will give a normal Spartan/Elite HUD.
  • In Forge 2.0, if there is lag during a forge session and a player goes into Edit Mode, a Focus Rifle icon will appear for a second and disappear and the reticule will go from Focus Rifle reticule to edit reticule and if your pressing the fire button, the player will emit a short Focus Rifle blast with sound effect for as long as the Focus Rifle reticule is visible. Only that player will see and hear the Focus Rifle blast.
  • The Halo: Reach player spawn point object features a holographic Spartan crouching with an M6G pistol aimed forward. The Spartan has a specific armor permutation that includes a variation of the Mark V[B] helmet with UA that was exclusive to Halo: Reach Beta, Mark V right shoulder, CQC left shoulder, Tactical/Tacpad wrist attachment, Tactical/Trauma Kit utility on the right thigh, and FJ/PARA knee guards.
  • The initial spawn points in Halo 4 use the same Spartan hologram model as the initial spawn holograms previously used in Halo: Reach.

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